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Creature — Shapeshifter
Changeling (This card is every creature type at all times.)
As long as a creature card with flying is in a graveyard, Cairn Wanderer has flying. The same is true for fear, first strike, double strike, deathtouch, haste, landwalk, lifelink, protection, reach, trample, shroud, and vigilance.
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Cairn Wanderer Discussion
1 day ago
One of the problems with Sphinxes is that most of them are quite mana-intensive. Fortunately, there are a couple stand-ins who can help out in that fact! Adaptive Automaton and Metallic Mimic both can fit in with your artifact synergy but can be sphinxes while they're in play - and hey, nothing wrong with having a few more lords around.
If you don't mind having some jelly babies around, changelings like Shapesharer and Mirror Entity can also count; they're among the better ones in your colours. Cairn Wanderer's almost guaranteed to have flying, and he's a regular party if he happens to show up while Sphinx of the Steel Wind is in your graveyard.
Lastly, why not make room for Command Tower? There's no better land in the format! City of Brass, Mana Confluence, Arcane Sanctum and Dromar's Cavern would all serve you well, but I'd at least try to get the Tower for sure!
4 days ago
Cairn Wanderer looks like it might be useful in your deck with all the keywords and sacrifice mechanics, and it counts as a vampire as it's cast.
Similarly Crib Swap gains you vampires as it removes creatures and Nameless Inversion functions the same way while also potentially turning Edgar or another tough First striker into a much more serious threat.
1 week ago
with those colors I heavily favor Karador, Ghost Chieftain but if you want to keep I tribal I understand
1 month ago
Thanks for the suggestions, Aiding, it's much appreciated.
I actually think Contraband Kingpin is pretty important for the deck to be able to deal with aggro; as a 1/4 it can block basically all of the aggressive creature and most of them even when boosted by an Anthem effect and it doesn't just die to Lightning Bolt.
Similarly, I think you're underestimating Crystal Shard; it does a lot. It sort of blanks one of the opponent's lands, saves my creatures from removal or chump blocks, fulfils the requirement for revolt on Vengeful Rebel and gets repeated ETB triggers out of my creatures, which is important for grinding out victory in long games in a way that Vapor Snag can't replicate. That being said, I do think that 4 of them was too many, given how clunky they are in multiples.
Smother is a good suggestion, although I do think it's important to be able to kill higher CMC creatures because reanimator and Cloudpost decks are common occurrences, so I'll try out a split of Smother and Victim.
Skullclamp is banned in Legacy.
1 month ago
Personally, I think the contraband kingpin is a smidge underpowered and because of that, you are skewing your deck towards artifacts to make it + Syndicate tracker playable . Obviously, you need enough creatures to be in the tribal format, but without those, you could be doing slightly different.
I think you could drop 2 of the kingpins for more trackers, then shave down on a couple of the artifacts. Things like crystal shard are pretty weak and could just be Vapor Snag for the same general effect and a little damage.
The bad rivers seem.. bad. Evolving wilds can get immediate fixing, even though it is tapped. You also could just have the u/b talisman or signet in its place for mana ramp + fixing.
Lastly, (I don't know the online cost of them) Skullclamp could be used over the spellbombs for card draw. It also keeps the artifacts up if you care to go through that route.
Overall, I would say: I like the idea of tribal, but maybe a couple of the artifacts seem forced :)
2 months ago
If you're planning to empty everyone's hands, then Howltooth Hollow might come in handy!
For more Minotaur tribal, Adaptive Automaton, Cover of Darkness and Door of Destinies all have potential. You could also get some pretty powerful abilities on Cairn Wanderer, especially if you're making your opponent discard his expensive creatures before he can play them.
2 months ago
Enchantment removal is less common than creature removal, but Odric can benefit your creatures the turn he enters the battlefield. There's a case to be made for either one.
Random thought, but Emerge Unscathed's rebound has a nice synergy with Concerted Effort if you stack the triggers so the rebound resolves first. So, if you go that way with the deck, I'd replace Brave the Elements.
2 months ago
Argy, are you referring to the Chimera? I don't think it would be OP, Cairn Wanderer doesn't seem to be OP and that is probably the closest comparison (though I admit I wasn't playing while that card was around so maybe it was?). I don't know, I just feel at mythic it shouldn't a worse ability than a very recent lower rarity card (Odric). Sure the first ability makes it big fast, but in the likely scenario the card is being pumped by tokens or small creatures, cards like Sweltering Suns outright kills it.