Wonder

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology 2018 (CM2) Uncommon
Commander Anthology (CM1) Uncommon
Eternal Masters (EMA) Uncommon
Commander 2013 (C13) Uncommon
MTG: Commander (CMD) Uncommon
Judgment (JUD) Uncommon
Promo Set (000) Rare

Combos Browse all

Wonder

Creature — Incarnation

Flying

As long as Wonder is in your graveyard and you control an Island, creatures you control have flying.

Browse Alters

Wonder Discussion

Hoobynobber7395 on Strike of the Shinobi

4 days ago

Xenograft helps make everything ninjas also, Wonder put it in your graveyard if you can and all creatures have flying (makes it harder to block), add in high mana cost cards like Treasure Cruise , Temporal Trespass , and Temporal Mastery to deal massive amounts of damage to everyone in one turn

Ninjitsu check mine out!

articred on Commander - Scarab God - Dumannios

1 week ago

hey Dumannios

One of the things I'd tackle first, personally, is reworking your dual lands. Coming into the battlefield tapped puts you behind, especially early game imho. I think looking at cards that, while a bit more expensive, would help you in that regard.

Lots of your mana rocks come into play tapped as well, Voltaic Key might be a solution or Unwinding Clock , Talisman of Dominance is a nice pick up and Fellwar Stone I used to run with Wonder in my deck as well, exchanged that out for Eldrazi Monument as I run a lot of token generation to sac each upkeep, could pair that up with Damnation

Kindred Dominance could be something worth while, still cheaper than Plague Wind .

Balthor the Defiled feels really out of place, you don't run red so seems like half his cast ability is wasted. Zombie Master , Undead Warchief (cost reduction and pumps your zombies, sounds like a win win) or Gleaming Overseer (I think amass is a useless ability still) but this would protect your tokens from some of your cards and still allow your undead army to grow.

Feel free to take a look at my zombie deck for any ideas as well Grimgrin, zombie extraordinaire

McToters on Where's The Tiger?

1 week ago

Hey no worries!

I guess my issue is I’ve never seen Yuriko in action. The 1/1 flyers just seem like unsustainable one-offs that don’t get you much value, which is why i suggested them. So that’s most likely a “me” problem haha, although I still stand by the fact Wonder and Filth (at the very least the former) is worth a slot. I run it in my zombie tribal and my mono-blue morph and it makes all the difference in some games. But maybe it just isn’t Yuriko’s thing. I know they aren’t one-drops but they are attacking or blocking fodder that your opponent will strictly not want to block and let through or not think of as a threat at all. I get your reasoning for disliking them though so again, no worries!

The double black in dauthi can definitely be an issue, but in 2-color I think your safe. I use it in my 2-color Skullbriar deck with ease (just to give you some first-hand experience with it). Maybe there’s a better card to take out than what i suggested.

Anyway, thanks for hearing me out and sorry if none of the cards I suggested pan out for you, but it’s part of the game trying new angles, right? Good luck!

McToters on Where's The Tiger?

1 week ago

Ok! Sorry I missed you already have Prowler's Helm ! I also totally get the unfavorability of Hot Soup but A) it’d hilarious and B) I’ve personally won games with it. Of course this isn’t meant to say your points still don’t stand cause equip 3 is a lot. I just think most people will underestimate it’s power if they’re not slinging non-combat damage with ease.

A counter-suggestion to Stormtide Leviathan + Part Water ... how about Wonder and Filth + Buried Alive . You don’t necessarily need Buried Alive but it’s an enabler for the other two to automatically work. And I would personally take out Wingcrafter and Jace's Phantasm for them.

All 3 of the “Extra Turn” spells are dope, but in the name of practicality I would probably take out the weaker 1 or 2 for Scroll Rack and Sensei's Divining Top as they fit into the theme of manipulating the top of your library and they will also get you out of trouble a majority of the time.

Smoke Shroud is amazing flavor but I eould probably replace that with Dauthi Embrace .

What do you think?

