|Commander / EDH||Legal|
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Whenever a creature with power 3 or greater enters the battlefield under your control, draw a card.
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Elemental Bond Discussion
2 days ago
However, your lack of Elemental Bond disturbs me.
Great card when ahead, and really helps rebuild after a boardwipe.
5 days ago
I used to have a Mayael deck, and I love the Wurm Tribal concept. I've got some suggestions for you, these will be just some of the stuff I'm thinking of, if you want more suggestions, just ask.
Illusionist's Bracers pretty much speaks for itself. Doubling up on Mayael's ability makes her twice as good.
Scroll Rack is not only an amazing card in general, but also can be used to put a power 5+ creature in your hand on top of your library while throwing away any unwanted cards permanently with Mayael's ability.
BONUS: While Mayael's Aria isn't technically synergistic with your commander, it's a serious flavor-win and works super well in one of these decks.
Bloom Tender is particularly strong with a 3color/3mana commander, puts you at 6 mana on turn 3, and then you can start activating Mayael starting on turn 4.
Selvala, Heart of the Wilds ramps pretty damn well but can also double as draw condition. The symmetricality of her draw ability is usually a non-issue in a deck with this many huge creatures.
Mimic Vat makes sure you will never be without a creature to play for as long as it stays around. It's especially fun to do to your opponents' creatures.
Colfenor's Urn is about as obscure as playable cards get. If you wrath with this out, you'll get all your stuff back at the end of turn.
1 week ago
Elemental Bond for more draw power! I tried to build around Ulrich too but I lost every game because I had no cards in hand by turns 5/6...
3 weeks ago
Thank you very much! I actually threw this together from what I had lying around at home. Your suggestions are all worthy of consideration! I don't know about the first two... but Somberwald Sage and Shaman of Forgotten Ways are very good as is Elemental Bond!
3 weeks ago
NIce. May i give you some ideas?
1 month ago
The average CMC of your deck seems very high. I just drew 20 hands to see what would happen. Out of those twenty, I drew one hand with which I could do something within the first two turns. I think your deck could work if you'd:
- add some ramp creatures to replace some beaters/finishers;
- add some more mana rocks (artifacts) to replace some of your current artifacts;
- add some card draw (or at least some scrying tools) to cycle through your deck quicker.
1 month ago
If by faster you mean haste, you have Lightning Greaves and Swiftfoot Boots. Yeva, Nature's Herald may not give haste, but you can play your things during opponents turns so they are available... Not really sure if it makes a difference or not, but never know. Hope it helps anyway.
1 month ago
I had dropped a Boundless Realms (leaving 4 lands available) to net 13 basics, 13 elementals, and my choice of 13 cards tutored from my top five. grabbing all kinds of foolish combo pieces like: akromas memorial titania, scapeshift, splendid reclamation, e-wit, am-vigour, boseiju, and what ever else look fun!
The game ending play:Amulet of Vigor, Akroma's Memorial, Scapeshift, Splendid Reclamation (allowing my to grab all my remaining lands from my library, untapped), followed by Eternal Witness to grab Scapeshift, then the Titania, Protector of Argoth/Scapeshift combo for the overkill.
IN SUMMARY: cream of the crop deserves a slot in this list. why? this deck has consistency issues if you fail to shuffle effectively. you get to choose Gas, removal, or that last combo piece you need to end the game or to shut someone down in a hurry