Wanderer's Twig

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Wanderer's Twig

Artifact

(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.

TheBestMagicCard on Emrakul, the Promised End

3 months ago

Hehe, I just took out Wanderer's Twig, and Traveler's Amulet, for a sec, I think to try and fit in both Abstruse Archaic and Lithoform Engine, since Roaming Throne doesn't work like I first thought it did, but I got excited to copy abilities...

I was also able to fit Wayfarer's Bauble back in, which I think is ultimately better then the Twig and Amulet, but still isn't really that great, but same arguments to include it as the Twig and Amulet...

Yeah, um Environmental Sciences is a p BAD card, and I would probably never play it any other deck... but it happens to be a colorless Sorcery, which is kind of rare, so it's actually a hard-to-get-discount on Emrakul's casting cost... and it's cheap, and it gets a land... It's not a good card, but in this deck it kinda does a lot... Sojourner's Companion is similar to Environmental Sciences, in that it cost 2 to get a land into hand, and is also a p BAD card... But it can count as two card types in the graveyard for Emrakrul, and even though I think it will be done sparingly in the future, there will be better artifact lands that have yet to be printed...

I'm really trying to milk Emrakul's cost reduction in this deck, because I'm trying to ramp it out as soon as possible... I've won on turn 3 several times by casting Emy, because I had the ramp AND card types in the grave, to totally control the game state, mess everyones else up, and then just smash face... Getting infinite mana helps too... But yeah, the sooner you have the option to casy Emy the better, so that's why I'm still running bad colorless instants and sorceries...

I guess until there are more better colorless instants, sorceries, and tutors, I think I'm still going to run these jank cards, because they're still as good as it gets for now... But it does work! I rip face with this deck at the mall...

But heard! Thanks for the consideration and input!

TheBestMagicCard on Emrakul, the Promised End

6 months ago

Hey Profet93, thanks for the comment!

I do think Rings of Brighthearth is a great card, but I've excluded it mostly because, on it's own, it doesn't do anything...

Forsaken Monument, for example, = infinite mana with Basalt Monolith, but is also an incredible ramp card on it's own. This is basically the same reason that I've also excluded it from my Atraxa - Planeswalkers-Poison-Proliferate-Turns, even though it seems like an auto-include in that deck as well, in my opinion. I like Rings of Brighthearth a lot, but I really don't like looking at it on the battlefield without a combo piece, it's just a dead card then.

Aside from infinite mana, there are a bunch of other abilities that it could copy, like Planar Bridge, etc... However, the Rings only copies activated abilities, and I would sooner include cards like Lithoform Engine or Abstruse Archaic, as these cards also copy triggered abilities, like the cast triggers on Eldrazi, specifically Ulamog and Emrakrul, or Unwinding Clock's untap. Lithoform Engine and Abtruse Archaic both have somewhat more utility than the Rings, but as of yet, I still haven't squeezed them in either, again because I still feel like they just aren't good enough on their own without another combo piece.

Voltaic Construct fits into this "doesn't really do anything on it's own" category as well, and arguably is an even worse include than the Rings, Engine, or Archaic, but it's a lot easier to tutor up with cards like Eye of Ugin, Sanctum of Ugin, and especially Scrapyard Recombiner. Voltaic Construct + Metalworker and two artifacts in hand = infinite mana, which is pretty easy to assemble, and Metalworker is just a house on it's own. Voltaic Construct can also count for towards Emrakrul's casting cost in the graveyard...

Ultimately, I would like to include any of these copy-an-ability cards, if not all of them, but when I have, it just feels bad to have them sitting around doing nothing. Also, I kind of don't really need to copy abilities like that, as it turns out. I've found this deck to be pretty strong, and copying abilities often seems kind of win-more and win-less at the same time. Copying doesn't always make as big of an effect as it might seem... although copying a Planar Bridge ability could put two combo pieces in, the Bridge can also chain out anyways that with Clock of Omens, which is also a really powerful card, even though it also fits into the "doesn't really do anything on it's own" category, but I think is still better than any of the afore mentioned cards ...

