|Commander / EDH||Legal|
Printings View all
|Commander Anthology 2018 (CM2)||Common|
|Commander 2017 (C17)||Common|
|Commander 2015 (C15)||Common|
|Modern Masters 2015 Edition (MM2)||Common|
|Commander 2014 (C14)||Common|
|Commander 2013 (C13)||Common|
|Duel Decks: Venser vs. Koth (DDI)||Common|
|Fifth Dawn (5DN)||Common|
Combos Browse all
, , Sacrifice Wayfarer's Bauble: Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.
|Have (2)||, PTsmitty|
|Want (8)||Zarathustra77 , eyeofnothing , paragon22 , mygoodname , goodair , Mortiferus_Rosa , Sizzlak , Foxbeep|
Wayfarer's Bauble Discussion
9 hours ago
I think you're playing too many tapped lands. Golgari Guildgate and Jungle Hollow can easily be cut for basic lands. Having more basics also helps you avoid getting absolutely destroyed by things like BloodMoon or Back to Basics , which are commonly played cards.
Your deck's curve is also a little off. I think you need more 1 drops ( Expedition Map , Wayfarer's Bauble , Mana Vault , Vampiric Tutor , Birds of Paradise , Deathrite Shaman , etc). I would cut some of your 6 drops to make room (you have a lot of 6 drops).
I also think you should make use of ramp spells before you play mana rocks. Cultivate , Kodama's Reach , Nature's Lore , Farseek , Sylvan Scrying , Nissa's Pilgrimage , Search for Tomorrow , and Skyshroud Claim are all just so much better than Gilded Lotus or Golgari Signet .
1 day ago
Cool shell so far, but I definitely think it needs more mana ramp. Mayeb 4 more sources of your choice of artifact and land ramp, all probably around the 2-3 CMC slot. Since your deck is light on green I'd go the artifacts that tap for colors like Fellwar Stone , Wayfarer's Bauble , Commander's Sphere , Armillary Sphere , Coalition Relic .
Overall I'd look to knock the curve of the deck down a bit. I find decks start to really hum when they are around 3.5 average CMC. With that said, some of the higher cost plane walkers that aren't doing as much work for you might be Tezzeret, Master of the Bridge , Jace, Ingenious Mind-Mage , and Kaya, Bane of the Dead ,
And you can find better board wipes than Decree of Pain . is a tall order.
This deck definitely has all the win cons it needs, just make sure you have the card draw and smooth curve to ensure you get to them consistently.
Looks like fun deck, best of luck!
2 days ago
Ramp: Boros Cluestone , Boros Keyrune , Boros Locket , Boros Signet , Sol Ring , Fire Diamond , Marble Diamond , Commander's Sphere , Wayfarer's Bauble , Mind Stone , Corrupted Grafstone , Star Compass , Fellwar Stone , Coldsteel Heart , Worn Powerstone , Prismatic Lens , Burnished Hart , Solemn Simulacrum
6 days ago
Hey thanks for the comment on my Liliana deck. Here is what I'm thinking when I take a look at yours.
I see in your notes you want Butcher of Malakir over his enchantment counterparts. While I agree that reanimating creatures is a strength of black I think you need to evaluate the card in the situation where it can't be reanimated. As a creature he's more fragile than an enchantment and is quite a bit more expensive to cast if you don't have the ability to reanimate him. The average cmc of the deck is leaning to the high side and your land count is a bit low so even though your deck is all about reanimating, these are the types of slots where you can smooth things out. If you run things like Caged Sun or Grave Pact, it lets you Black Sun's Zenith the board without needing to reanimate anything to keep those effects.
Burnished Hart is another spot to lower your curve. I've really like Wayfarer's Bauble . It's half the effect, but also half the mana. Burnished Hart is another reanimation target, but ask yourself how often Burnished Hart is the creature you want to be reanimating.
I may consider cutting Rakshasa Gravecrawler or Vulturous Aven for God-Eternal Bontu . I get that Rakshasa nets you two tokens, but I think the cards Bontu provides would be more impactful. Liliana, Dreadhorde General may fit in nicely here too.
I'd like to see more free sacrifice outlets in here. Phyrexian Altar , Viscera Seer , Carrion Feeder are all ways to get creatures into your graveyard at will. These will make things like Butcher/Gravepact/Dictate/Blood Artist and anything that triggers on death more powerful. Speaking of death triggers, Zulaport Cutthroat seems like he'd fit in here too.
I like Torment of Hailfire or Exsanguinate. I don't think your deck needs two big X finishers and Torment is much more impactful when X is a lower number.
Overall I really like the look of the deck. You have a good focused game plan to work with. The biggest takeaways would be to try and lower the curve and up your mana count a bit. Even though you are all about reanimation, if you can get the same effect on a cheaper card you should at least consider it. Consider how often a particular creature is actually a reanimation target of yours. Like I mentioned above, just because you can reanimate Butcher or Burnished Hart doesn't mean you should. These are the slots where you can pick up some major efficiency.
1 week ago
Alright lets break down your deck and take a peak.
Nothing too crazy with your land base. I'm not wild about the "two or fewer" lands, or the "two or more opponents" lands, but they work inside an EDH pod. Two or fewer is worse in my opinion. Forbidden Orchard is a card you should definitely consider, Gemstone Caverns as well. River of Tears is not reliable and I'm not a fan. Obviously the original Duals will serve you well here, but those are $$$.
