Wayfarer's Bauble

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Commander 2015 Common
Modern Masters 2015 Edition Common
Commander 2014 Common
Commander 2013 Common
Duel Decks: Venser vs. Koth Common
Fifth Dawn Common

Combos Browse all

Wayfarer's Bauble

Artifact

, , 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

tophertbone12 on Seize the means of destruction

2 hours ago

Unfortunately, Red, Blue and Black are all pretty lacking in terms of mana acceleration/fixing, so the deck will be very reliant on Mana Rocks (Artifacts). Some of the best ones I know of would be all of the signets, Izzet Signet, Rakdos Signet, and Dimir Signet. Chromatic Lantern is the best color fixer ever, period. There is also Darksteel Ingot, Coalition Relic, Commander's Sphere, and Fellwar Stone. If you wanted specifically land ramp, or fixing there is Wayfarer's Bauble, Armillary Sphere, and Gem of Becoming. Hope this helps

ive-been-degaussed on Ephara Control

4 days ago

Howdy! I've played Ephara for a while and had some feedback on your list. You can find what I'm running right now here: http://tappedout.net/mtg-decks/ephara-vidk/

  • I'd throw in some more low-cost ramp and cut stuff like Lotus. You ideally want to be landing a T3 Ephara so you can get your value train out of the station ASAP. Wayfarer's Bauble can fetch your Wastes to enable Displacer, while Knight of the White Orchid is a good flicker target.

  • From personal experience, Venser, the Sojourner is a must-add. He does literally everything the deck wants: his plus is an additional flicker engine, his minus breaks board stalls, and his ultimate should flat win you the game.

  • I don't think you need that many wraths? If you're blowing up your own ETB creatures regularly, you lose the consistency that the deck should run off of. Phyrexian Rebirth and Martial Coup seem like the weakest ones of those you have.

  • Island Sanctuary and Spirit of the Labyrinth are two cards that play especially nicely with Ephara. Her draw trigger circumvents Sanctuary's downside and Spirit's restriction.

  • Not a big fan of Rewind or Deputy of Acquittals. Rewind is the weakest counterspell you have; while Deputy can't bounce herself. Run Whitemane Lion and some non-countermagic instead - personally I think you have enough.

SteelSentry on

6 days ago

I think the reason there is a lack of decks with Dovin Baan as the commander is because he's not a legal commander :P (I know you probably have house rules in your playgroup, I'm being facetious. Balance and Spell Counter is also not legal with the default ban list).

Have you considered Oath of Gideon to have him come in closer to ult? The Chain Veil might also help, but can backfire if he is removed. Personally, I would also consider cutting a few lands for ramp like Azorius Signet and Wayfarer's Bauble. You do have a lot of cantrips to filter, but 40 land is a bit much for how low your curve is.

carpecanum on Come on Jim! Tell us what you call it!

2 weeks ago

Nature's Chosen would be good on mana dorks or as a Vigilance surrogate for blocking.

Knotvine Mystic

Maybe Darksteel Ingot or Kodama's Reach

I would remove 3 lands and replace them with ramp cards.

Wayfarer's Bauble lets you play an extra land and is gone before it can be destroyed but no need for that if you're playing green.

JaysomeDecks on Ertai control 2.0

2 weeks ago

It has a lot of solid cards. Nothing in this is particularly bad. It looks like it lets you interact heavily with counterspells when you need to, and otherwise it looks like it pretty much just sits back and waits, like an arbiter, waiting to step in when needed. It lacks threats, and I doubt it will win much, but it will be a strong influence on the game. Expect to make enemies, be on the defensive the entire time, and probably be the first to die.

You have 3 board wipes and 2 targeted removal spells, meaning you can handle a couple of things that get past your counters, and your recurable creatures and tokens give you blockers, so you should be a little resilient, at the least. You don't have much to keep people from swinging at you though, so you will mostly have to withstand any threat that you are not able to withstand. The deck is going to have a hard time standing up to a strong beating, but so long as you don't grab too much aggro, you should be able to control the field enough so that not too much gets through.

I see this being more of an inconvenience than a threat. Your token production is marginal, enough for your ability but probably not for a threatening token army, and other than that, you don't have many actual threats, or solid wincons. Or at least none that readily identified. I don't see you having that great of a board state often, but that may be ok, as your opponents shouldn't have much board state united your watchful eye either.

