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Maelstrom Wanderer/Ramp/Combo/Smash Face

Commander / EDH RUG (Temur)

VinsanitySlim


Sideboard

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Maybeboard


Hello all! I'm here to break down in great detail my favorite deck I've ever put together. This deck is full of synergy, combos, answers to all forms of board states, cheating in a bunch of free spells, and win cons. Not to mention just how much fun it is to play! Every time I play it I still discover a new combo or a way to win. This deck is my brainchild and my own recipe that I've spent 7 months piecing together, buying cards, play testing, and building so I am really proud to share it with others! Typing it out in a way that hopefully new players and veterans of the game alike will be into the ideas shared. Any feedback or suggestions are always welcome! I'm gonna go through piece by piece and explain why each card made the cut and the synergies I've come to know and love with it. So lets begin...! (PS: Sorry if it seems redundant at times, I am just very thorough and I believe it sometimes helps to see the different combos written out in different instances and/or multiple times.)

OUR COMMANDER:

Maelstrom Wanderer - Here is the big boy, our 8 drop Temur Commander. This may seem like a steep cost. But our deck ramps and plays rocks like nobody's business. I'm not going to spend a ton of time on our commander actually because we will be talking about him a lot in relation to the rest of the deck. Granting haste to all of our creatures is incredible. Being able to fill up your board fast and out of control and the ability to swing out immediately is great already. Cascade, Cascade is incredibly overpowered. We will once again talk more about it later on. Our ENTIRE deck is 7 drop or less, allowing cascade into any non-land card in the deck. One quick note before we continue, people countering your commander is unfortunate but Cascade, Cascade will STILL trigger.

CREATURES:

- Animar, Soul of Elements - Animar is huge utility in our deck, protection from white and black heavily comes in handy for someone in that color scheme who all of a sudden cant target or block your pumpable creature. We cast so quickly and want to get our big stuff in as quickly as possible so Animar is wonderful for casting our commander or large creatures. Does trigger Risen Reef .

- Avenger of Zendikar - Our first ETB (Enter the Battlefield effect for new players). This deck love's ETB effects. Avenger creates an army of pumpable and multipurpose plants. A wall of blockers in a pinch. Combos well with Pathbreaker Ibex to give all plants +X/+X and Trample. Combos with any ETB re-triggers or flickering. Deadeye Navigator who we will talk about a TON can flicker him over and over to create an army. Riku of Two Reflections who is also key in our deck can copy him. Progenitor Mimic can spit out copies of him and thus more plants every turn. Triggers Risen Reef as well.

- Birds of Paradise - You know what this does.

- Coiling Oracle - ETB with either untapped land ramp or card draw. Even Coiling Oracle in our deck can be a win con paired with Deadeye Navigator and enough mana. ETB, ramp or card draw. Flicker. Rinse and repeat. Or just a 1/1 good effect and chump blocker.

- Consecrated Sphinx - Best card draw engine in commander in my opinion. With a solid body and Flying. Also a non-legendary so it can be copied with Progenitor Mimic if you like. Better have a Reliquary Tower out though.

- Deadeye Navigator - One of the BEST win cons and infinite combos in Magic. This is an ETB engine with the idea of pairing cards to it with ETB effects and then flickering to re-trigger their effects. Important note: Creatures stay paired unless flickered. When reentering the field they return unpaired and can be repaired. To pair something with Deadeye played from your hand then Deadeye MUST be unpaired. To change the pairing of Deadye to another creature on your field you must flicker Deadeye himself while he is paired with something else and then repair him upon entrance. Not confusing at all right? (Insert sarcasm here). Anyways, Deadeye creates infinite mana with either Peregrine Drake or Palinchron . With infinite mana you can do ANY amount of ETB affects that you can pair it with as well. Even without infinite you can still do crazy things. Here are the best pairings. Avenger of Zendikar to make Plant token armies. Coiling Oracle or Risen Reef for ramp and card draw. Dragonlord Atarka for creature/planeswalker removal. Duplicant or Phyrexian Ingester to continually exile creatures on the board. Eternal Witness for graveyard recursion. God-Eternal Rhonas to double power and grant Vigilance to creatures. With infinite mana that is infinite damage you can create. Reclamation Sage for Artifact/Enchantment removal. Wood Elves to ramp. Insanely good card.

