Maraleaf Pixie

Maraleaf Pixie

Creature — Faerie

Flying

: Gain or .

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Set Rarity
Throne of Eldraine (ELD) Uncommon

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Legality

Format Legality
Limited Legal
Highlander Legal
Brawl Legal
Pre-release Legal
Tiny Leaders Legal
Casual Legal
Pioneer Legal
Oathbreaker Legal
Arena Legal
1v1 Commander Legal
Standard Legal
Leviathan Legal
Modern Legal
Canadian Highlander Legal
Duel Commander Legal
Historic Legal
Commander / EDH Legal
Block Constructed Legal
Legacy Legal
Vintage Legal
Unformat Legal

Latest Decks as Commander

Maraleaf Pixie Discussion

FLATSO99 on Prodigy Scepter

1 month ago

@Flusterstorm-of-Possabilities

Thanks for your response! As Maraleaf Pixie+Kinnan, Bonder Prodigy also goes infinite with Freed from the Real and costs less than the Channeler, I hesitate to remove it. Thus, I think I will take the route of removing a noncreature rock/a creature without combo potential. Thanks again:)

TheVectornaut on Blue Green Something

2 months ago

I love taking a pile of cards and seeing what you can turn it into! I don't know which cards you have or what budget you have for acquiring new ones, but I'll list some cheap suggestions I have for a variety of archetypes you could pursue.

1) Simic ramp: Already goes well with Air Elemental, Archetype of Endurance, Oakgnarl Warrior, Overgrown Battlement, Yavimaya Wurm, Simic Keyrune. Some inclusions might be Llanowar Elves, Axebane Guardian, Coiling Oracle, Maraleaf Pixie, Beanstalk Giant, Terra Stomper, Lorthos, the Tidemaker. The goal is to accelerate into big threats.

2) U/G unblockable: Already goes well with Marang River Prowler, Downpour, Giant Growth, Might of the Masses, Aqueous Form, Coastal Piracy, Turntimber Grove. Some inclusions might be Curious Obsession, Daring Saboteur, Mist-Syndicate Naga, Ohran Viper, Trygon Predator, Distortion Strike. The goal is to get value from hitting with unblocked creatures.

3) U/G tempo/control: Already goes well with Breaching Hippocamp, Cloaked Siren, Mist Raven, Fog, Negate, Unsummon, Voyage's End, Claustrophobia. Some inclusions might be Vapor Snag, Dissolve, Mana Leak, AEtherling, Delver of Secrets  Flip, Devastation Tide. The goal is to deny the opponent their things while playing tricky threats of your own.

I also see cards in here that could work with mono green Assault Formation, simic +1/+1 synergy, or flying tribal, so you have a lot of options. As a sidenote, I'd also recommend upping your land count to about 24 while you have so many 5+ cost cards in the deck. Anyway, good luck!

smilodex on Ladee Danger's Ezuri | Extra Turns #04

2 months ago

Yes cool to see an Ezuri in action! I also like the Elf subtheme, but why no Priest of Titania instead of Maraleaf Pixie (or Immaculate Magistrate)?? This deck needs more turn 2 ramp. If you play a 4 mana commander, you don't want to ramp for 3 mana you want to ramp on turn 2, because after that you can play your captain on turn 3. Farseek, Rampant Growth, Nature's Lore, Simic Signet & Talisman of Curiosity. Another card which I love in my Ezuri is Mystic Snake, because the Snake triggers Ezuri and to counter something important is always good.

Murphy77 on Simic standard

2 months ago

It is generally a good idea to choose cards that best work in your planned deck and stick with multiples of those cards. Having singles of good cards really does nothing because you will have a small chance of drawing them.

Looking at your deck, 2 strategies stand out - being able to add to the attack power of creatures and being able to attack with unblockable creatures.

Yes, using the effect of Phase Dolphin, or Mistford River Turtle to get in some attacks that can't be blocked can be a great strategy. The problem is the cmc of cards in your combinations and the amount of time that you need to set up combos. I would tend to stick with Phase Dolphin to allow unblockable attacks by Lorescale Coatl and Thieving Otter.

You then need to speed up your card draw and play speed of your deck. Growth Spiral will work to get extra draws and thin down your deck, increasing your chances of drawing the cards that you want. Primal Empathy can build on creature power or card-draw. Keep Safe gives you some protection from your opponent's spells, but also helps with a bit of card draw.

I would want Moss Viper for early creature presence and Maraleaf Pixie for early mana-ramp.

For me, the cherry on the top of this delight would be Hydra's Growth which will give you ridiculously large attacking creatures, very quickly.

That is 9 core cards. 4 of each and a land-base built to support them, should give you a very strong deck.

desmondwrite on HOKUSAI'S NIGHTMARE

4 months ago

Ikoria & Commander 2020 released.

SPELLS

Replaced Pounce with Beast Within

Replaced Awakening of Vitu-Ghazi with Voracious Greatshark

Replaced Caustic Caterpillar with Overwhelming Denial

Replaced Cackling Counterpart with Sea-Dasher Octopus

Replaced Maraleaf Pixie with Ominous Seas

LANDS

Replaced Forest with Temple of Mystery

Replaced Island with Command Tower

Sanguinolency on Kinnan, combo prodigy

4 months ago

Pretty solid list so far, I have a few suggestions though. First and foremost, if you haven't checked out the cEDH decklist database, I recommend it. If you're truly wanting to get in to cEDH, then that is a good outlet for deck brewing. There are a bunch of cards in your list that are solid picks for a Kinnan deck, but there are also some that aren't up to snuff with the meta, but that's not a necessarily bad thing. Competitive EDH is about play the most powerful cards in the your color pie to achieve your overall win condition and to do it as efficient and consistent as possible. Kinnan is quite new and people are still trying to find the best way to brew the deck, but his strategy is undoubtedly proactive, so we have to try to overwhelm our opponents as fast as possible.

