Mayael's Aria

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal

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Set Rarity
Alara Reborn Rare

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Mayael's Aria

Enchantment

At the beginning of your upkeep, put a +1/+1 counter on each creature you control if you control a creature with power 5 or greater. Then you gain 10 life if you control a creature with power 10 or greater. Then you win the game if you control a creature with power 20 or greater.

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Mayael's Aria Discussion

sonnet666 on I Need Help Making My ...

3 days ago

Wild Research has a color identity, and is not legal for your deck.

The only way I can think of to attach lots of auras to Uril at the same time is to play Retether, Open the Vaults, or Replenish while you have Uril out and a lot of auras in the graveyard already. Either that or play Primal Surge and hope you don't hit a non-permanent. Up to you whether you think either of those are a good idea.

The ONLY ways for you to deal infect damage with Uril in Naya colors are Grafted Exoskeleton and Triumph of the Hordes. There are no other cards that grant infect to a creature outside of blue and black.

Symmetrical card draw is very bad in EDH, since it just gives people more gas to answer you or win the game ahead of you. Font of Mythos, Horn of Greed, Howling Mine, Omen Machine, Temple Bell, and Rites of Flourishing should all be cut. Wheel of Fortune and Reforge the Soul are usually better because you can wait to cast them until you have no hand and your opponents have lots of cards, but you actually have better options in green, so I'd recommend cutting at least Reforge.

Replace with the following: Sram, Senior Edificer, Kor Spiritdancer, Rishkar's Expertise, Sage's Reverie, Soul's Majesty, Abzan Beastmaster, Mesa Enchantress, Verduran Enchantress, and Eidolon of Blossoms (maybe).

You also NEED better ramp. Tithe, Cultivate, Journey of Discovery, Elfhame Sanctuary, and Kodama's Reach are all sub-par and should be cut. 41 lands is also WAY too high. You'll be able to ramp much more consistantly if you cut that down. You can go down to 35 lands without a problem, and then after that you can cut one land for every 0 CMC mana rock you add to the deck. (Don't worry about Exploration, Burgeoning, and Oracle of Mul Daya being less effective. The extra draw factor will offset that. I would probably cut Azuza though, since she doesn't give you much if you aren't flooded with land.) Out of your lands, Jungle Shrine, Maze of Ith, Mikokoro, Center of the Sea, and Temple of the False God are all kind of bad and could be cut. Some better utility lands would be Kessig Wolf Run and Hall of the Bandit Lord.

All of the following are better ramp than you have: Mana Crypt, Mox Diamond, Chrome Mox, Lotus Petal, Lotus Bloom, Ancient Tomb, Nature's Lore, Three Visits, Coalition Relic, Boros Signet, Selesnya Signet, Gruul Signet, Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Avacyn's Pilgrim, Dryad Arbor (tutored off of Green Sun's Zenith, Harrow, Crop Rotation (into Ancient Tomb), Gemstone Caverns, Chromatic Lantern (maybe), Joraga Treespeaker (maybe), Skyshroud Claim (maybe), Trace of Abundance (maybe), Fertile Ground (maybe), Utopia Sprawl (maybe), and Wild Growth (maybe). You may also want to consider Herald of the Pantheon or Hero of Iroas to reduce the cost of your spells.

Now, on to the auras. You have a ton of auras that don't really do... anything? I get that you want to buff Uril as much as possible, but EDH is format of card advantage, and you really shouldn't be playing cards that just read, "your commander gets +2/+2."

I would cut all of the following Abzan Runemark, Angelic Destiny (this really doesn't give you much for 4 mana), Asha's Favor, Burrowing, Call To Serve, Cave Sense, Crown of Awe, Dust Corona, Eternal Warrior, Griffin Guide, Gryff's Boon, Inviolability (He already going to be the biggest thing around, why do you need this?), Murder Investigation (You have no support for these tokens.), Nimbus Wings, Serra's Embrace, Triclopean Sight, Vigilance, and Vow of Duty.

And here's what I recommend in their place:

Double strike: Battle Mastery, Runes of the Deus, and Duelist's Heritage. Literally the best effect you can Uril, since it will double all the other buffs you're giving him.

Massive Gains: Ethereal Armor, Eidolon of Countless Battles, and Helm of the Gods (not an aura but w/e). If you're going to have cards that just buff your commander, it might as well be for a LOT.

Extra Card Advantage: Sixth Sense, Keen Sense, and Snake Umbra. These guys are cheap extra draw factor.

Trample: Rancor (best), Armadillo Cloak, Unflinching Courage, and Eldrazi Conscription (maybe). After Protection, Trample is the most reliable way to get damage through in your colors.

Haste: Instill Energy, Messenger's Speed, Cartouche of Zeal, Fervor, and Fires of Yavimaya. Hasting a Voltron commander is the best way to get your beats in asap.

Extra protection for your commander: Shielded by Faith, Spider Umbra, Hyena Umbra, Felidar Umbra, Bear Umbra, and Flickerform. (Speaking of protection, Tajuru Preserver, Grand Abolisher, Vexing Shusher, Gaea's Herald, and Sigarda, Host of Herons are all good ways to make sure Uril can't be messed with.)

