Maelstrom Nexus

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Alara Reborn (ARB) Mythic Rare

Combos Browse all

Maelstrom Nexus

Enchantment

The first spell you cast each turn has cascade. (When you cast your first spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)

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Maelstrom Nexus Discussion

Flyheight on Ramos's And His Amazing Technicolor Dreamcoat

1 week ago

No Fetches in the mana base?

So you said you're looking for cuts, here are some cards I particularly LIKE from your list (in no particular order):

Creatures (16):

Atraxa, Praetors' Voice, Coiling Oracle, Corpsejack Menace, Deathrite Shaman, Intet, the Dreamer, Maelstrom Archangel, Maelstrom Wanderer, Mercurial Chemister, Prime Speaker Zegana, Rashmi, Eternities Crafter, Thrasios, Triton Hero, Vorel of the Hull Clade, Weaver of Currents, Winding Constrictor, Yidris, Maelstrom Wielder, Yore-Tiller Nephilim

Non-Creatures (28):

Maelstrom Nexus, Mirari's Wake, Pernicious Deed, Flesh / Blood, Hull Breach, Merciless Eviction, Slave of Bolas, Unexpected Results, Villainous Wealth, Abzan Charm, Jund Charm, Naya Charm, Sphinx's Revelation, Trap Essence, Chromatic Lantern, Door to Nothingness,Dragon Arch, Legacy Weapon, Lightning Greaves, Planar Bridge, Prismatic Geoscope, Sensei's Divining Top, Sol Ring, Thran Dynamo, Vedalken Orrery, Ajani, Mentor of Heroes, Nicol Bolas, Planeswalker, Sarkhan Unbroken

Other cards I really like that you might want to consider (20):

Chromanticore, Trace of Abundance, Kiora's Follower, Wargate, Derevi, Empyrial Tactician, Knotvine Mystic, Gilder Bairn, Kiora, Master of the Depths, Captain Sisay, Ral Zarek, Karametra, God of Harvests, Ghave, Guru of Spores, Crystallization, Cavern Harpy, Fleetfoot Panther, Ivorytusk Fortress, Reyhan, Last of the Abzan, Duneblast, Congregation at Dawn, Bring to Light

If you relax your gold and artifact only restriction you can get a couple more fun toys (4):

Hardened Scales, Doubling Season, Primal Vigor, Kalonian Hydra

Cards I see on your list that I have seen others suggest, that I think are ok, but not necessarily as awesome as above:

Creatures (3):

Jhoira of the Ghitu, Selvala, Explorer Returned, Teneb, the Harvester

NonCreatures (5):

Bounty of the Luxa, Fires of Yavimaya, Guided Passage, Mortify, Nissa, Steward of Elements

Other cards I've seen others use, but I'm not quite as hot on (8):

Safewright Quest, Bituminous Blast, Ashen Rider, Zhur-Taa Druid, Putrefy, Supply/Demand, Tamiyo, Field Researcher, Evil Twin

Derpsofdoom on The Dragon's Nest: Ancestry

1 week ago

Hello CinnaToastKrunch. Well you want some advice on cuts right? Well lets get it shall we. I am going to just go down the line and see what we can do and start from the beginning.

Creatures that should be cut: Boneyard Scourge, Territorial Hellkite, Tyrant's Familiar, Thassa, God of the Sea, Skithiryx, the Blight Dragon, Spellbound Dragon, Kruphix, God of Horizons, Scion of the Ur-Dragon, and Hellkite Charger. These guys are very iffy and I personally not a fan of them, especially the first two. Whatever territory that hellkite is being protective about, he can keep it cause it isn't worth it. I wanted Boneyard Scourge to do more instead of just be an annoying 4/3 that just keeps coming back. It is also hard to pay its mana cost at times cause we as dragon deck users tap out a lot. The gods aren't doing much for the deck and I think just bog the deck down. Have you always been happy to see any of those gods upon drawing them? I am also not a fan of Scion of the Ur-Dragon in this deck, especially with a lack of recursion. If we recurred more, then yeah he would be great, but you don't have many recursion spells right now. Skithiryx to me is just so bad in this deck. He is a great card, but if you can't have him one shot people, then he will be removed before he becomes a problem. He also works better in a scion deck where scion can become skithiryx and one shot people for infect out of no where.

