10, Sep, 24

Miracle Worker Commander Deck Boasts New Mass Enchantment Reanimation Effect

Share
Article at a Glance

Duskmourn spoilers continue to come out in full force, and there’s a lot to look forward to. From flashy Overlords to spectacular Leylines, this horror-themed set should be an absolute blast to play with.

Beyond just the main set, though, there are also four exciting Commander Precons. Over the weekend, we shared the new contents of the Jump Scare! deck, which is perfect for anyone who enjoys playing with Morphs and Manifests.

Today, during the WeeklyMTG livestream, the Miracle Worker deck was revealed in all its glory. Built around Aminatou, Veil Piercer, this Precon is heavily focused on maximizing the power of enchantments. To kick things off, we should take a closer look at the secondary Commander, The Master of Keys.

The Master of Keys

The Master of Keys
  • Mana Value: XWUB
  • Rarity: Mythic Rare
  • Stats: 3/3
  • MTG Set: Duskmourn Commander
  • Card Text: Flying. When The Master of Keys enters, put X +1/+1 counters on it and mill twice X cards. Each enchantment card in your graveyard has escape. The escape cost is equal to the card’s mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)

The Master of Keys is a really cool Esper legend that plays perfectly into the enchantments theme. Not only does it grant all your enchantment cards in your graveyard Escape, but it even acts as a mana sink to help provide Escape fuel. The Master of Keys does synergize well with Aminatou, since Aminatou can keep Surveilling cards into your graveyard.

However, The Master of Keys seems like a pretty strong Commander in its own right. In fact, some players are more excited by this card than Aminatou. There are plenty of cool things you can do with The Master of Keys. For instance, you can use cards like Entomb to grab any enchantment you want to cast. Casting enchantments like Animate Dead and Necromancy from your graveyard to return any huge haymakers you happened to mill over.

This card can even act as an infinite mana sink, allowing you to mill your whole deck. From there, you can use Animate Dead or Necromancy to bring back Thassa’s Oracle and win the game on the spot. The world is your oyster with The Master of Keys in your Command Zone, and it’ll be cool to see the card in action.

Read More: New Two Mana MTG Toy Creates Insane Infinite Combos

Redress Fate

Redress Fate
  • Mana Value: 6WW
  • Rarity: Rare
  • MTG Set: Duskmourn Commander
  • Card Text: Return all artifact and enchantment cards from your graveyard to the battlefield. Miracle 3W (You may cast this card for its miracle cost when you draw it if it’s the first card you drew this turn.)

Up next, we have Redress Fate. Redress Fate is a card with insanely high upside. Open the Vaults is already a strong card for decks that are capable of putting lots of artifacts or enchantments into the graveyard. Well, Redress Fate has the same effect for you, except it’s one-sided and can cost as little as four mana!

If you’re building a Commander deck around The Master of Keys, you’ll absolutely want Redress Fate at your disposal. This is an amazing card to Vampiric Tutor for. It also does a great job protecting you from problematic bombs like Bane of Progress. As long as you’re playing a high density of artifacts or enchantments, Redress Fate should be worth consideration without a doubt.

Soaring Lightbringer

Soaring Lightbringer
  • Mana Value: 4W
  • Rarity: Rare
  • Stats: 4/5
  • MTG Set: Duskmourn Commander
  • Card Text: Flying. Other enchantment creatures you control have flying. Whenever you attack a player, create a 1/1 white Glimmer enchantment creature token that’s tapped and attacking that player.

Following Redress Fate, we have a pretty strong enchantment creature in Soaring Lightbringer. Soaring Lightbringer does a good job pressuring your opponents. In a multiplayer format like Commander, it’s easy to attack multiple people at once and build out an army of Glimmer tokens. This card’s mana cost is a bit steep, but if you can set things up with Aminatou, you may be able to play Soaring Lightbringer for only one white mana.

