Maybeboard


The *** next to card choices means they're cards I don't like/want to get rid of.

Birds of Paradise: RAMP

Bloom Tender: RAMP

Selvala, Heart of the Wilds: RAMP (and card draw)

Heliod, God of the Sun: Low cost unit, I can hit off Mayael or cast early. Vigilance is good

Nylea, God of the Hunt: Low cost unit, I can hit off Mayael or cast early. Trample is good

Iroas, God of Victory: Low cost unit, I can hit off Mayael or cast early. Menace is good. Pro damage on attacking creatures, also good.

Sigarda, Host of Herons: Arguably one of the biggest counters to this deck is sac effects. This stops that

Xenagos, God of Revels: Gives haste to someone I just brought in, with a big buff.

Seedborn Muse: You ever activate Mayael every persons turn?

Ilharg, the Raze-Boar: It's Sneak Attack on a stick that is hilarious with something a lot of my ETB effects

Hellkite Charger: Part 1 of my only infinite combo. Extra attack phases aren't terrible

Etali, Primal Storm: There is no explanation.

Hellkite Tyrant: To stop artifact shenanigans.

Steel Hellkite: It's okay. Removal on a stick.

Hydra Omnivore: For those 8 player pod games and you gotten beat em all

Gisela, Blade of Goldnight: Double damage?? Sign me up. Half damage against me?? works for me

Windbrisk Raptor: Lifesteal + Big Creatures = Lotta Life

Siege Behemoth: Stops Chump blockers and can go straight to the face

Dragonlord Atarka: 8/8 with some removal and it flies

***Elderscale Wurm: It stops me from dieing? Kinda

Balefire Dragon: Flying creature that can get rid of the majority of creatures on the ground

End-Raze Forerunners: Gives really good buffs everyone on ETB

Stonehoof Chieftain: Gives some good buffs on attack

Terastodon: Instant speed removal of 3 things on Mayael hit

Cyclops of Eternal Fury: Gives all my creatures haste

Scourge of Kher Ridges: Stops the token army

Godsire: Big boy that makes more big boys

Avacyn, Angel of Hope: I don't think I need an explanation

Iona, Shield of Emeria: See Avacyn

Kozilek, Butcher of Truth: Annihilator 4, anti-mill tactic, and it's a 12/12

***Worldspine Wurm: 15/15 that makes kinda big boys when he dies. and anti-mill

Blightsteel Colossus: 12/12, trample infect, indestructible. It speaks for it's self

It That Betrays: Annihilator 2 and ANY time a thing gets sacrificed it comes under my control. For any reason

Swords to Plowshares: Removal or last minute save myself on a fattie

Worldly Tutor: Tutoring Seedborn Muse Seems pretty good

Boros Charm: Giving a creature double strike out of the blue, or most commonly, saved from a board wipe

Chaos Warp: Removal or get rid of a bad piece on my side that needs to be better.

Beast Within: Removal and I can beat a 3/3 in my sleep

Congregation at Dawn: Search for Seedborn Muse into Avacyn, Angel of Hope feels pretty good.

Krosan Grip: Enchantments and artifacts suck

Nature's Lore: RAMP

Farseek: RAMP

Shamanic Revelation: Card draw and some life gain

Explosive Vegetation: RAMP

***Triumph of the Hordes: Makes blocking me that much more important

Selvala's Stampede: Gets the big creatures out of my hands and hopefully hits a fatty off top

Austere Command: All of these options can be good choices. Especially Mass artifact and enchantment removal

Mirri's Guile: Top deck manipulation is super important, especially when I run 1-2 few lands than I maybe should

Sylvan Library: When I get to many good cards in a row or to keep something on top while I wait for Mayael

***Pattern of Rebirth: Actively makes people think they shouldn't kill my Mayael

Mirari's Wake: Double mana is really nice.

Mana Vault: RAMP

Sol Ring: RAMP

Sensei's Divining Top: Top Deck manipulation

Lightning Greaves: Protection and haste are good combo's. Add it to a creature then put it back on Mayael after combat

Scroll Rack: Gets big creatures out of my hand back into my deck.

***Rings of Brighthearth: When getting only 1 creature isn't enough

Chromatic Lantern: Helps with Mana Fixing. RAMP

Commander's Sphere: RAMP, and card draw for late when my hand is dead

Sword of Feast and Famine: Part 2 of infinite combo but really good card on it's own too

Hammer of Purphoros: Gives creatures haste

Xenagos, the Reveler:RAMP, and chump, and brings my fatties
Temple of the False God: Adds 2 mana

Temple of Abandon and Temple of Plenty: Lands that I don't have anything better to replace with

***Thespian's Stage: Can copy Temple or something else for cool effects

Reflecting Pool: Helps with mana fixing

Command Tower: Yep

***Mosswort Bridge: Gives me a free cast on any spell early on.

Mystifying Maze: Gets rid of something I don't like

High Market: If someone tries to take control of one of my creatures

Slayers' Stronghold: Gives Vigilance Haste for super cheap

Strip Mine: To get rid of a good land

Kessig Wolf Run: Gives someone a buff and trample

***Kor Haven: Gives a fog effect for someone

Homeward Path: If someone tries to control my creatures

Boseiju, Who Shelters All: I have some good spells I don't want countered

Wasteland: See Strip Mine

Suggestions

Updates Add

There have been a lot of changes since I last updated this. When I get time I'll go through and update but right now this list is current.

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Casual

96% Competitive

Revision 21 See all

(3 years ago)

+1 Archetype of Endurance main
-1 Mosswort Bridge main
Date added 8 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

25 - 0 Mythic Rares

49 - 0 Rares

14 - 0 Uncommons

4 - 0 Commons

Cards 100
Avg. CMC 4.52
Tokens Beast 3/3 G, Elephant 3/3 G, Enchantment Cleric 2/1 W, Enchantment Golem 3/3 C, Satyr 2/2 GR, Wurm 5/5 G w/ Trample
Folders EDH (Battlecruiser), For consideration, Commander, Heliod
Votes
Ignored suggestions
Shared with
Views