Wonder

Wonder

Creature — Incarnation

Flying

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

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Legality

Format Legality
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
1v1 Commander Legal
Canadian Highlander Legal
Oathbreaker Legal
Casual Legal
Custom Legal
Highlander Legal
Duel Commander Legal
2019-10-04 Legal
Limited Legal
Leviathan Legal
Vintage Legal
Unformat Legal

Wonder occurrence in decks from the last year

Latest Decks as Commander

Wonder Discussion

WyvernSlayer on The Greatest Fisherman in the Multiverse

3 days ago

Appreciate you stopping by and leaving your thoughts!

While you make a fair point about being stuck pounding on the ground, I do have a few ways to clear the road in the deck. Several of the big fish carry strong ETB effects that can sweep away opposing creatures, and it's surprisingly easy to get Wonder into the bin. I've never felt like the deck was wanting for additional ways to punch through.

I can see mana doublers being powerful, but they tend to draw a lot of table hate. It's been my experience that things like Gauntlet of Power and Caged Sun are just lategame rituals a lot of the time, and while that's not necessarily bad, I don't feel like this deck is well-tuned to make the most of that.

I would absolutely play a Training Grounds in this deck, but I have had a bear of a time tracking one down, and always seem to forget about it when I'm shopping for Commander upgrades online. If I got one, I would definitely revisit some of my small utility creatures, and try to work in a couple more with activated abilities.

fableberserker on Koma Prototype

3 weeks ago

I'd recommend both Alchemist's Refuge and Maskwood Nexus , and with only 9 enchantments (plus clones, possibly) I'm not sure Eutropia does much work for you. Maybe replace it with Wonder ?

Grind on ARCADES 3B : Big Booties Budget ¤

1 month ago

Cool deck!
Maybe Wonder ?

multimedia on Varina

1 month ago

Hey, have more confidence in your deck building because this is a fine start on a low budget if it's your second deck.

You already have Wonder which is good since it's the card I suggest the most that players add with Varina. My advice is focus more on Zombies and cards that can support Zombie tribal. More Zombies, less nonZombie creatures.

Budget cards all less than $1 each to consider adding:

Amass is an effect that creates a Zombie token.

Consider more cards that require you use life because Varina is a life gaining engine with Zombies.


Next step is to add 35 more lands to have a manabase to playtest. Get a temporary manabase in place with basic lands to see how many spots you have left to fill with nonland cards or how many nonland cards to cut. Make sure that basic Swamps are the most lands because you need black mana the most with Zombies.

Some budget lands $1-$2 or less each to consider adding:

Good luck with your deck.

IzmAYAYA on Leviathan

1 month ago

Hey dude long time no see, I saw 5 cards on your deck that interest me. So now, I don't know if you're familiar with Yuriko deck, but I feel like it could be very good addition of replacement for some of my cards.

I would like to have your thoughts about it if you don't mind of course.

The 5 cards : Wings of Velis Vel Mistform Wakecaster Faces of the Past Standardize Artificial Evolution.

I also found : Wonder the other day and was thinking about adding it.

Check out my deck here : Yuriko and the ninjas

kpres on Tide Pod Breakfast

2 months ago

Wonder and Bower Passage --> creatures you control can't be blocked except by creatures with Reach.

Insidious Dreams --> Discard a bunch of permanenent cards, which is essentially just saving them for later, and then stack your deck with combos.

Forgotten Creation with Golgari Grave-Troll --> Every upkeep, you discard your hand, and then draw that many cards. Then, in your draw step, mill 6 and get the grave-troll back. Repeat every turn for some massive self-mill. It gets even better with Underrealm Lich.

Every graveyard based deck with ETB trigger creatures needs sac outlets. Both Viscera Seer and Undercity Informer were chosen because they help dig for combo pieces.

Alchemist's Refuge and Awakening --> Take an extra turn during each opponent's turn (but you can't cast stuff from the grave).

Mindslaver --> a salty, one-card combo that basically says "Pay during your main phase to control your opponent's next turn... every turn, forever."

I've seen Mulldrifter in a lot of Muldrotha decks, but Bequeathal is by far the best card draw deck tech available in its class.

Glacial Chasm is a one-card combo that basically says "sacrifice a land every turn, but you can't be attacked anymore." If you choose not to pay the cumulative upkeep cost, you just get rid of it and then you can attack with your creatures. Play it again in the post-combat main phase to stop any incoming attacks. This card is great.

Memnite is a really great card in this build. When you run out of mana, you're still able to cast it, and it's a great, repeatable sac outlet or chump blocker that just keeps coming back. Counts as an artifact or a creature.

Similarly, Jace's Phantasm is a one-mana 5/5. It's insane how good this card is. You just need to mill your opponents a little bit with Undercity Informer, Fleet Swallower, or Dreamborn Muse

Kodama of the East Tree is great with Muldrotha, because you will want to be casting stuff from the graveyard and generally ignoring your hand. Well, every time you get something from the grave, you can also get something from your hand.

kpres on Muldrotha "Super Budget" The Gravetide

2 months ago

I see Wonder in your maybeboard. If you add Bower Passage and move that incarnation into your main deck, then you can have a very subtle "my creatures can't be blocked except by creatures with Reach" situation. It only costs and can be cast from the grave.

Any thoughts about using Morality Shift, Traumatize?

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