Also put in Spirit Loop. It's cheap and comes back if Uril leaves play somehow.

Other miscellaneous stuff:

Heliod's Pilgrim, Open the Armory, and Plea for Guidance are other tutors you could include. Open the Armory also grabs Grafted Exoskeleton and Helm of the Gods if you put them in, so I'd recommend it.

Nomad Mythmaker might make a useful recovery tool.

Mayael's Aria buffs Uril, gains you life, and can straight up win the game for you, nuff said.

If you can find the space, you could really use better board control to deal with problem permanents. Here are some good removal spells in your colors: Swords to Plowshares, Beast Within, Chaos Warp, Oblation, Krosan Grip, Oblivion Ring, Qasali Pridemage, Return to Dust, Hull Breach, Winds of Rath, Chandra's Ignition, Austere Command, and Wrath of God.

And that's all I can think of at the moment. Good luck.

shadowkass on Mayael, the "no dick moves" friendly deck

1 week ago

@PhotogenicParasympathetic Stonehoof Chieftain, Angel of Serenity, and Terastodon will now be added.

Spearbreaker Behemoth is a maybe at this time as im not sure what to take out for it.

I feel as if Dragonlord Dromoka is better than Spellbreaker Behemoth.

Land wise, i do need to look at my lands and fix them so i thank you for the suggestions.

Omnath, Locus of Rage, Mayael's Aria and Martyr's Bond have now been removed.

Blightsteel Colossus is a strong card, in our play group we use the following rule for infect: Infect damage is 20 for a kill on a player.

Vorinclex, Voice of Hunger is a card i offerd to take out but it was classed as ok.

I've now added Hateflayer and Decimate and i'm looking at some other cards now listed on the Maybeboard.

Thank you for you help on this.

PhotogenicParasympathetic on Mayael, the "no dick moves" friendly deck

1 week ago

I agree with the above comment, Stonehoof Chieftain, Angel of Serenity, and Terastodon are all fantastic cards. I'd also advise adding Spearbreaker Behemoth and Spellbreaker Behemoth, as well as Summoner's Pact.

I'd also add some lands like Sunhome, Fortress of the Legion, Gavony Township, Slayers' Stronghold, Kessig Wolf Run, and Rogue's Passage. Without them, Tempt with Discovery just isn't very good.

I'd cut Protean Hulk - you can't get more than one creature off him, and while there are some choice cards to get... do you really need a seven mana tutor? Omnath, Locus of Rage is great, but you can't really abuse his landfall, so I'd cut him. If you're looking to make the deck "no dick moves," then Blightsteel Colossus and Vorinclex, Voice of Hunger are both out of place. I'm not sure how effective Mayael's Aria and Martyr's Bond have been for you, but they seem slow and generally less effective than you'd like.

-Heisenberg- on Dropping Bombs (Mayael EDH)

1 month ago

Mayael the Anima is my favorite commander!! It's always good to see another deck coming together. A few pointers thought, I would replace Kozilek, Butcher of Truth and Emrakul, the Promised End. Their effects say when you cast and they won't trigger if you cheat them in with Mayael the Anima. Another good addition would be Sylvan Library, that way you could see what is coming up and know what to expect if you use her effect. I used to have Mayael's Aria in my deck, but I could never pull it off, or I would win before I would have a creature at 20 power but all the power to ya. Here is my version my a Mayael the Anima deck. He can not afford. Great success.

bomley20 on Fear is the mind killer

1 month ago

Not sure if you are still working on this but going to suggest stuff in case. Most of these will abuse the fact that you are playing high power/toughness creatures.

Mayael's Aria, Mighty Emergence, Sacellum Godspeaker, Spellbreaker Behemoth, Mage Slayer, Xenagos, God of Revels, AEther Rift, Angelic Chorus, Cream of the Crop, Defense of the Heart, Electropotence, Elemental Bond, Lurking Predators, Porphyry Nodes, Proper Burial, Warstorm Surge, Wild Pair

Livingham on Good Times with Cromat

1 month ago

My cromat deck is more aimed at using charms for shenanigans/control but the odd win condition theme is just as prevalent. Given the access to 5 colors, Door to Nothingness seemed essential; it might not be a win condition but it's more fun and can be recurred with cards like Eternal Witness for more uses.

My favorite win condition in my cromat deck is Scapeshift, I didn't want to invest in an amazing mana base so my deck ramps into the appropriate colors which means that I usually have a good amount of lands in any given game. By the time I get scapeshift in any game, I almost always have 10 lands out which means I can tutor for Maze's End along with 9 guildgates; from here I either win next turn or that moment if Amulet of Vigor is out (which also synergizes with door to nothingness).

Another slight win condition in my deck is just hitting someone for lethal with cromat. With the versatility of charms along with a few cards that improve his offensive ability like Might of the Nephilim, Civic Saber, and Finest Hour it's not hard to one shot someone in a turn, especially if you have excess white and red mana to buff cromat with. I realized that, given how easy it is to get cromat to 20 power, Mayael's Aria actually proved to be a sufficient win condition.

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