- Dragonlord Atarka - As far as the "vanilla test" is concerned this is the strongest base card in our deck. 8/8 Flying, Trample is strong on its own. Let alone ETB to dish out 5 damage among the scariest things on the board as you choose. Can be flickered if needed but you have better options for that.

- Drakuseth, Maw of Flames - Strong body flying dragon with an amazing attack trigger. Damage done on attack with Drakuseth triggers BEFORE combat damage, can target Planeswalkers, creatures, or players and the damage you dish out doesn't even have to be on the board of the player your targeting in a multiplayer game. You can attack Player A and blow up Player B and Player C's scariest threat. Great card to cheat into play with Ilharg, the Raze-Boar every turn.

- Duplicant - Exile is one of the strongest keywords in commander because of things like graveyard recursion and indestructible. Great creature to exile the scariest creature on the board and then copy it's power and toughness. Pairs great with Deadeye Navigator or Progenitor Mimic . Benefit of being colorless, sometimes that can really come in handy at the weirdest times.

- Etali, Primal Storm - A 6/6 Dinosaur of awesomeness that thieves or exiles the top card of ALL players deck. This card can randomly just snag somebodies win con from their library and you can cast it for yourself FOR FREE or exile it or just generally build a huge board. This includes your library too so if you can manipulate the top with a tutor or Sensei's Divining Top or Brainstorm then you can cheat some fun stuff. One of my favorite Hexproof Boots or Bear Umbra targets. Quick notes: Etali's effect triggers before combat but no creatures cast can do combat this phase. Also Etali does Cast these stolen cards so you can build a nice storm count for Mind's Desire by using other peoples spells. Ouch.

- Eternal Witness - Our graveyard recursion of the deck. This deck is filled with crazy creatures/spells and win cons so I get away with not running a lot of it. Sometimes you need to grab your milled or destroyed win con from your graveyard to win. Sometimes you need a removal spell or tutor. Deadeye Navigator is an excellent pairing as it gives you the only instance of multiple recursion in your deck. For extra credit create infinite mana with one of Deadeye Navigator + Palinchron or Deadeye Navigator + Peregrine Drake and then pair Deadeye Navigator + Eternal Witness to put all the cards in graveyard in hand and play them for free. Just note if you lose Witness you have no more recursion, living on the edge!

- Glen Elendra Archmage - Amazing card for this deck. Main weakness of Maelstrom Wanderer decks is that you do NOT want to run either counter spells or X cost cards. You want to hit your cascades cleanly with no dead cards. But you need counters and removal right? Well Glen Elendra is two counter spells on one creature. Either a flying blocker in a pinch that regenerates once or a way to shut down up to two board wipes/extra turns/scary artifacts that lock your board up, etc. while setting up your board for success all the same.

- God-Eternal Rhonas - ETB doubling power of all creatures on your board and granting Vigilance for the turn. The double power is amazing but Vigilance is so nice because it allows you an all out swing with all of your terrifying creatures without sacrificing blockers. Pair with Deadeye Navigator for double DOUBLE damage shenanigans. Especially with infinite mana. Important note about Maelstrom Wanderer that we always have to remember: During Cascade, Maelstrom resolves AFTER your two cascade triggers. ETB effects like Rhonas will not target Maelstrom if you cascade into Rhonas. Maelstrom will still grant your board haste and also be able to attack immediately himself but will not have double power and Vigilance.

- Goreclaw, Terror of Qal Sisma - Awesome Utility. From the jump Maelstrom Wanderer and all of your power 4 or greater creatures cost 2 colorless mana less to cast. Oh and grants them and himself trample and +1/+1 when he attacks to put a cherry on top.

- Ilharg, the Raze-Boar - a 5 drop 6/6 with Trample is already awesome. Now allow it to cheat something into play when it attacks that is FREE for turn and tapped and attacking which then safely returns to your hand after the phase. This card is amazing because you can cheat in any ETB Creature you want and get its trigger every turn you do this OR cheat in cards with attack triggers. My favorite for Ilharg are Drakuseth, Maw of Flames , Duplicant , Phyrexian Ingester , God-Eternal Rhonas , Pathbreaker Ibex , Etali, Primal Storm , or the Ultimate Secret Weapon of the deck: Sun Quan, Lord of Wu . Whoa, didn't see that one coming.

