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Moxonomy

Umara Mystic

Creature — Merfolk Wizard1 generic manaBlue manaRed mana

Most spell-payoffs pump only off noncreature spells, which leaves them dead in the turns when you have run out of gas and are just deploying threats. The middle clause here fixes that: folding Wizard spells into the trigger means a follow-up creature keeps the accumulation live, not just burn and cantrips. The math is honest and one-directional: each qualifying spell adds +2/+0 and touches nothing on the back end, so the 3 toughness stays fixed as a blocker while the clock accelerates. Chain two or three cheap spells in a turn and a defensive-looking body becomes a five- or seven-power attacker for one combat step, then reverts. Flying is what converts that spike into damage rather than a wasted swing: a ground creature that briefly hits for six gets chumped, while an evasive one that briefly hits for six closes games. It sits in the tempo-Wizards lineage that recurs whenever blue-red wants a cheap creature to turn its spell count into a clock, and it asks for none of the usual scaffolding: no enchantment critical mass, no graveyard, just a hand full of the instants, sorceries, and Wizards the deck was already casting.

Umara Mystic (znr)
ZNR · #238uncommon
Pricing
Normal: $0.11
Foil: $0.23
Oracle Text

Rules text

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

Format Status

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