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| Rarity : R | | Color : Gld  Colors : White, Green | Casting Cost : 3  | | Card Type : Enchantment | | Card Text : Creatures you control get +1/+1. | | The land drank power from the Mirari as though it had thirsted forever. | | Artist : David Martin |
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Card Number 139, Shipping weight: 0.003 pounds
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| [Customer Reviews] Write your own review |
This card is awesome. Combining Glorious Anthem and Mana Flare (just for you though) this could be the card that turns the tide. Green can pump out speedy mana producers like Elves and Birds of Paradise to make sure that this gets out early. You could cast a Phantom Nishoba with only 4 lands out. Judgement really beefed up the Green/White combination. Add in an Armadillo Cloak for loads of fun. -- By John from San Francisco, CA on June 04, 2002 |
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imagine: mirari's wake + phantom nisoba + diplomatic immunity.
once the nishoba has lost all it's counters, it is still a 1/1 from mirari's wake, and it still prevents all damage that would be dealt to it. it cannot be the target either, so you have an invincible 1/1 gain life! it works with all the other phantoms too... scary, no? -- By Anonymous from England on August 02, 2002 |
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This card is incredible. It does for white and green what Gauntlet of Might does for red. It really powers up the two colors. It is a must for all decks of those colors! -- By Anonymous from Baltimore, MD USA on August 16, 2002 |
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this card is good, but not THAT good. it deserves a 3 stars. The main reason is mana burn.
lets say u tap 8 swamps for avatar of woe, and u have miraris wake in play. If you can't tap the other 8 mana, you use 8 life.
But if you can this card rocks!!!! -- By Anonymous from USA on October 13, 2002 |
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This card rules in a phantom deck or a Wurm deck simply due to the fact that you can get enchantments where you tap the land and it produces 1 mana of any color :) really nice for getting the crush of the wurms out early and also keeps phantoms alive -- By Anonymous from Brookhaven High , Columbus, Ohio on January 22, 2003 |
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Sweet? Super sweet! Splash red for massive direct damage, black for drain life. -- By Daniel from Modesto, CA on February 05, 2003 |
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decree of justice + miraris = nuff said. -- By Anonymous from England on January 27, 2004 |
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This in my opinion is one of the best cards in the game, it doesn't cost much and it can really help your mana situation -- By Anonymous from Cary, North Carolina on February 26, 2004 |
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Simply amazing card. Cards with similar effects such as Vernal Bloom, Overabundance, Mana Flare, or the newer Extraplanar Lens don't even come CLOSE to the power of this card. Firstly, Vernal Bloom works only on forests, and IT CAN ALSO WORK FOR YOUR OPPONENTS AS WELL!! The same goes for the other three cards. Mirari's Wake not only offers the extra mana just for you, it also gives all your creatures a +1/+1 bonus. It's not only a insanely powerful mana producing machine, it's also a Glorious Anthem rolled into one! A must have for big creatures, X damage, X creatures, X life, X/X and the like. -- By Anonymous from Canada on September 16, 2004 |
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kinda like the ole' 'gauntlet of might' brought back after all these years under an alias............. -- By Anonymous from gainesville, FL USA on February 20, 2005 |
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upwelling, doubling cube, seedborn muse, maybe a nature's will, then chorus of the conclave. you just win. -- By Alex Mamone from anonymous on June 22, 2007 |
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Hmm, this card vs Gauntlet of Might. You have to be able, in someway, to produce green and white mana to get it out, so there is a disadvantage there. However, GoM only works for red, so in any multi color deck, or simply any deck that you can easily get green/white mana, Mirari's certainly wins out. GoM is far superior in any mono red deck, or occasionally in red heavy decks, but in many other decks Mirari's is the way to go. Oh, and the +1/+1 is icing on the cake. -- By John from 4chan on January 30, 2008 |
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