- Llanowar Elves - Please see Birds of Paradise above.

- Palinchron - A piece of the feared infinite combo engines of Magic the Gathering players nightmares, this ugly but beautiful flying illusion combos with Riku of Two Reflections for an instant win if you have haste. Which generally our deck has haste from Maelstrom Wanderer himself. See combo here for Palinchron + Riku of Two Reflections . Also combos with Deadeye Navigator for infinite mana. 90% of the time if we are searching up our Tooth and Nail entwined we are trying to hit one of these two combos for win condition. Palinchron can be used in many ways. Flicker it in with Ilharg, the Raze-Boar to untap all lands and cast more. Cascade into it to get 7 lands back and play more degenerate and hasted things. Still discovering different uses for his ugly mug every day.

- Pathbreaker Ibex - This card is a win condition all on its own with enough big and scary creatures. It turns a semi decent board into heavy damage or a win by itself. Combo with Avenger of Zendikar and/or God-Eternal Rhonas with Maelstrom Wanderer himself to strike fear into the hearts of your enemies and lose friendships and get banned from playgroups at the same time.

- Peregrine Drake - It's like Palinchron lite version with no bounce ability. Pair with Deadeye Navigator for infinite mana. Even just the utility of being able to play a free creature in a pinch and untap and play more or to cascade into or flicker in for free untap of up to 5 mana is worth it.

- Phyrexian Ingester - Basically an improved and blue version of Duplicant for an extra mana. Flicker with Deadeye Navigator for mass amounts of creature exile. Or just take out the scariest thing on the board and add its power and toughness. Use Ilharg, the Raze-Boar to continually replay. Use Progenitor Mimic to spit one out every turn. It might be a bit redundant to run both this and Duplicant in your deck but two slots for more creature exile opportunities is worth it to me and has never let me down.

- Progenitor Mimic - The ability to ETB as a copy of ANY creature on any players field and spit out another copy of it every turn is deadly. Note that there is the Legendary Rule. Our deck is fairly heavy on legendary creatures. You do NOT want to copy your own legendary creatures because you will have to sacrifice one. The only instance where you would is if you NEED their ETB effect to win the game right there and it is worth it. You dont even want to copy another players legendary either unless you need it because then you will have to sac the Mimic or the copy it produces when you create the copy. With this we are generally targeting an opponents scariest non-legendary creature, utility creature to mess with board state, or our own non-legendary creatures with good abilities. Our decks best targets? Avenger of Zendikar to spit out even more plants per turn and also double boosting their +1/+1 counters per land drop as well. Duplicant or Phyrexian Ingester for a creature exile per turn. Eternal Witness for recursion. Glen Elendra Archmage for more heavily desired counter spells. Pathbreaker Ibex because oh my god those abilities stack. Reclamation Sage for artifact/enchantment removal. Risen Reef because it will trigger off of itself and then when you make more copies they will trigger off of other copies and ramp you or draw you cards real quick. Or good old Wurmcoil Engine to spit out terrifying 6/6 deathtouch and lifelink worms every turn who when killed spit out even more wurms.

- Rashmi, Eternities Crafter - Rashmi is also great utility. Play free spells off of your first cast each turn. If you cant cast it then it becomes a free card draw. Also counts as a cast if the revealed card is played which can slightly tick up that storm count for Mind's Desire .

- Reclamation Sage - A staple, blow up the scariest artifact or enchantment on the board. Pair with Deadeye Navigator for more instances of this. Or a nice little chump blocker.