While this Commander Precon is in the Esper colors specifically, Soaring Lightbringer actually might shine brightest in a shell with green in the mix. Flooding the board with enchantment creatures is trivial, and creatures like Eidolon of Blossoms and Setessan Champion can heavily reward you for doing so. As such, Soaring Lightbringer should be a great new addition to Tuvasa, the Sunlit decks and beyond.

Read More: Cute Duskmourn Doggo Gives MTG Aggro Decks A Major Boost

Fear of Sleep Paralysis

Fear of Sleep Paralysis
  • Mana Value: 5U
  • Rarity: Rare
  • Stats: 6/6
  • MTG Set: Duskmourn Commander
  • Card Text: Flying. Eerie- Whenever Fear of Sleep Paralysis or another enchantment you control enters and whenever you fully unlock a Room, tap up to one target creature and put a stun counter on it. Stun counters can’t be removed from permanents your opponents control. (They won’t untap if they have stun counters.)

Fear of Sleep Paralysis is a very flavorful card. As the card name suggests, you essentially get to put opposing creatures to sleep, and as long as Fear of Sleep Paralysis stays in play, those creatures don’t wake back up.

Unfortunately, in practice, this card is a bit too inefficient for our liking. Once again, Aminatou does encourage you to play with pricy enchantments. If you’re fortunate enough to play Fear of Sleep Paralysis for two mana, the effect is strong. You can shut down opposing creatures with potent activated abilities, which can provide some nice breathing room. Overall, Fear of Sleep Paralysis is nice with cards like Soaring Lightbringer than can put a bunch of enchantments into play at once. It’s just the mana cost that makes it tough to play outside of an Aminatou shell.

Ancient Cellarspawn

Ancient Cellarspawn
  • Mana Value: 1BB
  • Rarity: Rare
  • Stats: 3/3
  • MTG Set: Duskmourn Commander
  • Card Text: Each spell you cast that’s a Demon, Horror, or Nightmare costs 1 less to cast. Whenever you cast a spell, if the amount of mana spent to cast it was less than its mana value, target opponent loses life equal to the difference.

Anicent Cellarswpan is a very interesting card. Getting to force an opponent to lose life whenever you cast a spell on a discount has the potential to be very annoying. Obviously, Ancient Cellarspawn makes Demons, Nightmares, and Horrors cheaper itself. Yet, there are lots of other ways to abuse this card.

With Aminatou, each time you cast an expensive enchantment with Miracle, an opponent will lose life in the process. This is nice, but why stop there? With access to cards that let you cast spells for free, such as Omniscience or Rooftop Storm in a Zombie deck, Ancient Cellarspawn can completely pop off. This creature’s abilities are easily abusable, so make sure to think outside the box.

Read More: Duskmourn Brings A Devastating Three Mana 5/5 Flier To MTG

Metamorphosis Fanatic

Metamorphosis Fanatic
  • Mana Value: 4BB
  • Rarity: Rare
  • Stats: 4/4
  • MTG Set: Duskmourn Commander.
  • Card Text: Lifelink. When Metamorphosis Fanatic enters, return up to one target creature from your graveyard to the battlefield with a lifelink counter on it. Miracle 1B (You may cast this card for its miracle cost when you draw it if it’s the first card you drew this turn.)

Speaking of cards that are strong to Vampiric Tutor for, now we have Metamorphosis Fanatic. Metamorphosis Fanatic is a solid creature, assuming you have something powerful to return to play. As per usual, cards like Entomb and various discard outlets can help you set up a window where Metamorphosis Fanatic pulls its weight.

What’s nice about this card is that, unlike some other reanimation effects, this one can be blinked for additional value. Likewise, trigger doublers such as Panharmonicon can make Metamorphosis Fanatic even stronger, so long as you have enough creatures in your graveyard.

Some players have even suggested that this card could be an upgrade for Dimir reanimator decks in Legacy. This card is nasty, and it’s worth monitoring to see if it indeed makes a splash in Eternal formats. Make sure to be on the lookout tomorrow, too, as we’ll go more in-depth on why the card looks so promising from a competitive standpoint.