You run very little mana ramp. You have a lot of effects that require mana to untap your commander, and then his ability costs mana on top of that. Plus saving up mana for any other counter spells. Basically, I think you will have a hard time casting the creatures you need as sac fodder for your ability while simultaneously keeping mana open for counterspells and untaps, especially if your commander is removed once or twice. (And he will be a prominent target for removal) When you play a counter game, people will hold their good stuff until you are out of mana, and the turn that you are, a board state that you may not be equipped to deal with is certainly going to hit the field. Since your commander does not come out early game, you're likely going to be tapping out mid-game to play him, and that's the turn that everybody is going to pounce on you, so you definitely need to be prepared for that.

I'm surprised you aren't running Thousand-Year Elixir.

I'd recommend Bloodline Keeper. Reliable tokens, and with flying. Bitterblossom may even be worth it for this deck. But basically I'd say reliable token generation. Thraben Doomsayer is even a possible choice. They are no-cost token generators, and are more reliable than having to cast an instant or sorcery. (I'd strongly suggest removing Chronozoa for one of them. Cool in theory, but two tokens after three turns is pretty weak. 4 tokens after 6 or 8 after 9 isn't much better)

Black Market might be a welcome addition, providing enough backup mana on your turns to allow you to keep some blue open.

Signets and Talismans, Wayfarer's Bauble, and maybe a Burnished Hart could add mana. Definitely include a Solemn Simulacrum. Ramp on entry, then sac it to counter something and draw a card.

ibstudent2200 on Unesh, Sphinx Shenanigans

3 weeks ago

I don't think Cloudstone Curio + Dream Halls + Unesh, Criosphinx Sovereign is an infinite combo. It lets you burn through your deck to find Laboratory Maniac and play it, but the combo does have a defined upper bound on the number of possible iterations.

I'm not a huge fan of Wayfarer's Bauble unless you can recur artifacts or your meta is hostile to artifacts. Otherwise, you're paying extra for a Sky Diamond.

Adding another land or two might not be a bad idea. I tend to run a minimum of 37 lands unless I have a specific reason to shave on lands.

zephramtripp on Budget Progenitus EDH

4 weeks ago

For cheap mana fixing (<$1):

Calciform Pools
Dreadship Reef
Cascading Cataracts
Fungal Reaches
Molten Slagheap
Saltcrusted Steppe
Opal Palace
Commander's Sphere
Exotic Orchard
Fellwar Stone
Gift of Paradise
Grand Coliseum
Pyramid of the Pantheon
Weirding Wood
Bant Panorama
Esper Panorama
Grixis Panorama
Jund Panorama
Naya Panorama
Fertilid
Explosive Vegetation

Cuts I'd suggest:

Gideon's Lawkeeper for Journey to Nowhere
Manaplasm for Managorger Hydra or Forgotten Ancient
Ondu Giant for Wood Elves
Rhox War MonkSengir Vampire for Archfiend of Depravity or Desecration Demon
Serra Angel for Serra Avenger
Stormblood Berserker for Sulfuric Vortex
Circle of Flame for Mizzium Mortars
Glory of Warfare for Chromatic Lantern
Honor of the Pure for Spear of Heliod, if you really want an anthem effect.
Frost Breath for Mana Leak
Guardians' Pledge for Sakura-Tribe Elder (you really dont have enough white creatures for this effect)
Incinerate & Lightning Bolt for Terminate and Murder
Plummet for Oblivion Ring
Titanic Growth for Harmonize
War Report for Day of Judgment
Exploding Borders for Burnished Hart
Traveler's Amulet for Wayfarer's Bauble

I suggest choosing a theme for your deck. Right now it seems to be pulling in too many directions.
Want to cast and swing with Progenitus? Include cards that grant haste like Temur Ascendancy.
Want to play fun multicolored shenanigans? Include whatever value you like.
Want to use overcosted enchantment cycles? Include the Shrines.
Focusing will allow you to better determine what your deck wants. Regardless, I recommend playing heavy green to maximize your ability to mana ramp.

zenbeni on Budget Colorless Eldrazi

1 month ago

You need more ramp, take a urzatron shell Urza's Tower, Urza's Power Plant and Urza's Mine with Expedition Map. It is not that expensive, and you will get way better results. Shrine of the Forsaken Gods is also good in the end game and cheap, you need more lands to activate it so maybe Wayfarer's Bauble can do the job to bring more. Walker of the Wastes sadly is not worthy of your manabase.

Eldrazi Mimic should be 4-of. It will eat removals, as if you put a spoiler on board, it gets scary. Also it means less removals against your big boys then.

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