- Riku of Two Reflections - An absolutely insane combo engine on par with Deadeye Navigator for best in the game in this guys opinion. Our easiest infinite combo win con is Palinchron + Riku of Two Reflections for infinite mana and infinite Palinchron Tokens. Throw in haste with Maelstrom Wanderer and it is game over. Use Tooth and Nail Entwined to search up this combo in one move. I could talk about Riku for hours and what he can do. I purposely didn't mention him much earlier because I could have typed him into almost every card for combo. Copy ALL of your instants or sorceries. Use Time Warp and copy it. You just lost all friends and are now shunned from your local game store. Even copy legendary creatures with good ETB's if you want for 2 mana and sac em. Copy Rishkar's Expertise and drawn an obscene amount of cards and cast two free cards. Copy your Pathbreaker Ibex . Go wild. You only live once!

- Risen Reef - Basically a Coiling Oracle with Elemental Tribal. Lands do come in TAPPED so it is unfortunate but unlike oracle can be triggered more than once and copies a lot better if needed. Copy with Progenitor Mimic for more and more Risen Reef triggers each turn. Flicker with Deadeye Navigator for lots of land drops and card draw. We don't do much tribal in this deck but will trigger off of Animar, Soul of Elements , Avenger of Zendikar , and Maelstrom Wanderer . Important note: We generally dont want to cascade into little things with Maelstrom but if you cascade into Risen Reef since Maelstrom Wanderer resolves AFTER all cascades you will get another trigger from the Reef. It's the little things in life.

- Sakura-Tribe Elder - The awesome snake shaman of block and sac, get a land. Oh yeah.

- Scavenging Ooze - This is all utility. Covers two of the weaknesses of our deck while also playing into a strength. Graveyard recursion is a popular and very overpowered theme in commander. The Ooze exiles cards from any players grave as many times as you can pay for it per turn to give us graveyard hate. It then gains us life, another weakness in our deck that only Wurmcoil Engine covers. We then pump our creature playing into our big and stomp you in the face theme. Note that: Our deck produces a LOT of mana but because our average mana cost of the deck is high we don't always have extra mana for the Ooze. Especially green. We have to pick and choose how to best use it and what to exile. Chromatic Lantern really helps give all lands green mana to feed the Ooze.

- Sun Quan, Lord of Wu - Wait. You've never heard of Sun Quan, Lord of Wu ? THE Sun Quan, Lord of Wu ? Well me neither. Until by chance I stumbled upon it in someones decklist one day. Sun Quan grants all of your creatures Horsemanship. Never heard of that either? Creatures with Horsemanship cant be blocked except by other creatures with Horsemanship. Yes this is a real and legal card. So... They are all unblockable pretty much. Oh and have haste with Maelstrom Wanderer . Want to really throw someone off? Swing out everything at the guy with the biggest wall of creatures on the board and just as he laughs at your stupidity use Ilharg, the Raze-Boar to send in Sun Quan and use your army of Horsemen to take back the realm. Lots of google searches you will incur validating that the degenerate actions you just performed were in fact legal.

- Surrak Dragonclaw - Another utility creature with a big 6/6 body for 5 mana. The enemy of blue players as he can not be countered and now none of your other creatures can be either. Oh, and all other creatures you control have Trample (except him, which is important). I swear that I always forget that he has Flash. Super beneficial though.

- Wood Elves - Excellent for grabbing either an untapped forest, Breeding Pool , Stomping Ground , or Cinder Glade for mana fixing. Can be flickered with Deadeye Navigator for extra ramp at a last resort or lack of options.

- Wurmcoil Engine - A scary and colorless 6/6 Wurm with Deathtouch and Lifelink that spits out more wurms when it dies. Really good against board wipes because then you have creatures on board if it was destroyed. One of our only life gain options in the deck along with Scavenging Ooze . Making copies of this with Progenitor Mimic is an excellent choice. Just a really good card and makes many people question swinging at you with Deathtouch and creation of more Deathtouch if you kill it anyway.

PLANESWALKERS:

- Chandra, Torch of Defiance - Both Planeswalkers in our deck are for the utility they provide. This Chandra is amazing. We can use Sensei's Divining Top or Brainstorm , etc. to manipulate the top card of our library and Cast from the top with her +1. Or if we have open mana just do it anyway without library manipulation. The other +1 for more ramp when needed. Her -4 to come into play as a removal spell if we need and blow up something scary. With all the cast triggers in our deck and our production of creatures don't even get me started on how good getting her -7 Emblem is for our deck.