Phenomenon Investigators

Phenomenon Investigators
  • Mana Value: 2UB
  • Rarity: Rare
  • Stats: 3/4
  • MTG Set: Duskmourn Commander
  • Card Text: As Phenomenon Investigators enters, choose Believe or Doubt. Believe- Whenever a nontoken creature you control dies, create a 2/2 black Horror enchantment creature token. Doubt- At the beginning of your end step, you may return a nonland permanent you own to your hand. If you do, draw a card.

Phenomenon Investigators is one of the few new cards in the Miracle Worker Commander deck that frankly isn’t that exciting. It’s a flavorful design and provides a bit of versatility. Regardless, neither mode on the card is very good.

If you choose Believe, you do get some protection against board wipes. Meanwhile, selecting Doubt enables you to pick up cheap nonland permanents that generate value when they enter, generating a small dose of card advantage in the process. This can be a nice effect, but only if you have excess mana to continue to build out your board. Phenomenon Investigators isn’t inherently bad, but there are almost certainly better options to replace it with.

Read More: MTG Duskmourn Room Lets You Play Cards for Free

Secret Arcade/Dusty Parlor

Secret Arcade/Dusty Parlor
  • Mana Value: 4W/2W
  • Rarity: Rare
  • MTG Set: Duskmourn Commander
  • Card Text: (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) Secret Arcade- Nonland permanents you control and permanent spells you control are enchantments in addition to their other types. Dusty Parlor- Whenever you cast an enchantment spell, put a number of +1/+1 counters equal to that spell’s mana value on up to one target creature.

This card is a neat inclusion in decks that have a solid mix of creatures and enchantments. Secret Arcade is a bit inefficient, so if you’re not casting it for a single mana off Aminatou’s ability, you’ll often want to just play Dusty Parlor first.

The good news is that Dusty Parlor can make your creatures significantly more threatening. In a deck with lots of enchantments, Dusty Parlor is bound to provide huge buffs to your most intimidating creatures. Add in creatures like Walking Ballista that can abuse those counters, and you’re in business!

Later on, unlocking Secret Arcade is a nice option to have. This can further enable Dusty Parlor, since all your spells are now enchantments in addition to their other types. There are plenty of Commanders, including Zur, Eternal Schemer, that benefit from having all your creatures be enchantments as well.

Cramped Vents/Access Maze

Cramped Vents/Access Maze
  • Mana Value: 3B/5BB
  • Rarity: Rare
  • MTG Set: Duskmourn Commander
  • Card Text: (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) Cramped Vents- When you unlock this door, this Room deals 6 damage to target creature an opponent controls. You gain life equal to the excess damage dealt this way. Access Maze- Once during each of your turns, you may cast a spell from your hand by paying life equal to its mana value rather than paying its mana cost.

Last but not least, we have Cramped Vents/Access Maze. Most of this card’s appeal lies with Access Maze. Access Maze does cost seven mana, but the card’s effects more than make up for taking the time to cast it. Once in play, you can play a card every turn cycle from your hand for free by paying life equal to its mana value. In a 40-life format like Commander, you’ll likely have some life to spend on huge haymakers.

Outside of an Aminatou deck, Cramped Vents/Access Maze seems like worthy addition to heavy life gain strategies. Access Maze also synergizes nicely with Vilis, Broker of Blood. Each time you cast a big spell by paying life, Vilis lets you draw a bunch of cards. From there, you should have another big spell to play for free on your next turn to keep the chain going. If you ever need to gain some life, you can always unlock the door to Cramped Vents and target a small creature an opponent controls.

Ultimately, the Miracle Worker Commander deck contains some strong payoffs for overloading your deck with enchantments. The new cards support Aminatou quite well, while simultaneously giving other popular Commander decks some new tools to work with. There are still two more Commander decks that will be revealed later in the week, so make sure to keep your eyes peeled for more previews.

Read More: New Duskmourn Saga Lets You Copy Tamiyos From Your Graveyard

*MTG Rocks is supported by its audience. When you purchase through links on our site, we may earn an affiliate commission. Learn more
BROWSE
[the_ad id="117659"]