I haven't included Voltaic Key either, for the same reasons basically, although I think this is really a card that should be in here. I guess I've also partly not included Rings of Brighthearth because I haven't included Voltaic Key either. I would put the Key in before the Rings, but I'm still not sure about the Rings. I think I decided to include Unwinding Clock instead of Voltaic Key, because, even though it's more expensive, it is really really REALLY powerful!!! With Liberator, Urza's Battlethopter and mana rocks, this mimics Prophet of Kruphix, which I think is rightfully banned becuase it's way too powerful for one card...

The Top trick with the Rings is cool, and more card draw is definitely welcome in this deck. This combo ultimately reads, ": Draw a card", but... I guess I've just come to the conclusion that there are already kind of a lot of "doesn't do anything on it's own" cards in here, so I've had to really pick the most powerful ones, and I guess I feel like the Rings just aren't powerful enough even when they do work, as they can only be activated once per ability. Clock of Omens, for example, can untap something a bunch of times, effectively "copying" abilities by just untapping something and activating it again. Also, Sensei's Divining Top + Jhoira's Familiar and Mystic Forge combo to draw the deck out for no mana once assembled, and these two cards are powerful on their own.

I like Wayfarer's Bauble a lot, and still want to include it. I think it is ultimately much better than Wanderer's Twig and Traveler's Amulet, which are both admittedly kind of bad cards.
The only reason I really include these at all is to get an artifact in the graveyard for Emrakrul's mana cost reduction, and to ensure land drops. Notably, multiple cards of one type still only count for , so often times it's redundant anyways. I think the reason I kept the Twig and Amulet in instead of Wayfarer's Bauble, is I kind of see the Bauble as a mana rock that adds but costs, which I do not think is acceptable. The only rock that cost and makes which is included is The Celestus because it also has card draw attached to it, and it can be tutored for with Moonsilver Key, for the card draw.

Even though the Twig and Bauble aren't technically ramp, they do help ensure a land drop every turn, which is think is important. There's already 36 lands in the deck, which is a lot for how many mana rocks are included, but I really want a land drop every turn if I can help it. I've tried to minimize high mana cost cards, even though there's so much mana in here, because it's still possible to get mana screwed if you have just a bunch of expensive cards in hand and not enought mana! Technically there's 38 lands in here currently, but I've put Eye of Ugin and City of Traitors in their own "Special" category, as I consider them to act more like artifacts then lands, as they don't always do what just a land that taps for mana does. They're unreliable for just basic mana, I guess. I'm thinking of putting Temple of the False God in, and I would also include this in the "Special" category for the same reason, being that it can't always be relied upon for mana like a regular land...

The most recent addition has been The Irencrag, which I myself think is funny to fit in over any of these other cards, but the consistency of early ramp is too important. Assuming that mana rocks will continued to be printed, I wonder what the limit to include will be! I actually took out Foundry Inspector to do this, which I don't like doing, and I might try to fit the Inspector in again first. But I think Karn, Legacy Reforged is on the top of the list for inclusions. Even though the mana he makes can't be used to cast Eldrazi, he'll be a huge beater, and will help cast and activate all those expensive artifacts.

My ideas are just what I've found to work playing the deck, and are by no means like, the way the deck should be built though!

Thanks for the comment!!! Very relevant, and totally valid. I will definitely try to fit Voltaic Key in again though, and reconsider Rings of Brighthearth, but actually I'll try Manifold Key first!

I hope that provided some interesting insight into my cards choices...

multimedia on Kaalia's My Life(gain) with Dragons

2 years ago

Hey, what you have so far is fine with many good cards, but also quite a few cards that look out of place or could be replaced with better even budget options. I see that you're not finished yet with your first version since have only 18 lands as well as missing Command Tower.

