|Commander / EDH||Legal|
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(1), Sacrifice Wanderer's Twig: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.
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Wanderer's Twig Discussion
2 months ago
Nice, first deck I have seen with the new Dominaria cards.
Decree of Silence with this general is pretty close to a lock
Mystic Remora becomes better because you don't have to keep paying high Cumulative upkeeps
Standstill could be a good end of second main phase play to keep drawing cards
Lotus Bloom - not sure about the rules but can you cast this from the graveyard for 0?
Executioner's Capsule repeatable kill
Mindslaver - Opponent Lock
Tangle Wire - Annoying tapping effect to play around, where you get the benefit to tap tangle wire and skip the first turn at 4.
I feel like this deck is trying to do two different things with Elves and a Dimir Mill theme. You also want to limit your sorceries and instants and maybe replace them with creatures, artifacts, or enchantments that do the same effect for repeatability with your general.
4 months ago
precociousapprentice Most of the combinations are 3+ combos in this deck although there is a lot of cross synergy. I have been delightfully surprised by how often this deck wins and who it wins against. It does not fare well against cEDH though...
I completely agree about the mana base. Although Traveler's Amulet and Wanderer's Twig rarely slow me down. I definitely find them superior to tap lands as I get solid land drops and color fixing. I have been gradually upgrading the mana bases if my decks and this one is next in queue. I rarely find that i don't have the mana to play my spells though. I believe the card draw from Marchesa mixed with fetching so many lands helps a little with that.
I think Tainted Strike is one of the cards you might actually like! It is not usually for your own creatures. It is for when an opponent is attacking another opponent turning a non lethal attack into a game changer. Although it does have some other applications. The Boros Reckoner as you meantioned and the similar friends, Mogg Maniac, Spitemare, Stuffy Doll but also Harsh Justice, Mirror Strike, Backlash (which I go back and forth having in the deck) but my absolute favorites are Arcbond, Coalhauler Swine, and Heartless Hidetsugu with a protection/redirection spell out. all of these get increased with the damage doubling effects out.
After reading what you wrote about Aikido, I have been thinking about what I could add to make it more political. Do you have any recommendations? This deck is much more about tricking my opponents into attacking me and dissuasion through them knowing I have tricks. With all of the Damage doubling and especially with Repercussion out the intensity of the game goes through the roof as all attacks if they go wrong can go wrong quickly and in a big way. I do love the adrenaline that this deck brings to the table and how quickly they games can go. In that way our decks are very different I think.
Thank you for the upvote!
4 months ago
Also, Traveler's Amulet and Wanderer's Twig seem clunky for a basic land tutor. Seems like a similar but reverse effect could be cycling lands. This would also up your land count. 32 lands, including one that doesn't produce mana and requires you to sacrifice mana to use, especially with a curve as high as yours, seems like you will be looking at a hand full of cards with no mana to play war too often. You are effectively running 30 lands and are trying to patch this with clunky artifacts. Replacing low cost land search with actual lands would go a long way to fixing this. That and lowering your curve to an average CMC of below 3 would help. I suggest a land count of 37-38 unless there is a strong reason to go lower, your ramp is above 10 mana sources that are CMC 2 or less, and your average CMC is closer to 2 than 3. Your deck will be much better by working on the mana base, ramp, and curve.
4 months ago
Cards like Land Tax, Wanderer's Twig, Armillary Sphere, etc. don't actually ramp. The fact that they guarantee extra land is ramp-like though. More so in EDH than regular formats, I'd say (since aiming for a large mana count is common in EDH). They also fix mana colors, which ramp often does. Perhaps they deserve mentioning since they are a similar resource to what people are looking for in this guide?
Edit: I guess you could just expand the honorable mentions section to include cards like that or rename the section
6 months ago
Maybe I should actually give some constructive budget suggestions rather than just ragging on the deck, huh?
I love Quiet Speculation and think it is vastly underrated. It gets better when more colors are added, but even in mono blue you can go get Deep Analysis for card draw, Cackling Counterpart to copy a Scourge of Fleets or whatever your Phyrexian Metamorph has become, or Artful Dodge to make sure your beater is truly unblockable.
Confound would be a good way to protect the commander.
Trinket Mage gets Basilisk Collar if you really want to keep that, and of course Sol Ring too. You can swap in Wayfarer's Bauble for Wanderer's Twig or the other one for actual ramp, not just a tutor. Brittle Effigy is another great target for the trinket tutorer.
7 months ago
I would also run Sol Ring, Boros Signet, Fire Diamond, Marble Diamond, Mind Stone, Wayfarer's Bauble, Coldsteel Heart, and Worn Powerstone. 4-8 ramp cards is basically mandatory. It's a shame, because it takes away from deck character and adds to deck homogeneity but that's the format. If you include extra ramp you can save card slots by dropping a few lands. 38 is considered the sweet-spot for lands but I like 36. Elf decks can go as low as 30 lands so play it by ear.
Wanderer's Twig, Armillary Sphere, and Hedron Archive are nice. Knight of the White Orchid is nice but a total flavor-fail. Temple of the False God is good but you kind of have to treat it more like a ramp card than a land card.
Sword of the Animist would be somewhat flavorful while ramping.