|Commander / EDH||Legal|
Printings View all
|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
2 days ago
Hey there! Welcome back to the world of EDH!
A few suggestions for you - biggest thing I am noting is not enough draw and ramp. I count about 3 draw engines in the deck, more if you count your tutors. As a general heuristic I aim for about 10 solid draw effects, either powerful one shots or strong engines like you have in Phyrexian Arena and Skullclamp. Underworld Connections, Read the Bones, Necropotence, Land Tax, Gift of Estates, Promise of Power, Damnable Pact, Read the Bones all reasonable options pending budget.
As for ramp I also typically aim for 10 total sources. Myriad Landscape is an easy inclusion in 2 color decks that only occupies a land slot, other possibilities would be Ashnod's Altar with your token theme, Mind Stone, criminally underplayed Wayfarer's Bauble,Commander's Sphere, and personal favorites Everflowing Chalice Worn Powerstone and Thran Dynamo.
That leads me to a couple of other suggestions - replace token makers with more powerful iterations. Conqueror's Pledge and Nomads' Assembly are decent cards, but Secure the Wastes, Decree of Justice, or even Entreat the Angels are all more scalable and mostly instant speed, a huge boon in edh.
So what to cut? I would start with a few cards that I believe are underpowered - Archdemon of Unx, Phyrexian Gargantua, Elixir of Immortality, aforementioned token producers. I would also consider finding good but expensive cards to cut to lower Your curve - i have found the ideal sweet spot in edh is 3-4 mana power plays more so than 6-7 mana bombs that die to a removal spell or board wipe.
1 week 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.
2 weeks ago
bushido_man96 Thanks for the help with my deck, I've decide to run it how it is now for a couple of weeks and see how well it works. I'm going to keep Intruder Alarm and Wayfarer's Bauble aside, maybe some under performing zombies will be replaced with them but at this point I'm happy with how it works and looks. Thanks again for the help!
2 weeks ago
Thanks everyone for your recommendations, I think I'm getting close to the final form of my deck.
bushido_man96 I get where you're going with it and I really like it. I'm trying to find a good spot for Intruder Alarm. Maybe switch him with Vindictive Lich even though his ability is hilarious in multiplayer games, Intruder Alarm is just a great way to make some abilities go insane.
Steelspike I was already running a copy of Buried Alive when I put Plague Belcher in the deck and I have to say if you have 2/2 zombie tokens its an amazing card. A 5/4 menace and all your opponents lose a life for 3 mana. I like your The Scarab God deck, to bad he is really expensive right now otherwise I would have rebuild this to a The Scarab God deck probably.
2 weeks ago
Have you considered Wayfarer's Bauble and/or Pull from Tomorrow? The Bauble is basically a 3-mana Rampant Growth, which is playable in pretty much any non-Green deck, and Pull seems better than Blue Sun's Zenith (easier on the mana plus you get to discard a card), unless you really need the self-shuffle clause or are planning on using it to mill an opponent out.
2 weeks ago
Hi, I like your deck!
Here are some suggestions:
The free spot could be filled with Goblin Rabblemaster
Rogue's Passage could do some work, too
Purphoros, God of the Forge as an alternative win condition
cuelix on Teysa deck
2 weeks ago
I think b/w's targeted removal is the strongest and most versatile in the game so I would include all of these if I could:
maybe include a few more board wipes? resetting the board before you get to 7 mana for your general could be a good idea.
Coldsteel Heart is another mana rock you could run.
I see you run Whispersilk Cloak the unblockable is a little redundant on teysa because she already has protection from creatures but maybe you like it for some of your other creatures. Lightning Greaves and/or Swiftfoot Boots are always safe includes. Gives you haste instead of unblockable and has cheaper casting and equip costs than the cloak!
3 weeks ago
Mana Crypt Show
Wayfarer's Bauble is a good ramp option. I'd say it's strictly better than any of the generic 3CMC mana rocks like Manalith and Darksteel Ingot just because it's permanent land ramp. But the deck has no space for further ramp cards, and I certainly wouldn't use it over Mana Crypt.
Tithe is an okay land fetch card. I already have Eternal Dragon in the deck that performs the same task, but with the added benefit of not requiring coloured mana and being a 5/5 flier for the late game.
Sensei's Divining Top Show
As for refreshing the top of my library, there are currently fifteen cards in this deck that shuffle, with four of them repeatable by themselves.
Crucible of Worlds is a fine card, just not for this deck. I do have quite the number of utility lands, but they're not the main focus of the deck. I feel Sun Titan and Petrified Field are sufficient enough to bring back destroyed utility lands and have no need for a third land recursion card.
Day of Judgment & Wrath of God Show
Rout is a sweeper better suited for control decks. I infrequently have 7 mana open for a single spell. I'm always doing things with my mana.
The "choose one and sacrifice the rest" style of sweepers is something I don't want too many of. I've been burnt in the past by overloading on them and I don't want to make that mistake again. They will also never remove a permanent type if it's the only one that player controls. Something a straight, clean sweeper will always do.
Divine Reckoning doesn't have the benefits the other sweepers of this style have by hitting all nonland permanents, though is still a good option for metas heavy on token decks.
Tragic Arrogance is probably the first sweeper I would consider if I ever had to replace one, but for now it isn't needed.
Grasp of Fate & Angel of Sanctions Show
I ideally can't have my Commander to take out a Planeswalker and reduce their clock against an opponent. That extra turn could give them the opportunity they needed to turn the tables. In situations where I'm set back, the plethora of utility dorks my creature base is made of don't have the raw power to punch a Planeswalker to death in one attack. The better Planeswalkers are also quite adept at protecting themselves with blockers or their controller have ample defenses set up beforehand. Sometimes combat just isn't feasible for quickly killing a Planeswalker.
Aura of Silence's taxing ability becomes increasingly less effecting the longer the game goes. I've used it before and eventually replaced it.
Karmic Guide was in the deck before and I dropped it, as I didn't need so much creature recursion. I'm even recently having thoughts about Reveillark's role in the deck given the versatility of Sun Titan and the easy access to Sword of Light and Shadow this deck has.
Serra Ascendant & Transcendent Master Show
Transcendent Master is, above all other reasons, is in the deck because it's a Pet Card. It's slow and would be ineffective if I was ever in a competitive meta, but I adore the card too much to ever let it go. That's not to say it's bad. An indestructible, lifelinking 9/9 will give any deck a hard time.
Wall of Reverence is not what this deck wants. I like to think that every creature has the potential to be a threat with Equipment. A defender can't do anything. And if I ever need an efficient blocker, I can slap Godsend on something.
Gisela, the Broken Blade and Baneslayer Angel are both just big beaters. Serra Ascendant and Transcendent Master trumps them both by being both bigger and cheaper. Keywords can always come from Equipment.