Here are the cards in your deck that you just don't see in the cEDH meta. Not a bad thing, just something to consider.

Your mana dorks are higher in CMC that the meta heavy mana dorks. This puts them being cast usually around turn two, which is when you want to be casting Kinnan.

Elvish Mystic, Fyndhorn Elves, Llanowar Elves are more reliable turn one creatures. Maybe try cutting Silver Myr, Maraleaf Pixie, and Quirion Elves for these.

Arcum's Astrolabe - It's just way too circumstantial, especially when you only have 6 snow lands in the deck. This card would be dead in your hand most of the time. There are also better mana rocks.

Mind Stone has been sub-par for a while. In cEDH, you want to get plenty of mana as soon as possible so you can start setting up for win quickly. This is why Grim Monolith and Mana Vault are very prevalent in the meta. They are net positive mana rocks that come in quickly.

Whir of Invention and Blue Sun's Zenith are on the cusp of being played in the meta and not, mostly Blue Sun's Zenith as it's used to help draw the deck after getting infinite mana. Usually you see these more in mono blue decks because they have plenty of blue to pay the non-generic mana and can go big with the X cost, however, once you leave mono blue it's very difficult to keep up mana for interaction after casting these and usually when X is greater than 2, it's worth someone countering it. If they're countered, the feel bads set in as you're now 5-6 mana behind. I would suggest cutting at least Whir of Inventions for a cantrip like Brainstorm, Ponder, Preordain that nets you cards for cheap.

Chord of Calling - Most of the creatures in your deck are very low cmc, so I don't think the redundancy of a Green Sun's Zenith is needed, especially when it costs 2 additional green mana.

Force of Vigor - It's not bad, I've seen a few decks run it that are more on the control side, but Kinnan is trying to be more proactive than reactive. Blue has some of the best removal in the game for cheap. Maybe consider a Chain of Vapor. That way if there is a problematic card for you on the board such as Cursed Totem or Linvala, Keeper of Silence, you can hit it regardless of what it is for one mana regardless of whose turn it is.

Ghost Quarter - if you need to get rid of a problematic land, I suggest Strip Mine over this, as it doesn't have the downside of letting the opponent replace the land.

With Tree of Tales and Seat of the Synod it's better off to just run basic lands, in case you encounter Back to Basics or Blood Moon.

There are a few suggestions I'd like to make for you to add that are practically staples for most of the cEDH Kinnan decks:

Seedborn Muse to help you use your commander more and acquire an overwhelming board state.

Training Grounds and Biomancer's Familiar to reduce the cost of Kinnan's activation.

Grim Monolith, Mana Vault, and Fellwar Stone as they're some of the best mana rocks in the format.

Right now, if you were to play a game with this list, I wouldn't be afraid of you activating Kinnan because there's nothing that will severely impact the game. Jin-Gitaxias, Core Augur is in a lot of the other cEDH decks because getting this guy on the field is detrimental to every opponent's strategy. I suggest you get a higher creature count and put more scary things in the deck. You'll whiff a lot with on activations with a creature count that low.

Here is a link to my current Kinnan build that has been assembling win (in a vaccum) very consistently between turns 3 and 4: Kinnan Activations cEDH

multimedia on Otrimi, Ever-Playful

4 months ago

Hey, infect seems powerful with Otrimi, but if you play casual then you will become the archenemy.

Don't underestimate Slippery Bogle and Gladecover Scout. Mutating a hexproof creature makes it safe to mutate not just the first time but other times after. Wizards helped the mutate mechanic by if the target creature you're mutating dies in response to the mutate then you still get the mutate creature on the battlefield, but it doesn't trigger "when this creature mutates" abilities. Instead it just ETB as another creature not mutated. With hexproof you don't have to worry about this.

Blossoming Defense and Vines of Vastwood are helpful spells for mutate because for one mana they can give any creature you want to mutate hexproof in response to removal. Crystal Shard can be repeatable bounce of an entire mutate pile back to your hand to then mutate again. Use this effect to change the creatures Otrimi is mutated to. To avoid Commander tax use Shard to bounce Otrimi back to your hand if it's stuck on the battlefield since it couldn't mutate.

Flying is a good ability to pair with Otrimi. Birds of Paradise and Maraleaf Pixie are mana dorks who fly. Needle Specter, Drana, Liberator of Malakir, Vampire Nighthawk give Otrimi good abilities. Specter has a busted combat damage trigger when it has 6 or more power. Drana can put a counter on the mutated creature and all other attacking creatures. Nighthawk mutated with Otrimi makes a 6/6 flying, trample, lifelink, deathtouch threat.

Jarad's Orders can tutor for a creature put it into your hand and tutor for a creature with mutate and put it into your graveyard to then recur it with Otrimi. Mask of Memory can be repeatable draw and discard and one mana to equip is nice.

Pernicious Deed can be powerful with Otrimi. If Otrimi is the top creature of the mutate pile then the pile has a CMC of 6. Sac Deed for less than six to hopefully destroy a lot of your opponents cards and not your mutate pile. All of the creatures on the bottom of the top creature don't count as creature cards on the battlefield. The only creature of the mutate pile that does is the top creature therefore all other creatures in the pile are not destroyed by Deed.

Yavimaya Coast, Woodland Cemetery, Ash Barrens are budget lands to consider adding.

Good luck with your deck.

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