- Garruk Wildspeaker - Awesome utility again. The +1 to untap lands is awesosme, especially when cards on on opponents boards limiting the number of permanents you can untap and what not. Creating a Beast at -1 is handy. Great blocker, really cool with haste and Pathbreaker Ibex , etc. Not gonna lie, I almost never use the -4 for the Overrun ability he has because I already create so much Trample and damage, but it certainly does help in a pinch if needed.

INSTANTS:

- Beast Within - Awesome removal spell. Can target any permanent and destroy it at the measly cost of producing a 3/3 Beast for its controller. Unconventional way to use this card that has saved me once or twice has even been to destroy a permanent on my board to get rid of an aura on a creature. Can be used in so many ways. Decent copy for Riku of Two Reflections .

- Brainstorm - Of the 3 main 1 drop blue cantrips Brainstorm , Ponder , and Preordain ; Brainstorm is by far the best for our deck. Brainstorm can use the top three cards and your entire hand to put the top two cards on top of your library to set up a perfect cascade trigger from Maelstrom Wanderer . Also just good selection in a pinch or in opening hand if you need. Good for setting up Etali, Primal Storm , Rashmi, Eternities Crafter , Coiling Oracle , or Risen Reef .

- Cyclonic Rift - Best board wipe in commander. Important note: One of the few cards in our deck we do NOT want to cascade into. You can pay additional costs in cascade but not alternate costs so you cannot overload it off cascade. If cascaded into 95% of the time I will let it go to the bottom of the deck and waste the cascade trigger. Unless there is one REALLY scary card on the board that needs to be gone immediately.

- Harrow - This is a very efficient ramp spell. Yes, you have to sac a land to do so but you get to land ifx for two untapped basic lands. Can be copied with Riku of Two Reflections if needed.

- Mystical Tutor - This deck runs even better with tutors. Search up what you need in a pinch like Hull Breach or Cyclonic Rift . You can even tutor for a tutor. Grab your Tooth and Nail for your one turn win. Grab Worldly Tutor if truly necessary. My other favorite target is absolutely Mind's Desire .

- Release to the Wind - I heavily enjoy running this card. It is a flicker effect with a cast trigger. The downside of the majority of flicker effects is that on re-entrance to the battlefield it doesn't cast. In most ETB scenarios that is okay. But Maelstrom Wanderer uses Cast trigger to trigger his Cascade, cascade. I use this for 3 mana to flicker Maelstrom and recast him for 2 new cascades. I use it this way about 90% of the time. It is a multi-use card I've found though because worst case it can re-flicker an ETB, flicker an opponents planeswalker with high loyalty counters, flicker a creature you own with an opponents aura on it, etc. Can be copied with Riku of Two Reflections .

- Worldly Tutor - Another tutor for the creature of need at the time at instant speed. My favorite targets include Deadeye Navigator , Palinchron , Riku of Two Reflections , Sun Quan, Lord of Wu , and Pathbreaker Ibex . Infinite combo pieces and win conditions. Or removal type creatures if necessary.

ARTIFACTS

- Chromatic Lantern - Great mana rock to give you one mana of any color and color fixing by giving all of your lands the ability to produce any color. Great for being able to cast all spells you have without worrying about your devotion. Or to leave mana open for Scavenging Ooze , Glen Elendra Archmage , or even Aggravated Assault .

- Gilded Lotus - Great mana rock, gets Maelstrom Wanderer and all your spells out faster. Only downside is no color fixing on it but our mana is consistent enough with colors that it isn't an issue.

- Sensei's Divining Top - Amazing card manipulation for card draw and cascade set up. Tapping it to put the top on top and draw a card is good when needed.

- Sol Ring - It's a Sol Ring.

- Swiftfoot Boots - This is a matter of preference, Some folks like to run Lighting Greaves in this slot. I much prefer the Boots and being able to target cards in my deck instead.

- Thran Dynamo - Another awesome rock, 3 colorless mana per tap. With the rocks along with all of our other supplemental and utility cards we often have Maelstrom Wanderer out turn 4-5. Turn 3 is absolutely possible too and I have done it on many occasions. Thran can be huge in allowing this.

