-
Coalition Relic
,
Commander's Sphere
,
Dimir Signet
,
Izzet Signet
,
Rakdos Signet
,
Mana Vault
,
Sol Ring
- Our fast mana and color fixing. Life would be harder without these.
-
Basalt Monolith
- Infinite mana with
Rings of Brighthearth
. Also can be used to give Mairsil a mana ability and an untap ability. Great rock too.
-
Coveted Jewel
- 1 of 3 rocks that can tap for 3 colored mana. This enables our infinite combos. Can also be played if the board is empty (we never want this stolen) to draw 3 cards but that's only for very very very bad situations.
-
Crawlspace
- We die to beats, fast. This stops that.
-
Gilded Lotus
- Rock 2 of 3 that can tap for 3 colored mana. Same as
Coveted Jewel
except this is actually playable and not just Mairsil lunch.
-
Lightning Greaves
- Haste enablers are good.
-
Mirage Mirror
- This card, if exiled by Mairsil, lets him copy himself, becoming a new instance of himself and giving him all his abilities again. Yes, it goes infinite in a few ways, but 2 mana is a lot to ask for from one dude on top of untap effects.
-
Nevinyrral's Disk
- Can be used to wipe the board, get exiled by Mairsil, then he can wipe the board over and over. Fun times.
-
Prismatic Geoscope
- The last of our 3 rocks that taps for 3 colored mana. This one, however, takes a little work to get going, but with the BFZ lands and shock lands, it shouldn't be too hard to get it to the sweet 3.
-
Rings of Brighthearth
- Now this is a card. It doubles Mairsil activations. It goes infinite with
Basalt Monolith
. It attracts a lot of hate. Beware when you play this.
-
Sensei's Divining Top
- What's a commander deck without this card? Very good at fixing draws and getting to combo pieces faster. Don't use it every turn. Think of it as something to do if you happen to have extra mana at the end of a turn cycle or if you really really need to hit your land drops (can also be exiled to Mairsil to have some very funny moments with your Living Top).
-
Staff of Domination
- That's a lot of abilities. It's an untapper, it gains us life, it draws cards, it taps down threats. Perfect card to play just because you can. Also very good to feed to Mairsil.
-
Swiftfoot Boots
- Haste enabler 2: Electric Boogaloo
-
Thousand-Year Elixir
- Pseudo haste enabler that also untaps Mairsil.
-
AEtherling
- Mairsil fodder. First off, I love these kinds of creatures. They're so versatile that they can be whatever you need them to be in the moment. This particular guy lets Marisil blink to dodge removal and to exile more cards. It can change his stats to help him survive combat or board wipes. Lastly, he can give unblockable, providing some very janky beatdown strategies.
-
Anger
- Literally meant to sit in the yard and give Mairsil haste. DO NOT EXILE. He's just here to get things going faster.
-
Anthroplasm
- Mairsil fodder. One half of an infinite turn combo. Also supports the Mairsil beatdown plan and helps Mairsil survive combat and block favorably.
-
Arcanis the Omnipotent
- Mairsil fodder. Hooray for card draw! You can play him just for the body and to draw cards, or you can exile him to Mairsil and give protection with the bounce effect and draw cards. Either way, it's a great card.
-
Argent Sphinx
- Mairsil fodder. More blink is more good. This one, however, requires metalcraft to start working but you should have enough rocks to keep this active.
-
Carnifex Demon
- Mairsil fodder. This guy helps us go infinite and removes threats on the board. Pretty useful.
-
Cinderhaze Wretch
- Mairsil fodder. Can also be played and killed at anytime to exile under Mairsil. This guy (girl? I don't really know) helps fight against control decks, forcing them to discard interaction, and to stop combo decks, forcing them to discard pieces. Also allows Mairsil to untap but at the cost of a -1/-1 counter, however that does enable an infinite mana and infinite discard route.
-
Civilized Scholar
- Mairsil fodder. As one of my buddies once said "LOOT LOOT LOOT." And that's exactly what this guy enables, but with upside. If you discard a creature, Mairsil untaps, and based on rulings, he won't transform since Mairsil doesn't have a flip side.
-
Galecaster Colossus
- Mairsil fodder. Can also be played if you need extra "removal," but 7 mana is a lot to muster. We have more important things to do, like winning the game, that requires mana, so really just exile this guy under Mairsil to deal with problem permanents that aren't
Pithing Needle
s, as those don't cause a trigger to go on the stack, meaning they can't be responded to.
-
Grim Poppet
- Mairsil fodder. First, very cool name and design. Good job WotC. Second, this guy is great removal and helps us go infinite.
-
Knacksaw Clique
- Mairsil fodder. This card is great. It's a win condition and gets around pesky Eldrazi titan shuffles. Also lets you untap the man to use other tap abilities.
-
Morphling
- Mairsil fodder. What's that? A creature with 4 abilities? Sign me up! One of them is even an untap, and another gives shroud. Now that's some value.
-
Naban, Dean of Iteration
- Wow, a creature that we DON'T want to cage with Mairsil. He gives double the ETB triggers from Mairsil, and can be a nice blocker if needed.