Creature that might be cut: Crosis, the Purger, Intet, the Dreamer, O-Kagachi, Vengeful Kami, Niv-Mizzet, the Firemind, Taigam, Ojutai Master, and Rashmi, Eternities Crafter. These guys are something that you must think about. I feel that the first two can be lacklust at times without scion, and some of them just get removed. Lets face it, if crosis doesn't have haste, people aren't going to let him stay. Niv-mizzet will depend on your draw package, but by himself, he isn't that impressive. Taigam is cool, but to get that rebound, he has to attack, so I feel he isn't that good, but if you want protection, maybe try City of Solitude. Rashmi, this is a card I haven't seen before and interests me, however, would prefer to run something like Maelstrom Nexus to get those cascades. She is essentially cascading for you but only the top card, and it might not hit every time.

Planeswalkers: I have no experience with Nissa, Steward of Elements, so I am unsure how she really function. Seems okay in reason, but at the same time, she is a huge mana dump that might not get you far. I think your other two planeswalkers are far superior to her and should keep them over her.

Instant; I am unsure about just the lone Counterspell. Seems odd, but might come in handy at times. I am thinking of throwing in a Mana Drain is I can get one. I would also recommend some more single target removal. Never know when getting rid of a creature or enchantment could save you the game.

Lands: I will not make any suggestions and what to cut here, because I think people should have an idea of what to cut for lands as they play the deck. Especially if they don't get the proper fixing of lands for them. I will however suggest that 44 seems a little high for my taste. I like running 37-40 as my personal preference.

Enchantments: Crucible of Fire, and Exploration. If you keep the high land count, then exploration might be worth it, but Burgeoning could also go well with said high land count. With that being said though, eventually you will run out of lands, and you need draw power to refill the hand after playing all of your lands. Crucible of fire I find is not worth it. Why not run Door of Destinies if you really want to buff your dragons, but here is the main question. Do you really need the extra damage buff on dragons? They hit really hard as it is.

Artifacts: Armillary Sphere, Mirror of the Forebears, Paradox Engine, and maybe Fist of Suns. The paradox engine should go as you are not running enough rocks that can take full benefit of the engine to do its job. The mirror is cool, but the targets it can copy are few. Remember that most dragons are legendary and this mirror still becomes a copy of said legendary dragon. Can only have one legendary dragon of the same name out at a time. First of suns just reduces the cost of our commander and I found it drawing it late game was just a huge letdown and not worth my time.

Sorcery: Index, Time Stretch, and Time Warp. I am unsure on these. Index is cool, but I think I would rather just use Fact or Fiction and Treasure Cruise. The extra turn cards are good, and they are strong, but here is something to think about. When you go for that extra turn, are you in a board state to do so, or can you kill somebody right there with that extra turn? Maybe can you kill two people. I think with extra turn cards, you better be going off and killing at least 1-2 people to make it worth it, other wise you painted a giant target on your self because people now know you run extra turn cards in a dragon deck.

Anyway, these are some of my two cents on some of the cards in this deck. Now I want you to remember, these are SUGGESTIONS. It is very important to make a deck your own and continue to develop it so that it suits your needs, and your current playgroups needs. Love a specific card, then by all means, run it. I am a huge fan of all the dragonlord cards and love them. I run all but Dragonlord Silumgar, but even I have been thinking of putting him in for the fact it can steal a planeswalker. The point is, when making/playing a deck, one needs to sit down and think about how good a card is going to be in certain situations. As I said about Fist of Suns, great early game, huge let down late game. Dragonspeaker Shaman, great for all your dragons, doesn't do crap for any of your utility spells. These are all examples of cards that can do great, but when actually playing them, they are lackluster and it could be better to run something else. I also apologize that I haven't suggested cards to replace the ones to be removed, but I think you can handle this department. Just think about what you want to do, and the answers will come. I will make one suggestion though. Selvala's Stampede. This card is game breaking and it is just to much fun.