SORCERY

- Hull Breach - Artifact and enchantment removal is something this deck lacks in and Hull Breach is an excellent 2 drop Sorcery to blow up the scariest artifact or enchantment or both on the board. Will search up with Mystical Tutor if absolutely necessary. Can be copied with Riku of Two Reflections

- Kodama's Reach OR Cultivate - These are one in the same. I prefer Kodama's Reach just purely for the flavor. I used to run both but it was to much and found I was consistently cascading into ramp cards to often and ramped up just fine with just one or the other. One tapped basic mana out, one in hand, good mana fixing. Decent copy option for Riku of Two Reflections .

- Mind's Desire - One of the scariest cards in our deck when played with a high enough storm count. Play free spells from the top of your library and copy that for your storm count. Wow. This has won me games on its own. Downside is you exile cards you cant play (Lands) but usually you are so ramped up at this point that it doesn't matter. Note that: You can NOT copy the storm count with Riku of Two Reflections but you can copy one instance of it. You cant manipulate the top of your library either because you must shuffle before doing this effect and its copy. But pulling free cards from a very large and scary costing deck equals a very high chance at hitting some very scary and free spells.

- Nature's Lore - Awesome two many ramp for 2 mana to search up either an untapped forest, Breeding Pool , Stomping Ground , or Cinder Glade . Gives the flexibility of being able to color fix and then play a one drop on turn 2 with the new untapped mana. Can be copied with Riku of Two Reflections .

- Rishkar's Expertise - Excellent card draw, play a free spell with casting cost 5 or less from hand. Quick Note: This is one of the only other cards in your deck that you don't always want to cascade into. Since Maelstrom Wanderer resolves after cascaded cards, if you don't have another creature out or another big creature you get little to no card draw. Depending on my set up I will sometimes put it on the bottom of deck for hopefully drawing later. Other times I will purely use it for its secondary effect for free casting. Pairs GREAT with Riku of Two Reflections copy ability.

- Skyshroud Claim - This is Nature's Lore times 2! Once again, great selection for two untapped forests, Breeding Pool , Stomping Ground , or Cinder Glade . Copy with Riku of Two Reflections for very efficient ramp.

- Time Warp - An extra turn in Magic is no joke. This is a cheap costing and reliable extra turn card. An extra turn is a great win con, a great cascade option, and a way to make the table groan. Now copy your extra turn effect and take an extra EXTRA turn with Riku of Two Reflections . Sometimes an extra turn can even be as important to you as just needing to grab an extra land drop or card draw if your stalling out.

- Tooth and Nail - Instant win con alert! Entwine Tooth and Nail for a total of 9 mana to search up any two infinite combo pieces you need and win the game. Don't have them left in the deck? Search up one of your many other terrifying win cons and go for the throat! You normally will be searching up Riku of Two Reflections with this but if you already have him in play you can even copy the Entwined cost card with Riku and do it again. Crazy. Best Tooth and Nail pair searches include Palinchron + Riku of Two Reflections , Palinchron + Riku of Two Reflections , Deadeye Navigator + Palinchron , Deadeye Navigator + Peregrine Drake , Avenger of Zendikar + Pathbreaker Ibex ... And many more. Be creative and have fun with this deck and pay attention to the board situation for what you tutor. Some of your options may be locked down and you need to grab the things that directly suit your board state at this time. Also you CAN entwine Tooth and Nail off of cascade.

- Unexpected Results - The ultimate luck card of the deck. Shuffle it up, reveal, play it for free! The nice thing about this is it is another cast trigger for storm count on the free spell, it CAN play land spells revealed and then also bounces to your hand if it is a land and so you just ramped and can play it again another time if you desire. I just personally love this card and the luck factor and the fact that you can even cheat in some crazy 7 drop on like turn 2 or 3 or ramp.

ENCHANTMENT:

- Aggravated Assault - This card is a win con on its own. Yes, it can be very pricey to use but with the amount of ramp and rocks we have we can always swing it. With this card in play we can be a little bit more conservative with mana on the turn and swing in, use another combat phase, go again if it's smart. Also has crazy combo potential. Combine this card with Bear Umbra for infinite combat phases. Use Palinchron + Deadye Navigator, Palinchron + Riku of Two Reflections , Deadeye Navigator + Peregrine Drake for infinite mana and infinite combat phases with Aggravated Assault . Do not play this card too early, it will get blown up fast!