Looks like your land base is trying to run High Tide as well as Tainted Pact . Those cards unfortunately aren't compatible, so you need to choose one package. I think Tainted Pact is a better choice because its a neat A + B with Laboratory Maniac , whereas you don't have a guaranteed outlet for all that High Tide mana. Consider trimming down to just 1x of all your lands, look at one time rainbow lands if you need budget Aether Hub Tendo Ice Bridge .
Simply put, you have too many win cons. Turn the slots from the weaker ones into support for your stronger ones.
Wanderwine Prophets is expensive to cast. It also requires combat damage to a player, meaning your combo is only live as long as you can swing freely. Regardless, its still a strong way to close games. You need to run proper support for reanimating. First, you need to increase reanimation density. Necromancy Apprentice Necromancer Exhume Shallow Grave . Next, you need to ensure you can get your reanimation targets to the graveyard. Careful Study is probably the only one I'd add, although there are certainly more options. Finally, it helps to have extra reanimation payloads in case Wanderwine is unavailable. Jin-Gitaxias, Core Augur and Consecrated Sphinx are both strong enough to cause you to run away with games from card advantage, most likely guaranteeing a win.
Next, Tainted Pact / Demonic Consultation + Laboratory Maniac . I think this is the strongest win condition you're currently running. Important that you pack density of "draw a card" effects to guarantee same turn winning. Make sure to optimize your land base so Tainted Pact is a guarantee!
Mind Over Matter + Azami, Lady of Scrolls is your weakest combo. Its needlessly expensive at 11 mana! The pieces are also the hardest to cast and tutor. The 4 blue in MoM makes it prohibitive sometimes, same with the 3 in Azami. The pieces are also found by the fewest amount of tutors you run, while the tainted pact combo is far more easily searchable.
Dualcaster Mage / Naru Meha, Master Wizard + Ghostly Flicker / Illusionist's Stratagem is also relatively weak. Requires you to hold then dump all the mana during the same turn, and 6-8 mana is not a fantastic range. The cards are also rather weak outside the combo, but not horrible. You can add additional value by getting more ETB creatures or blink effects for combo. Twinflame Heat Shimmer Cackling Counterpart Imperial Recruiter
Looks like you know what you're missing as far as moxen goes. You should also consider running the Signet cards, gives reliable ramp that avoids land hate. Also adds artifact density for when you get that Mox Opal . Wayfarer's Bauble is bad and should be cut.
You are lacking some card draw that would help you. Dark Confidant Mystic Remora Rhystic Study . Sensei's Divining Top works extremely well with fetchlands and would provide value here. Top would also allow value wincons to be inserted like Dramatic Scepter or Paradox Engine . Kess, Dissident Mage gives massive value here and helps you escape from grindy mid games against other control decks. Wheel of Fortune and Timetwister will obviously help here, but are $$$. Windfall is extremely strong as it neutralizes opponents who get massive card advantage early in the game, or helps you after you dump a fast hand.
Interaction and Removal
Pyroblast is worse than REB and you shouldn't run it. 13 counterspells is certainly too high, you can also cut another. You currently run three spells that can deal with a resolved enchantment, Chain of Vapor Galecaster Colossus and Venser, Shaper Savant . A Rule of Law or Arcane Laboratory that has resolved ends your game. Galecaster is pretty low value and should be removed. Dismember both hits for a lot off of Ad Naus and costs a lot on your Ad Naus to be low costed to cast. You should swap it out for a sweeper like Pyroclasm or Earthquake , you already have strong targeted removal. Abrade is the exception, and should be added due to its flexibility.
You are definitely on the right track. Cast a critical eye towards anything 3+ CMC, as those greatly rob your Ad naus and are harder to cast. Archaeomancer and Galecaster Colossus specifically stand out as removes. Test out a few different Grixis flavored wincons and see which one feels the best based on the paper cards you have. Take a peek at Kiki Jiki + friends, as well as Isochron Scepter + Dramatic Reversal . Kiki fits into reanimator, and dramatic scepter is extremely easy to slot and assemble. Test out Dualcaster/Meha with additional combo payoffs, because there are quite a few that let them combo off. Your deck is currently at a point where you need to start greatly considering card quality and slot intensiveness. The fewer slots, the easier to cast, the more the pieces have value alone outside the combo, the better. You also need to start considering the hate pieces other decks are going to run. How do you handle Torpor Orb for example?
1 week ago
If Feather, the Redeemed is really working, you tend to accumulate cheap pump spells in your hand that you can re-play each turn. I would really like to see a few more cards like Thought Vessel or Reliquary Tower that allow you to keep a bigger hand, but can't think of any or spells that fit the bill.
I really love Zada, Hedron Grinder in this deck.
1 week ago
Your deck has awesome cards, but it doesn't have the ramp to pull it off. Especially considering that your commander has a CC of 7. Wayfarer's Bauble is always a solid ramp card when you're outside of green. I also like Worn Powerstone . For creatures, you have Magus of the Coffers and Crypt Ghast . Solemn Simulacrum works well with your commander. Dark Ritual can also help you get your commander out early.
3 weeks ago
I see this same thing happening in alot of molly D decks. You use alot of instants and sorcery when you can use a permanent that does nearly the same thing. Boardwipes you should be running Bane of Progress Pernicious Deed Plague Boiler Tranquil Grove Phyrexian Scriptures Oblivion Stone
These adds (especially the mana ramp) will make the deck run smoother and more consistent.
Wayfarer's Bauble occurrence in decks from the last year
Commander / EDH:
All decks: 0.09%