Hissp on Two Lands One Ninja

1 week ago

Obviously Modern Horizons threw a lot of changes into the list. In my current iteration I'm running 26 creatures + Mutavault :

My ninjitsu enablers are either free ( Memnite , Ornithopter , Phyrexian Walker ) or provide repeatable utility ( Cabal Therapist , Putrid Imp , Sage of Epityr , Sidisi's Faithful ). I don't prioritize evasion at all. I'm also running all 3 1-drop changelings ( Changeling Outcast , Mothdust Changeling ,{Universal Automaton})

I'm running every creature with a ninjitsu cost of 1 or 2 ( Azra Smokeshaper , Ingenious Infiltrator , Mistblade Shinobi , Ninja of the Deep Hours , Sakashima's Student , Skullsnatcher , Walker of Secret Ways ) as well as 3 more expensive ninjas that provide value ( Fallen Shinobi , Mist-Syndicate Naga , Throat Slitter )

The other creatures I'm running either provide incredible ETB value ( Gilded Drake , Spellstutter Sprite , {I would probably run Snapcaster Mage if I had one}) or facilitate team evasion ( Filth , Tetsuko Umezawa, Fugitive , Wonder .

And of course there's the Dragon Knife itself, Draco :D

multimedia on Varina: Roid-Rage Zombos n' turn 2 Combos *PRIMER*

2 weeks ago

Hey, saw your forum topic asking for help. Really well made deck and nice primer, lots of information and it's well written.

This appears to be a deck that you're taking very seriously therefore my advice will learn towards making your deck more competitive. Consider reducing the avg. CMC? Currently it's 3.2, try to get this into 2.0-2.5 territory. I recommend doing this to have a more established battlefield of Zombies before you play Varina therefore you can get value from Varina's Zombie attack ability faster, the turn you play her.

There's 12 five drops here and these are the cards to first look at for cuts. There's many good five drops for Zombies, but there's a few that stand out that you would rather draw than any of the others and those are the cards to keep. The Scarab God , Gray Merchant of Asphodel , Living Death , these three are the only five drops you're currently playing you really need. Patriarch's Bidding is another mass reanimation card for Zombies to consider. The other five drops are by no means bad cards they're all good, but they don't actually help in winning the game for you. Scarab and Gray's life loss for all opponents does and Living/Bidding are great enablers for them, getting lots of value from discarding Zombies. Noosegraf Mob is much much worse six drop than Grave Titan , I would cut Mob.

In the place of the five drops add more one and two drops? I'm including cards from Modern Masters in my suggestions:

Augur is set to become a staple two drop tribal Zombie in Commander. Entomb and Buried are fast ways to tutor for and get Gravecrawler into your graveyard to reanimate. Mystical is a great enabler for many powerful lines of gameplay. Use it to tutor for another tutor such as Demonic or Enlightened to then get Phyrexian Altar, tutor for Entomb/Buried to setup Gravecrawler, get reanimation spell, etc. Talismans are helpful because they can make black or another color of mana the turn you play them without having to pay mana to make mana. Wonder is powerful when you have a consistent discarding outlet. Many Fetch lands here can search for an Island dual land to activate Wonder.

Other cards to consider cutting:

  • Undead Alchemist
  • Liliana, Heretical Healer
  • Utter End
  • Zombie Apocalypse

Land upgrades to consider:

Good luck with your deck.


DerektheRed on Ocean Bound, Yet Bound by the Ocean

3 weeks ago

Saw your request for suggestions. My #1 is: increase evasion for your creatures. When you deal damage, you get to steal stuff, and stealing creatures is a fine way of dealing with creature decks... So you need to deal damage to the player, which means you need evasion. You can do it with creatures like Archetype of Imagination or Wonder (or Deepchannel Mentor which is more on theme), or with enchantments like Levitation , or artifacts/equipment ( Whispersilk Cloak et al).

Second suggestion is replace some of the weaker pirates/cards with pingers like Sorcerer's Wand and Quicksilver Dagger .

Last and least elegant idea: Rogues are on-theme (especially Merfolk rogues!), and are often unblockable. Play cards like Arcane Adaptation and Xenograft to make them pirates.

adams333 on Casual Derevi

3 weeks ago

Thanks!

Both Tetsuko Umezawa, Fugitive and Wonder are great cards. It is just a matter of finding something to cut.

Nezahal, Primal Tide is very strong, but I sometime have a hard time to find the 7 mana to cast it. Consecrated Sphynx cost less, have evasion, give you instant reward no matter what opponent cast, it is sadly harder to protect though.

So far verity circle is still in the deck and do good most of the time.

The list have been updated.

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Wonder occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%