Mirari's Wake is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Creatures you control get +1/+1. Whenever you tap a land for mana, add one mana of any type that land produced.
Complete guide
Mirari's Wake is a powerful Selesnya enchantment that serves a dual purpose: bolstering your army and skyrocketing your available mana. Originally from Judgment, it remains a pillar for decks looking to cast massive spells while maintaining a formidable board state.
Dual Benefits of the Wake
This enchantment provides two distinct effects once it hits the battlefield. First, it acts as an 'anthem,' granting all creatures you control a static +1/+1 bonus. Second, it features a triggered mana ability. Whenever you tap a land for mana, Mirari's Wake triggers and adds one additional mana of any type that the land just produced. This effectively doubles the mana output of your basic lands and significantly boosts non-basic lands as well.
Understanding the Mana Trigger
When you tap a land for mana, Mirari's Wake looks at the type of mana produced. If the land produced multiple types (for example, if a land produces Green and White simultaneously), you choose one of those types to add as the bonus mana. It is important to note that the extra mana is added by the enchantment, not the land itself. Therefore, any restrictions or riders attached to the land's mana—such as 'spend this mana only to cast creature spells'—do not apply to the extra mana provided by the Wake.
Static Buffs and Lethal Damage
A common mistake involves forgetting that the +1/+1 buff is a static effect. If Mirari's Wake is destroyed, your creatures immediately lose that toughness bonus. If a creature had marked damage on it that was previously non-lethal, losing the Wake's buff may result in that damage becoming equal to or greater than its new toughness, causing the creature to be destroyed by state-based actions.
When to Deploy
Since it costs five mana, you generally want to play Mirari's Wake when you have a hand full of follow-up spells or a board of creatures ready to attack. Because it represents a massive jump in resources, expect your opponents to target it quickly. It is best utilized in strategies where you can immediately use the extra mana during the same turn it is played.
Interaction examples
With Mirari's Wake on the board, any Treasure tokens created by Smothering Tithe effectively become more valuable threats. While the Wake does not double the mana from the Treasure itself (as the Treasure is an Artifact, not a Land), it ensures the creates you fuel with that mana are larger. If you use the Treasure mana to cast more creatures, they all enter with the +1/+1 bonus.
If you have both enchantments in play, you have combined a mana doubler with a token doubler. When you tap a Forest for mana, Mirari's Wake triggers to add an extra Green mana. Later, if you use that mana to cast a spell that creates tokens, Doubling Season will double the number of tokens created, and Mirari's Wake will grant each of those tokens +1/+1.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Mirari's Wake
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Because damage remains marked on a creature until the cleanup step or an effect removes that damage, nonlethal damage dealt to creatures you control may become lethal if Mirari's Wake leaves the battlefield.
No other card is named in this ruling.
- #2· Wizards of the Coast
The types of mana are white, blue, black, red, green, and colorless.
No other card is named in this ruling.
- #3· Wizards of the Coast
If tapping a land produces more than one type of mana, you choose one type that was produced and add one mana of that type.
No other card is named in this ruling.
- #4· Wizards of the Coast
If the mana produced by the land has any additional restrictions or riders, those restrictions or riders don't apply to the mana added by Mirari's Wake. You just get one mana of the appropriate type.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Palinchron + Mirari's Wake
- 1Activate six lands by tapping them, adding at least
.
- 2Mirari's Wake triggers six times, adding
.
- 3Cast Palinchron by paying
.
- 4When Palinchron enters the battlefield, it triggers, untapping up to seven lands you control.
- 5Activate Palinchron by paying
, returning it to your hand from the battlefield.
- 6Repeat.
Earthcraft + Luminarch Ascension + Mirari's Wake
- 1Activate a basic Plains by tapping it, adding
.
- 2Mirari's Wake triggers, adding
.
- 3Activate Luminarch Ascension by paying
, creating a 4/4 Angel creature token.
- 4Activate Earthcraft by tapping the Angel, untapping a basic Plains.
- 5Repeat.
Springheart Nantuko + Overlord of the Hauntwoods + Mirari's Wake + Spelunking
- 1Declare Overlord of the Hauntwoods as an attacker.
- 2Overlord of the Hauntwoods triggers, creating an untapped Everywhere land token due to Spelunking.
- 3When the Everywhere token enters the battlefield, Springheart Nantuko triggers.
- 4Holding priority, activate Everywhere by tapping it, adding
.
- 5Mirari's Wake triggers, adding
.
- 6Resolve the Springheart Nantuko trigger, causing you to pay
to create a token copy of Overlord of the Hauntwoods.
- 7When the Overlord of the Hauntwoods token enters the battlefield, it triggers, creating a tapped Everywhere land token.
- 8Repeat from step 3.
Ashaya, Soul of the Wild + Magus of the Candelabra + Mirari's Wake
- 1Activate two lands by tapping them, adding at least
.
- 2Mirari's Wake triggers twice, adding
.
- 3Activate Magus of the Candelabra by paying
and tapping it, untapping the two lands and Magus of the Candelabra.
- 4Repeat.
Magus of the Candelabra + Staff of Domination + Mirari's Wake
- 1Activate five lands by tapping them, adding at least
.
- 2Activate Magus of the Candelabra by paying
and tapping it, untapping five lands.
- 3Activate Staff of Domination's third ability by paying
and tapping it, untapping Magus of the Candelabra.
- 4Activate Staff of Domination's first ability by paying
, untapping Staff of Domination.
- 5Repeat.
- 6Once you have infinite mana, you may use it to activate Staff of Domination's other abilities.
Argothian Elder + Wirewood Lodge + Mirari's Wake
- 1Activate a land by tapping it, adding at least
.
- 2Mirari's Wake triggers, adding
.
- 3Activate Wirewood Lodge's second ability by paying
and tapping it, untapping Argothian Elder.
- 4Activate Argothian Elder by tapping it, untapping the land tapped in step 1 and Wirewood Lodge.
- 5Repeat.
Toph, the First Metalbender + Yavimaya, Cradle of Growth + Staff of Domination + Mirari's Wake
- 1Activate Staff of Domination by tapping it, adding
as it's a Forest land due to Toph and Yavimaya.
- 2Mirari's Wake triggers, adding
.
- 3Activate Staff of Domination's first ability by paying
, untapping it.
- 4Repeat.
Springheart Nantuko + Dryad Arbor + Concordant Crossroads + Mirari's Wake
- 1Play a land. When the land enters, Springheart Nantuko triggers, causing you to pay
to create a token copy of Dryad Arbor.
- 2When the Dryad Arbor token enters, Springheart Nantuko triggers. Holding priority, activate the Dryad Arbor token by tapping it, adding
.
- 3Mirari's Wake triggers, adding
.
- 4Resolve the Springheart Nantuko trigger, causing you to pay
to create a token copy of Dryad Arbor.
- 5Repeat from step 2.
Legal formats
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Meta decks with Mirari's Wake
No archived Top 8 deck with this card yet.



Smothering Tithe
Doubling Season













