Miracle Worker Upgrade Guide - Duskmourn
Hello precon pals! Welcome back to another precon guide here on EDHREC. This week we’re digging into the creepy new decks from Duskmourn: House of Horror, and today we’re looking to upgrade Miracle Worker, led by Aminatou, Veil Piercer.
In case you missed it, go check out my review of the deck here. I gave the deck an excellent grade due to the power of the commander and the deck’s incredible synergies. But can we make the deck even better?
Let’s tune up.
What’s in the Original Deck?
Miracle Worker is white, blue, and black (Esper), and led by Aminatou, Veil Piercer, a 2/4 Human Wizard that lets us surveil 2 at the beginning of our upkeep, and gives each enchantment in our hand miracle, with a cost reduction of .
For the miracle effect to work, it has to be the first card we draw in a turn, and we have to reveal it immediately to cast it for its miracle cost.
Our backup commander for this deck is The Master of Keys, a 3/3 Horror with flying that costs , and when it comes into play it gets X +1/+1 counters and we mill twice X cards.
Master also gives enchantment cards in our graveyard escape, meaning we can cast them from our graveyard as long as we also exile three other cards from the grave.
Here’s the original deck list:
What Budget Cards Can We Add to Miracle Worker?
We’ll break our upgrade up into two parts, one for budget cards (less than $5 each) and one for non-budget ($5 or more per card).
The game plan of the deck is to drop a ton of enchantments, at a discounted rate, and swing with lots of creatures, which will mostly be tokens. So our main goal with this upgrade is to add cards that help us carry out that plan.
First up, let’s make some more tokens. We’ve got Alela, Artful Provocateur, once a precon commander herself, who gives us a 1/1 flying token whenever we cast an artifact or, more importantly, an enchantment spell.
She also gives all our flyers +1/+0, which will be beneficial for a lot more than just the Faeries she makes.
We’ve also got Archon of Sun’s Grace, which gives us a 2/2 flying Pegasus whenever we drop an enchantment, and Ghostly Dancers, which gives us a 3/1 flying Spirit whenever we get an enchantment or unlock a Room.
To improve our combat, we’ll add Boon of the Spirit Realm, which gets a blessing counter whenever we drop an enchantment, and our creatures get +1/+1 for each blessing counter on it. Celestial Ancient puts a +1/+1 counter on each creature we control whenever we cast an enchantment spell.
Whitewater Naiads makes a creature unblockable when we drop an enchantment. And last is Zur, Eternal Schemer, which gives our enchantment creatures deathtouch, lifelink, and hexproof. He even lets us pay two mana to turn a noncreature enchantment into a creature.
Along those same lines, we’ve got Starfield of Nyx, which can turn all of our noncreature enchantments into creatures if we control five or more enchantments, in addition to bringing an enchantment back from the grave on our upkeep.
For more top-deck manipulation, we’ve got the original Aminatou, the Fateshifter. For her +1 we draw a card and put a card from hand back on top of the library.
Her -1 is also significant here, because it allows us to blink a permanent we own, which is great for our constellation effects.
We’re also adding Rivendell, which lets us scry 2 for a cheap cost as long as we control a legendary creature, and Soothsaying, which lets us pay X to reorganize the top X cards of our library, or shuffle our library for five mana.
For our last few budget additions, we’ve got Court of Vantress, which gives us the monarchy on entry, then at our upkeep we create a token copy of one of our artifacts or enchantments if we’re the monarch.
If we’re not, Court just becomes a copy of that permanent, while retaining Court’s upkeep ability.
There’s also Estrid’s Invocation, which comes in as a copy of any enchantment we control, and at our upkeep we can blink it to have it come back in again. There’s also Grim Guardian to lower life totals. And last is Mind’s Eye, which lets us pay a mana to draw a card whenever an opponent draws.
Why is this here? Because the miracle effect applies on other players’ turns too, and it ignores all timing restrictions.
These cards from the precon just don’t do work:
- Arcane Denial
- Athreos, Shroud-Veiled
- Bottomless Pool // Locker Room
- Brainstone
- Burnished Hart
- Commander’s Sphere
- Mirrormade
- Phenomenon Investigators
- Ponder
- Read the Bones
- Spirit-Sister’s Call
- Tainted Isle
- Thirst for Meaning
- Utter End
- Verge Rangers
Here’s our budget upgraded list:
And some more cards to consider:
- Balemurk Leech
- Brainsurge
- Case of the Shifting Visage
- Chromatic Lantern
- Curse of Unbinding
- Debtors’ Knell
- Dimir Strandcatcher
- Disinformation Campaign
- Dreadhound
- Eye of Duskmantle
- Heliod, the Radiant Dawn
- Mirko, Obsessive Theorist
- Psychic Impetus
- Serum Sovereign
- Skullsnap Nuisance
- Skybind
- Starving Revenant
- Syr Konrad, the Grim
- Thoughtrender Lamia
- Victor, Valgavoth’s Seneschal
- Whispering Snitch
What Non-Budget Cards Can We Add to Miracle Worker?
Now let’s take that budget upgraded list and give it a few pricier cards. This is where the top-deck manipulation all-stars reside, including a card that was budget until this deck was revealed, and that’s Penance, which is an enchantment that simply lets us put a card from our hand on top of our library for basically no cost.
We’ve also got Scroll Rack, which switches cards from our hand out for cards from our library, and Sensei’s Divining Top, which lets us adjust the top three cards of our library for one mana.
For more tokens we’ve got Daxos the Returned, which gives us an experience counter whenever we cast an enchantment and lets us pay three mana to make a Spirit enchantment creature token with power/toughness equal to the number of experience counters.
There’s also Hallowed Haunting, which creates Spirit Cleric tokens when we cast enchantments, and gives our creatures flying and vigilance if we control seven or more enchantments.
For more card draw on opponents’ turns to increase our miracle output, we’ll toss in Consecrated Sphinx and Trouble in Pairs.
Our last expensive addition is a new card from the main Duskmourn set, Mirror Room // Fractured Realm. Mirror Room gives us a token copy of a creature we control, but we’re more concerned with Fractured Realm, which doubles all triggers of permanents we control.
That’s right, all triggers of permanents we control. For this deck, that means we double all of our constellation and eerie effects. Aminatou will let us surveil twice on each upkeep. And this is just barely scratching the surface. This card will be huge in Commander.
These cards don’t make the cut:
- Aminatou’s Augury
- Arvinox, the Mind Flail
- Brainstorm
- Celestial Ancient
- Dream Eater
- Grim Guardian
- Mind’s Eye
- Monologue Tax
Here’s our non-budget upgraded list:
And a few more cards to consider:
- Crucible of Worlds
- Erebos, God of the Dead
- Faerie Mastermind
- Jace, the Mind Sculptor
- Land Tax
- Nezahal, Primal Tide
- Overlord of the Mistmoors
- Smothering Tithe
Smokey Robinson Approves
That’s it for our upgrade of the Miracle Worker precon! We took an already excellent deck and just gave a bit more oomph with more enchantment synergies and top-deck manipulation.
What do you think? Did I make this deck better? Any cards I missed? Do you believe in miracles? Let me know in the comments or hit me up on Twitter. And make sure to check back again for more Duskmourn precon guides, right here on EDHREC.
More Precon Fun:
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