- Bear Umbra - This card is wonderful for untapping all your lands, especially equipping it when you have haste, use up all mana you can, swing in to the person with the most open board with equipped creature, untap all lands, play more spells in your post combat phase. This infinitely combos with Aggravated Assault for infinite combat phases. Sun Quan, Lord of Wu is an excellent target for Bear Umbra . Combining Swiftfoot Boots With whatever creature has Bear Umbra on it makes it really hard to target or destroy. The other amazing upside is the Totem Armor on this card.

- Burgeoning - Especially in a 4 player game with lots of mana in hand this card is incredibly good at ramping your board up as fast as possible. Also helps with tapping in some lands you don't need on your opponents phases. Having this on turn one with 4 mana is already you starting turn two with 4 mana on the board. Then play some ramp spells or rocks and your casting Maelstrom Wanderer or something else insanely fast.

- Exploration - The utility to have two land drops per turn is incredible. An opening hand with land and Sol Ring , Burgeoning , or Exploration is almost always a surefire fast start to a game.

- Mind's Dilation - Steal or exile the top card of every opponents library after they cast their first spell each turn for free. Take their combo pieces, biggest creatures, exile win cons or lands. Very similar to Etali, Primal Storm on an enchantment.

- Mystic Remora - Great early to mid-game draw engine. An absolute staple in commander. Yes, we all hate cumulative uppkeep, but it is worth it for card draw, especially for early game stall outs.

- Zendikar Resurgent - Our mana doubler of the deck, also providing a card draw engine based off of creature casts which our deck provides to an amazing degree.

LAND:

-Forest x9, Island x7, Mountain x4

- Alchemist's Refuge - Honestly is one of the more unused cards in my deck to this point. Colorless, comes in untapped, allows to flash in nonland cards in your deck by tapping it and two more mana. So a grand total of 3 mana to use a flash mechanic. Mana is often scarce in this deck so if there is any card I will cut in the near future this will be it. Offers great utility in very specific situations to flash in a creature you may need or a sorcery you might not normally be able to at instant speed.

-Shock Lands - Breeding Pool , Stomping Ground , and Steam Vents . Searchable with Wood Elves , Nature's Lore , and Skyshroud Claim . Great utility and options to shock in or not.

-Check Lands - Hinterland Harbor , Rootbound Crag , and Sulfur Falls . One of my favorite land cycles ever.

-Battle Lands - Cinder Glade . I really hope they print other colors of this land cycle. Excellent for commander. Searchable with Wood Elves , Nature's Lore , and Skyshroud Claim .

-Bond Lands- Spire Garden . Once again, great land cycle for commander that I wish they would print more colors for. Can't be searched like the Battle or Shock Lands but if your playing a 3+ player game they always come in untapped.

- Command Beacon - Having such a high costing commander can occasionally make it hard to recast with commander tax. The Beacon gives you the opportunity to reset it into your hand and cast it for the original 8 drop cost. Can save your life in a game.

- Command Tower - Auto include in all non-mono colored commander decks.

- Exotic Orchard - Amazing land in commander, especially larger games of players.

- Reflecting Pool - Tough early game hand draw but great land able to produce all your commanders colors.

- Frontier Bivouac - Can produce all colors in your deck but always comes in tapped which can hurt you if you need a land drop immediately but is generally a good card for your color scheme.

- Halimar Depths - So we try to stay away from lands that always come in untapped no matter what so the only two in the deck are Frontier Bivouac and this. Only produces blue but the ETB affect of a free Sensei's Divining Top type effect is wonderful for setting up card draw or cascade or setting up early game land drops.

- Reliquary Tower - No maximum hand size is huge in commander. Helps with cards like Mystic Remora , Consecrated Sphinx , and Rishkar's Expertise .

- Temple of the False God - Great late game card! Terrible first hand draw, I generally mulligan if I get it in opening hand unless the rest of it is perfect for a fast start.

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Casual

97% Competitive