Upgrading the Miracle Worker Precon from Duskmourn, on a small budget
By @BrewitCody
Hey everybody! I’m BrewitCody, and today we’re taking a look at upgrading the Miracle Worker Precon.
Miracle worker focuses on enchantments and a returning mechanic called Miracle. Miracle lets us cast cards at a reduced rate if they’re the first card we draw in a turn.
The face commander of the deck, Aminatou, Veil Piercer, leans into this strategy perfectly.
Aminatou lets us Surveil 2 at the beginning of our upkeep, meaning we get to manipulate the top card of our library by either keeping a card on top or binning it to the graveyard.
Aminatou also has the ability that “Each enchantment card in your hand has miracle. Its miracle cost is equal to its mana cost reduced by 4.” So we have our gameplan… manipulate the top deck and get to play big bombastic enchantments for cheap.
Out the box Miracle Worker looks terrifyingly strong. It features incredible reprints in One with the Multiverse, Inkshield, and Hall of Heliod’s Generosity. Let’s dive into the swaps we will be making to help control our fate even more.
If you’re interested in trying my list, they cost less than $15 total, and you can grab the cards from Mana Pool. You can also find the base Miracle Worker Precon on Mana Pool whether you want to try my brew or your own.
My main goals with this upgrade were to provide a few more ways to protect Aminatou, since they are the key to making the deck flow. I also wanted to give us a few more ways to win with the deck, be it by turning enchantments we cheat out into creatures or making a token army.
A Glimmer of Hope
Duskmourn brings with it a load of enchantment support that you can slap into the precon. Keep an eye out for these when ordering cards or playing at a pre-release.
The one we’re adding from Duskmourn is Inquisitive Glimmer. This will reduce all our enchantment spells by 1 colorless mana. It also reduces the cost to unlock rooms by 1 colorless. The base precon features 3 rooms, but there are 17 in the set that fit Esper colors, and room opening is a nice strategy to consider if you want to take this deck in a unique direction.
Leave that kid alone
Without Aminatou in play, this deck is going to struggle. I suggest loading up on some protection spells or counter magic. Swiftfoot Boots is a tried-and-true staple of the format, giving hexproof, but that’s not the only pair of boots were packing for this trip to Duskmourn. We also added in Winged Boots, giving Aminatou flying and Ward 4.
Mammoth Umbra will give Aminatou +3/+3 and Vigilance as well as Umbra Armor, giving us the option of swinging with Aminatou, while also protecting her. Lastly, Behold the Unspeakable lets us power down our opponent’s creatures with -2/-0 on the first chapter to slow the game down, with the remaining chapters letting us draw cards and giving us a flampler (flying & trample) that scales based on cards in hand.
Never too much of a good thing
A small sub-theme of the deck is copying enchantments or making token copies of the powerful enchantments we are cheating into play. So, it only made sense to add in Estrid’s Invocation, to go with Mirrormade and Extravagant Replication already in the deck. We can have it enter as a copy of any enchantment we control. The upside with Estrid’s Invocation is that every upkeep we can exile it and have it enter as a different enchantment, giving us a lot of versatility.
The Veil of Death
Lastly, playing big, bombastic enchantments isn’t going to win us the game all the time. We’re going to need ways to capitalize on the enchantments we cheat into play. Archon of Sun’s Grace will provide us with a token army that can also stabilize our life total, turning every enchantment we play into a 2/2 flying Pegasus with lifelink.
Zur, Eternal Schemer lets us turn our enchantment into creatures with power/toughness equal to their mana value. It also give enchantment creatures we control deathtouch, lifelink, and hexproof, giving a huge bonus to all the enchantment creatures we have in the deck currently. A step up from Zur is Starfield of Nyx, letting us return an enchantment from our graveyard to the battlefield every upkeep. On top of that, as long as we control five enchantments, all our enchantments become creatures with power/toughness equal to their mana value.
Finally, Yennett, Cryptic Sovereign is going to let us take even more advantage of the top deck manipulation we have in the deck, letting us play odd mana value cost spells for free, and providing us another way to out value our opponents. With these additions, the fate of our enemies is in our hands.
Thanks for reading! If you’re looking for more of my work you can find me hosting the Brew Review Podcast, with my cohost Lazz on any podcast app of your choice or using this link: Brew Review on Apple Podcasts.