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Moxonomy

A-Umara Mystic

Creature — Merfolk Wizard1 generic manaBlue manaRed mana

The trigger was never the problem: a UR spellslinger deck casting an instant, a sorcery, or a Wizard spell already feeds the same +2/+0, so this body was born to sit at the intersection of a spell-heavy engine and a Wizard tribal build rather than picking one. The pump stacks, and it stacks fast: chain three cheap spells and a 1/3 flier swings for seven, a real clock rather than a chip-shot. What the paper design lacked was the ability to convert that math into damage the same turn the boosts arrive. The buffs only last until end of turn, so a creature that had to survive a full rotation before attacking gave the opponent a window to answer it or to hold up the very spells that would have pumped it. The Alchemy rebalance addressed exactly that gap by adding haste: the creature can now enter and swing into an unguarded board the moment the cantrips and counters start flowing, cashing in the turn's spell count immediately instead of banking it for later. Flying was always the part that kept the damage relevant in the ground stalls these decks manufacture. The digital-only lever here is a single well-chosen keyword: same evasion, same trigger, same until-end-of-turn pump, plus the haste that turns a delayed threat into an on-tempo one.

A-Umara Mystic (znr)
ZNR · #A-238uncommon
Oracle Text

Rules text

Flying, haste Whenever you cast an instant, sorcery, or Wizard spell, Umara Mystic gets +2/+0 until end of turn.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
N/A
Vintage
N/A
Commander
N/A
Pauper
N/A
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
N/A
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
N/A
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
N/A
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