I want to mention that if you want to gain life then a good way is playing flying Angels who have lifelink who you can cheat onto the battlefield with Kaalia or even cast. Gaining life from attacking Angels goes well with the overall game plan of cheating creatures onto the battlefield attacking.

After you add more lands to get 35-38 then also consider adding more ramp?

Cards such as Wanderer's Twig and Armillary Sphere are not ramp since they don't put the land you get onto the battlefield, it goes into your hand for a land drop. These types of cards are quite bad when there's actual mana rock ramp that could be added. Weathered Wayfarer also isn't ramp, but the difference is it can be a repeatable effect to get a land which is worth it from a one drop. A reason to add more ramp is as a backup plan to be able to cast high CMC creatures if and when Kaalia gets disrupted since don't count on having/controlling Kaalia all game.

I offer more advice. Good luck with your deck.

Grubbernaut on Aces in Exile

2 years ago

If you're willing to deviate from the Angel plan, this deck is screaming for Squadron Hawk. Stalwart is decent, but the rest of the angels here are pretty behind the curve for pauper; you could consider Guardian of the Guildpact, but even that is probably more of a sideboard card. If you're going to stick to angels, I'd strongly advise going mono white; the splash just isn't worth it for a 4-mana 2/2 flyer that you can dump extra mana into to give protection temporarily, generally.

Also: Journey to Nowhere is going to be a better card most of the time over O-ring.

Potion of Healing isn't doing a whole lot, either; it replaces itself, but the deck doesn't have a method of taking advantage of the lifegain. If you're going to stick to a high mana curve, I'd suggest something like Traveler's Amulet, Wanderer's Twig, or Renegade Map - or better yet, just up the land count. 20 is very low with the amount of 4-drops you've got.

Some other random cards that might fit the general idea: Doomed Traveler, Sunlance, Battle Screech, and Holy Light for the sideboard.

There's not really any other good real angels in pauper, but there are some changelings you could consider, like Impostor of the Sixth Pride, or Avian Changeling.

Cheers!

StopShot on Opposition Agent needs a preemptive …

3 years ago

skoobysnackz, What about Evolving Wilds, Terramorphic Expanse, Ash Barrens, Fabled Passage, Prismatic Vista, Armillary Sphere, Bant Panorama, Esper Panorama, Grixis Panorama, Jund Panorama, Grixis Panorama, Blighted Woodland, Burnished Hart, Expedition Map, Myriad Landscape, Renegade Map, Sakura-Tribe Elder, Solemn Simulacrum, Sword of the Animist, Thaumatic Compass  Flip, Thawing Glaciers, Traveler's Amulet, Wanderer's Twig, Wayfarer's Bauble, or Wood Elves?

For some of the casual play groups I’ve been in Opposition Agent would really hose their ability to mana-fix and I can’t think of anything more annoying than sitting on removal you could use to take it out, but not having the right mana to cast it.

Peoni on Aurelia's Budget Battalion

3 years ago

Helm of the Host goes infinite with your commander and Godo, Bandit Warlord. I know your goal is a budget deck but $10 isn't too bad for a centerpiece win condition in the grand scheme of things. I'll try to keep further recommendations budgeted though. :^)

I'd also recommend replacing a lot of your lands that come in tapped. Lands like Command Tower, Temple of the False God, Slayers' Stronghold, Rugged Prairie, and Clifftop Retreat can all come in untapped and are pretty budget options (some more than others). If those are still outside of what you're willing to spend I'd recommend just using basics instead. Generally speaking you just really don't want your lands coming in tapped.

I'd also advise you to add in more mana rocks like Sol Ring, Talisman of Conviction, Everflowing Chalice, Prismatic Lens, and Mind Stone. You also don't want your rocks to be coming in untapped, so I'd suggest you replace Guardian Idol and Star Compass with some of the rocks listed, and you could probably do the same with Traveler's Amulet and Wanderer's Twig.

Your deck is fun and fair as it is. I like it. :^) I just thought I'd try and help fix up your mana base all nice. Hope this helps!

