Magical Meta Riftbound Meta

Mel - Soul's Reflection: Deck Meta

Most common cards across 1 tournament Mel - Soul's Reflection decklist in our catalog. See inclusion rate and average copies when a card appears.

2 decklists · 1 tournament

Top cards by inclusion

Core

Rune split

Typical rune splits for Mel - Soul's Reflection.

Average Rune Split

7 Mind5 Chaos
Mind 58.3%Chaos 41.7%

Split distribution

Every observed 12-rune configuration across tournament lists.

1
7 Mind5 Chaos
Most Common
100%1/1

Battlefields

Most used battlefields with Mel - Soul's Reflection.

1Forbidding WasteWhile a unit here is defending alone, it has -2 Might. (It's alone if there are no other friendly units here.)100%1/1
2Ravenbloom ConservatoryWhen you defend here, reveal the top card of your Main Deck. If it's a spell, put it in your hand. Otherwise, recycle it.100%1/1
3Threshold of the GrayWhen combat starts here, the attacker and defender each [ADD] 1.100%1/1

All cards

1Applied Researchers[EMPOWER 3] (3: Empower me. Use only if not Empowered.) [EMPOWERED] Your spells cost 1 and 1 Rune less, to a minimum of 1.100%1/13.0
2Dredge UpDraw 1. [FLOW 2] (You may play this from your trash for its Flow cost. Then banish it.)100%1/13.0
3Ravenbloom StudentWhen you play a spell, give me +1 Might this turn.100%1/13.0
4Rebuttal[REACTION] (Play any time, even before spells and abilities resolve.) Choose a spell with Energy cost no more than 4. You may pay Rune. If you do, gain control of it and you may make new choices for it. Otherwise, counter it.100%1/13.0
5Shock Blast[ACTION] (Play on your turn or in showdowns.) This costs 2 less if you control something that's [EMPOWERED]. Deal 4 to a unit at a battlefield.100%1/13.0
6Stacked DeckACTION (Play on your turn or in showdowns.) Look at the top 3 cards of your Main Deck. Put 1 into your hand and recycle the rest.100%1/13.0
7StupefyREACTION (Play any time, even before spells and abilities resolve.) Give a unit -1 Might this turn, to a minimum of 1 Might. Draw 1.100%1/13.0
8Time WarpTake a turn after this one. Banish this.100%1/13.0
9Traveling MerchantWhen I move, discard 1, then draw 1.100%1/13.0
10Up from the DeepPlay two 1 Might Tentacle unit tokens from Bilgewater. [FLOW 3] (You may play this from your trash for its Flow cost. Then banish it.)100%1/13.0
11PickpocketWhen you play me, you may kill a gear with Energy cost no more than 1. If you do, play a Gold gear token exhausted.100%1/12.0
12SingularityDeal 6 to each of up to two units.100%1/12.0
13Star-CrossedREACTION (Play any time, even before spells and abilities resolve.) Return a friendly unit and an enemy unit to their owners' hands.100%1/12.0
14Thousand-Tailed WatcherACCELERATE (You may pay 1 mind as an additional cost to have me enter ready.) When you play me, give enemy units -3 Might this turn, to a minimum of 1 Might.100%1/12.0
15Vex - Apathetic[DEFLECT] (Opponents must pay 1 Rune to choose me with a spell or ability.) When an opponent plays a unit while I'm at a battlefield, [STUN] it. They can't move it this turn. (It doesn't deal combat damage this turn.)100%1/12.0
16Abandon[REACTION] (Play any time, even before spells and abilities resolve.) Counter a spell. Return it to its owner's hand instead of putting it in their trash. [PREDICT]. (Look at the top card of your Main Deck. You may recycle it.)100%1/11.0
17Acceptable LossesACTION (Play on your turn or in showdowns.) Each player kills one of their gear.100%1/11.0
18Decree of Insight[REACTION] (Play any time, even before spells and abilities resolve.) Ignore [DEFLECT] while paying this spell's cost. Give an enemy Body (Body) unit -5 Might this turn.100%1/11.0
19Fizz - TricksterWhen you play me, you may play a spell from your trash with Energy cost no more than 3, ignoring its Energy cost. Recycle that spell after you play it. (You must still pay its Power cost.)100%1/11.0
20Mel - Defiant Soul[EMPOWER] — Discard a spell (Pay the cost: Empower me. Use only if not Empowered.) When I become [EMPOWERED], banish an enemy unit at a battlefield with 3 Might or less.100%1/11.0
21Mel - Newly AwakenedWhen you play me, draw 1. [EMPOWER 3] (3: Empower me. Use only if not Empowered.) [EMPOWERED] Your spells and abilities can't be countered. If a spell or ability you control would give -Might to a unit it chooses, it gives an additional -1 Might.100%1/11.0
22Smoke ScreenExhaust: Give a unit -1 Might this turn, to a minimum of 1 Might.100%1/11.0
23Switcheroo[HIDDEN] (Hide now for 1 Rune to reach later for 0.) [ACTION] {Play on your turn or in showdowns.) Swap the Might of two units at the same battlefield this turn.100%1/11.0
24Turn to DustGive a gear [TEMPORARY]. (Kill it at the start of its controller's Beginning Phase, before scoring.)100%1/11.0
25Unchecked PowerExhaust all friendly units, then deal 12 to all units at battlefields.100%1/11.0

Source decklists

← All deck meta pages

Decklists hub