|Commander / EDH||Legal|
Printings View all
|Commander Anthology Vol. II (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.
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Wayfarer's Bauble Discussion
1 day ago
-2 lands and more mana rocks that are
I think focusing on outlets that make artifact tokens would be fun and have synergy with Saheeli. Recent sets have given options for treasure (Brass's Bounty), clues (Tamiyo's Journal), servos (Servo Schematic), and thopters (Pia and Kiran Nalaar). Adding in bounce/blink effects would let you keep the army growing.
A fun alternative win-con to ramping into a scary Eldrazi is transforming your token army. Day of the Dragons, Descent of the Dragons, and Dragonshift + Surge of Zeal/Burst of Speed allow a lethal strike out of pretty much nowhere.
More card draw too; Mind's Eye, Staff of Nin, Slate of Ancestry, Ichor Wellspring, Howling Mine, Temple Bell, etc. all get the job done in their own ways. Spell-based draw is good too; Jace's Ingenuity, Ponder, Telling Time, Faithless Looting etc.
Some cards that should also be considered: Trading Post, Kurkesh, Onakke Ancient, Goblin Welder, Slobad, Goblin Tinkerer, Solemn Simulacrum, Nevinyrral's Disk, Shimmer Myr, Feldon of the Third Path, and Hellkite Tyrant.
1 day ago
How is Pyrite Spellbomb performing for you? Is 2 damage enough in EDH format?
I see you play a Salvaging Station package.
- Expedition Map: if you have some toolbox lands to grab (Minamo?).
- Wayfarer's Bauble: ramp.
- Tormod's Crypt: gravehate, depending of your meta.
- Retrofitter Foundry: combo.
Useful Hint: you may copy Blinkmoth Urn's trigger with Tawnos because it's, actually, not a mana ability.
5 days ago
6 days ago
Ok, so, first thing to do is to focus on what green cards you have that let you ramp. As said: Sakura-Tribe Elder, Explore, Utopia Sprawl, Farseek, Oath of Nissa, Search for Tomorrow, Birds of Paradise, Cultivate, Rampant Growth, Beneath the Sands, Burnished Hart, Dawntreader Elk, Expedition Map, Font of Fertility, Wayfarer's Bauble, Sylvan Scrying and Harrow are good options.
Of this, you should put at least 8 cards (I suggest Sakura-Tribe Elder, Birds of Paradise, Farseek, Oath of Nissa or Sylvan Scrying). I don't really like From Beyond, Blisterpod, Catacomb Sifter, Void Attendant, Warden of Geometries and Grave Birthing, since they cost too much and they let you have only colorless mana, thing that you don't need since you are three-coloured.
Then, as said before, I'd increase Gonti, Lord of Luxury and Ashiok, Nightmare Weaver up to 2x copies and I don't really like Nightveil Specter, alternatives could be: Circu, Dimir Lobotomist, Bribery, Praetor's Grasp, Psychic Intrusion, Stolen Goods. Oblivion Sower it's a funny card, I'd put in in 1x.
Another thing: You have some big creatures and you are black-green-blue, I'd increase your land number up to 22. Remember also to choose lands that could be searched when you are ramping (if you have chosen to ramp only with cards that search for BASIC lands, well, put at least 4x basic lands of each type). Some lands you could might consider: obviously fetch lands and schocklands, Darkslick Shores, Blooming Marsh, Botanical Sanctum, Drowned Catacomb, Woodland Cemetery, Hinterland Harbor, Fetid Pools, Underground River, Llanowar Wastes, Yavimaya Coast, Sunken Ruins, Twilight Mire, Flooded Grove , Sunken Hollow. For all the rest of the cards that could enter your deck, I'll wait to see if you like the direction your deck is going and, most important thing, what types of cards you have chosen to ramp, to be your manabase and wich cards will steal your opponent's cards.
1 week ago
Hey ! New user here, but a long time Magic player (excuse my french, 'cause I'm, well french...) I really enjoyed your deck, so I ordered the cards to play it. The first thing that comes to my mind that this deck really lacks some mana stability and some ramp. Every time I try to take a seven card hand, I haven't the good colors, or I have no land, and it's crucial for the first turns to get this engine on :) So maybe you could exchange some basic land with cards such as charge lands like Vivid Marsh or Vivid Grove (maybe it's slover, but it's more stable). Big ass ending cards like Villainous Wealth are overkill, and you won't be able to play it if you don't survive the first turns... Maybe replace it with some more ramp cards like Wayfarer's Bauble or stuff like that. What do you think of it ? (I upvoted your deck of course ;) )
1 week ago
With just a quick look, it's not a ramp problem but a numbers problem. You need to run at least 34 lands or your just not going to get consistent drops.
Wayfarer's Bauble could be good ramp for this deck. Also, since you want things to die, Black Market might be useful.
2 weeks ago
As for WotC's reasoning, it seems fine to me. They designed this card to take advantage of something most decks do, so this is starting to form/adding to a group of cards that make including mana rocks less "automatic", and I love having people build their decks differently depending on their playstyle and what they see as important inclusions based on how they perceive the environment. If this causes diversity to increase where some people start playing other cards like Wayfarer's Bauble over cards like Darksteel Ingot, that can only be good for the game. Any time cards lose the status of being automatic inclusions for the majority of a format, the format itself sees a surge of diversity, making experiences unique from game to game.
I'm waiting for the format to add "don't let rocks get nabbed" to the list of auto advice of the format like "always pay the 1" and "never pick time".
3 weeks ago
Have you considered Wayfarer's Bauble and Myriad Landscape? Your deck really wants to ramp as much as it can to take advantage of your expensive bombs and Caged Sun-type effects. Black isn't great at land acceleration, but these two cards will help make you dangerous more quickly.
Personally, I would remove Sensei's Diving Top for the Bauble, since you don't have a whole lot of library manipulation to fully take advantage of Top's abilities. With Top such an expensive card, I'm sure you can find a home for it in another deck without too much trouble!