Idoneity on Alela, Tinker Faerie Extraordinaire

3 years ago

Well met, doughty traveler, and hereupon we must joust! You entreated my presence, and thence thou shalt be remunerated. I shall be oppugning your deck most perfidiously, yet you must fend off my awesome advice!

(Okay, I'm done.)

Let's do this.

Well, I have an artifact build of my own, thus I may be leastway some aid. (See Mr. Scarecrow)

In your deck updates you mentioned cutting Mystic Remora, but I find this card to be amazing whenever it is upon the field. Do you know how many decks run all creatures? Only those obsessed with Umori. Four mana is a severe tax, as this oft draws four or five cards or entirely ends the opponents' plans, merely due to them being afeard of you drawing too many cards.

Come on. Only 33 lands?! (Mine has 25.) I'd actually go down a few. Expedition Map can serve as a land-in-disguise, and Traveler's Amulet, as with Wanderer's Twig, each serve more late-game value just by being artifacts.

Go do your homework, young 'un. Should you not be studying for Tolaria West? This tutors for all sorts of trangams. Need defense for a combo? Pact of Negation! Wish to murder everything? Walking Ballista it shall be. It can also find an Inventors' Fair to find an artifact, and may stomp upon those foul graveyard players with a Tormod's Crypt.

So, let me teach you the glory of Academy Ruins, for you see, person, it is probably just better than Buried Ruin. It is repeatable and gets back all of those fun combo pieces if it must.

Dispatch is spicy, Swords is just better. Now, as much as I love spicy cards, I find it difficult to justify them when there is just a better option, in this case one that is unconditional. Dispatch may be active turn one on a good day, two or three on a normal day, but Swords to Plowshares is always ready.

Prepared for some bromidic options? Ichor Wellspring draws a lot, being one of the primary engines in my deck. Krark-Clan Ironworks ends the game upon resolution. Thirst for Knowledge is always solid, stocking the bin and sculpting the hand. If you can get ahold of one, Daddy-o does bloody everything.

Semblance Anvil, I choose you! I use fireblast! Pokémon aside, this casts the entirety of your hand. That cost reduction is no joke.

Now, upon my spicy choices:

I have said afore and I shall say once more, if the deck bears Dimir, you run Unfulfilled Desires. It goes through SO MANY CARDS. It lets you be mana efficient for those bloody turns where you have three just lying about and being indolent, whereat you may filter through three cards instead. This mayn't be card advantage, but it is amazing. Mana-flooded? Lovely! Mana-screwed? Still great! It is better than it reads, and it reads most meritoriously. Oh, and it's cheap, too. My card store had thirteen lazing within their shelves.

Turn Aside is fun, but have you seen the splendid Hindering Light? Of course you have, yet it draws a card, and therefrom I find reason enow to see to its inclusion. Only if you want, but it feels great.

Now, I much enjoy Supreme Will, for it leastwise cycles but may act as a lacking counterspell. Impulse goes in all of my blue decks, for it evermore pulls its weight. Moreover, I am rather fond of Painful Truths, as it draws quite a few cards withal much efficacy.

There are a sparse few things I would foredo.

Spellbook doesn't do anything. If you're drawing enough to be above seven, you should be winning the game instead of maintaining your hand. Call it clemency.

Scheming Symmetry gives the opponent a Pulverize. I am not fond of this card, though the political aspects are enticing.

I'm sure you don't wish to do so, but there are always banal options. Demonic Tutor, Vampiric Tutor, Storm Crow, Vedalken Archmage, stuff of that ilk, but I shan't instill tedium by such suggestions.

May all luck have you!

Discussing payment, you must see my lovely Hazezon. Thank you very much.

Saiyamax on The Collector’s Cantrips - Storming with Umori

3 years ago

Really Cool! Wayfarer's Bauble, Traveler's Amulet, and Wanderer's Twig are all cheap artifacts that can clear out land draws. Might be useful!

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