I hope I haven't crushed any dreams or anything like that. Remember I just made suggestions and only want to help focus your direction to what you want, from here, you then need to decide what you want your deck to do. Have a great day Krunch, and stay safe.

bushido_man96 on God Tribal

1 week ago

To get devotion for everything you have online, you need more mana symbols in permanents (obvious, yes). Enchantments might help with this. Mirari's Wake would be good for you, and could replace Mana Reflection. It gives you two different pips, and adds one to the deck. Temur Ascendancy is another card-draw engine that should work well with the beef you have in the deck, and is . Collective Blessing might be a replacement for Door of Destinies. Its more expensive CMC wise, but has 3 pips that the Door can't give you. Quicksilver Dagger could be another card draw option. Detention Sphere does what Anguished Unmaking does for you, and stays on the table. You lose the instant speed spell, though. But it gets you more pips, which is what you want. Maelstrom Nexus gives you all five colors. Mayael's Aria might be funny. You could throw Cromat into the mix as well.

MRDOOM3 on EDH Progenetus/mrk1

3 weeks ago

First off, Yawgmoth's Bargain is not EDH legal. For a substitute, you can put in Phyrexian Arena.

Fist of Suns is great mainly because it slashes Progenitus's cost in half. Dream Halls is a nice way to cast him for free, although you should beware of grouphug effects.

Door to Nothingness, Legacy Weapon, Maelstrom Archangel, Cascading Cataracts, Conflux, Maelstrom Nexus, Ramos, Dragon Engine, and maybe, just maybe, Child of Alara are all really nice in a rainbow EDH deck.

Hellwrecker on The Perpetual Engine

4 weeks ago

Making a Ramos deck without the dragon tribal as well. My thought is that with his ability there doesnt need much mana fixing like Birds of Paradise or Chromatic Lantern, so long as you have some ramp to get you to 6 mana quickly (which requires a large amount of green, of course). It helps though, to stay in green, as you can utilize the 10 mana generated at once to cast big stuff like hydras or eldrazi, and take advantage of cascade effects on Maelstrom Nexus or Maelstrom Wanderer. On the same note your inclusion of the expertise cycle from Aether Revolt might be interesting to include, provided enough card draw presents.

Just my thoughts. Feel free to check my deck out if you'd like and see what you think also! Ramos Stomp EDH

landofMordor on What if WotC had gone ...

1 month ago

aholder7 is right -- with more and better lands, suddenly things like Esper Charm, Maelstrom Nexus, Cryptic Command, and Maelstrom Archangel shoot up drastically in price and Snapcaster Mage/Tarmogoyf go down (or at least don't get any better).

As to Gleeock's comment (and also for the OP), I think MaRo is right when he argues that the color pie is one of the most important and fundamental pillars of Magic. If the quality and quantity of dual lands enabled every player to build 5-color decks, there would be no point in having counterspells be exclusively U, or unconditional killspells being B, or beefy creatures being G. And even though you can invest a lot of money into making a 5-c base work, you still don't see competitive players running cards with WUGRB in the costs. Instead, pro decks are 3 colors with a 4th splashed, max (unless it's an inherently unfair deck like Dredge), and those multicolor decks still don't always outperform decks like mono-R Burn with W splash (which recently took a Modern title). (In the same vein, mono-R and mono-B are both top decks in Standard currently.) In that way, the downsides of dual lands are actually restricting power level of old formats like Modern, which is a great aid to players looking to enter into competitive play.

Even great dual lands like shocks and fetches reduce decks' consistencies (through life loss if nothing else), which gives mono-colored decks an edge that they wouldn't otherwise have.

Yes, reprints and/or more dual lands are essential to reducing costs of Standard and older formats, but you'll notice that every block of the New World Order had a rare cycle of dual lands -- Origins had painlands, BfZ manlands, SOI reveal-lands or whatever they're called, KLD fastlands, and AMK bicycle lands. So WotC is aware of the problem, and they consistently print solutions to that problem, even if they aren't all shocklands.

That's not even to mention the uncommon/common cycles of taplands reprinted. Which, by the way, Rugged Highlands, Skyline Cascade, and Ramunap Ruins have come a long way since the days of Gruul Guildgate, so I'd argue Wizards IS slowly pushing the bounds of how much upside they can print on a tapland.

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