-
Pili-Pala
- Mairsil fodder. Yet another untap effect, but this one can also filter mana if you need that sorta thing. The untap also can't be responded to since the untap is part of the cost and because it's a mana ability.
-
Quicksilver Elemental
- Mairsil fodder. This is the biggest card that needs to be under Mairsil. It breaks the "only activate each ability once per turn" clause on Mairsil. Be careful with this guy. If he's gone, he's gone, and a lot of combos are gone with him. NEVER LET THIS GO TO YARD. If this is in your hand, and your meta has discard, exile it immediately. This is the most important piece. All the other pieces have counter parts. This is entirely unique. I hope I've made my point. This goes infinite by targeting Mairsil himself with the ability, giving you a new instance of all the abilities Mairsil has, including this one. Mairsil can't have shroud (
Lightning Greaves
and
Morphling
) in order for this card to work.
-
Sage of Hours
- Mairsil fodder. This is the one combo piece that actually doesn't need
Quicksilver Elemental
to break the "once a turn" clause, because you just take infinite turns! Yay! Combos with
Anthroplasm
.
-
Soliton
- Mairsil fodder. Yep, another untapper and another chump blocker.
-
Spikeshot Elder
- Mairsil fodder. This guy lets Mairsil start smacking people around and getting the damage to wrack up.
-
Torchling
- Mairsil fodder. Wooh, more abilities! Almost the same as
Morphling
except it redirects instead of giving shroud. This can create some funny moments.
-
Walking Ballista
- Mairsil fodder. This is "spot removal" for creatures and a win condition for the deck. It's also just an amazing card.
-
Brainstorm
- 1 mana, draw three cards, put two useless cards from your hand back onto your library. Yeah, it's good.
-
Capsize
- Bounce problems before we go infinite, and essentially win the game when we do go infinite. Very versatile and very good.
-
Cyclonic Rift
- The deck has blue, so this is an auto include. Bounce literally everything your opponents have been trying to do all game, at instant speed. Wow.
-
Entomb
- This is essentially a tutor to hand in this deck. Since no card type is specified, grabbing any of the 3 rocks that produce 3 mana is the best use of this, followed by grabbing an untap effect or
Anger
. NEVER GET QUICKSILVER ELEMENTAL. Wait to grab that card with other tutors unless you're about to die, you know your opponents don't have interaction, or your opponents can't interact.
-
Forbidden Alchemy
- Dig 4 cards deep, put food for Mairsil in the yard while putting a good card to hand, then do it again for 7 mana.
-
Long-Term Plans
- This is mainly a personal include. I like the card a lot. Instant speed tutor and a lot of times, people forget about it until it's too late. It can be replaced with any other tutor really.
-
Mystical Tutor
- More tutors is more good. This tutors for removal/answers, more card draw, more tutors, really whatever you may need, at instant speed.
-
Shattering Pulse
- When the cards that hate on Mairsil the most are artifacts, you gotta include artifact hate. Get those things out of here.
-
Slaughter
- Mainly in to kill
Linvala, Keeper of Silence
, but having buyback means you can use it on anything really. Just be careful using it too much or you may find yourself dead.
-
Thirst for Knowledge
- Draw cards, draw cards, draw cards. 3 cards at instant speed, and it basically has no downside since we want some artifacts in the yard anyway. Yummy for Mairsil.
-
Vampiric Tutor
- Instant speed tutor anything to top. Don't be afraid to grab a land to ensure you can cast Mairsil.
Quicksilver Elemental
is the main card to tutor for.
-
Buried Alive
- Tutor up to 3 creatures with abilities to the yard. Very good and cheap. Don't put a full combo in the yard. Mainly grab an untapper like
Soliton
and
Anger
. Never think of it as bad to only put 1 or 2 creatures in the yard. It's better to have it in exile with a cage counter on it than to have it in exile with nothing on it.
-
Careful Study
-
Faithless Looting
's younger blue brother. Draw cards, put 2 cards to feed to Mairsil in yard. Done and easy.
-
Demonic Tutor
- Yep, it's here, just like in every black deck, ever.
-
Fabricate
- We like artifacts? Check. We're in blue? Check.
Tinker
is still banned? Check. Bam, it's in. Big targets to grab are
Staff of Domination
, any of the 3 rocks that produce 3 colored mana, and
Crawlspace
.
-
Faithless Looting
- Draw 2 cards, discard 2 cards to feed Mairsil, do it again for 3 mana. I like.
-
Gamble
- Sometimes it's an
Entomb
, other times it's a cheap
Demonic Tutor
. The great part about this card is we don't care if we discard a creature or artifact. We can just feed it to Mairsil.
-
Ponder
- Best cantrip ever printed. Fixes our draws or shuffles away irrelevant cards, and replaces itself.
-
Preordain
- Nearly the same as
Ponder
but has the added benefit or knowing you won't see the cards scryed to the bottom until you shuffle.
-
Vandalblast
- Artifacts? What artifacts? I don't see any.
A lot of the lands just produce mana or help fix our colors, so I'll talk about the ones with abilities.