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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Maelstrom Nexus
Enchantment
The first spell you cast each turn has cascade. (When you cast your first spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Fombrot on 5 Colors
10 months ago
Ramp/Acceleration
- Retraced Image
- Gretchen Titchwillow
- Thrasios, Triton Hero
- Murasa Rootgrazer
- Land Tax
- Exploration
- Wild Growth
- Brought Back
Draw/value
- Treasured Find
- Maelstrom Nexus
- Overbeing of Myth
- Mask of Riddles
- Sygg, River Cutthroat
- Tainted Indulgence
- Shapers' Sanctuary
- Tribute to the World Tree
- Temur Ascendancy
- Jared Carthalion, True Heir
Removal/interaction
Other
Gidgetimer on Face of Boe Cascade value?
1 year ago
Neither, Wild-Magic Sorcerer says "The first spell you cast from exile..." and you are casting the spell from your hand.
If you instead have Maelstrom Nexus out and cast Arc Blade using The Face of Boe's ability you will cascade for 4 or less. Casting for an alternative cost does not change the mana value of a card.
Yalanue on Maelstrom Dragons
1 year ago
Thinking about putting in Maelstrom Nexus but I don't know what to replace! hmm
mr_chazy on
1 year ago
Recommended Removals: Nissa's Renewal Treacherous Terrain Verdant Mastery Violent Ultimatum Omnath, Locus of Mana Omnath, Locus of Rage Omnath, Locus of the Roil Begin the Invasion Endless Detour Titans' Nest Wayfarer's Bauble
Recommended Additions: Muldrotha, the Gravetide Bloom Tender Chromatic Lantern Maelstrom Archangel Surrak Dragonclaw Zaxara, the Exemplary Chulane, Teller of Tales Animar, Soul of Elements The World Tree Genesis Wave Tempt with Discovery Maelstrom Nexus Cascading Cataracts Urza's Filter Esika, God of the Tree Flip Yennett, Cryptic Sovereign
legendofa on Aftermath Discussion *Spoilers*
1 year ago
I feel like this is going to dilute the stories of the individual planes even more, forcing their stories even further into the background in favor of the spotlight characters. I personally think the period from 2005-2012, when the focus was on the planes and their individual stories instead of being a character-driven plot, was some of the best world building this game has seen. Ravnica, Lorwyn/Shadowmoor, Alara (still my all-time favorite, and I really hope it can maintain its unique identity), Zendikar, and Innistrad all come from this time, and these are some of the most popular planes ever made. I got into this game to explore planes, and that's still my favorite part. In the last couple years, though, the planar settings have felt rushed, underdeveloped, and generic, pushed aside in favor of the planeswalkers' plots. If this development becomes overused, then the setting almost doesn't matter, because almost anyone can do almost anything almost anywhere. It's not going to drive me away from the game completely, but it's another step away from what I personally consider the peak of Magic design. The settings have stories, too, and I'm still struggling to figure out why I should care about New Capenna and Kaldheim.
I don't want planes to become gimmicky, one-dimensional backdrops. I feel like they were heading in this direction before, and I'm concerned this trend will continue. I'm concerned that everywhere will now just have a "recovering from the Realmbreaker Invasion" story with minor variations.
I need to harp on Alara some more. I was excited for a return, to see what a plane that reassembled itself from wildly different subplanes would look like geographically, culturally, socially, and everything else-ally after it had settled. Now, though, I'm afraid it's going to be treated as just another plane that got invaded. It had one of the biggest events a single plane has ever had, and then nothing else was heard until the Phyrexians showed up. I want to know how it had developed, how it would have continued to develop, and all I got was going straight from this and this and this to this Flip, with a very brief stop in Magic Origins and M19. The entire story of New Alara is "The shards were exploring each other, making alliances and enemies, and then it got invaded by Phyrexians." What alliances? What enemies? How did it develop? Does any of that matter anymore?
plainsrunner on Ramos Redux
1 year ago
Good questions! Mana symbols in the text box affect a card's color identity, which determines which commander decks it can go in, but not it's color, so they don't add extra counters to Ramos. Cascade would certainly allow me to double up on Ramos triggers, which is part of the reason I included Invasion of Alara Flip, which has a sort of pseudo-cascade effect. I might take something out to add in Maelstrom Nexus as well, to get even more value. I don't want to go too hard into cascade though, because I already have a deck built around it Yidris rides the lightning.
Epicurus on Ramos the Mutated Lord
1 year ago
+1 just because I love Mutate! Hahaha, don't even know if this deck is good or not, but it definitely could be, and looks fun as hell either way.
I can make some suggestions, but take them with a grain of salt. I really believe that I would have to actually play the deck to determine what it needs, what it doesn't need, and what might be helpful to add or cut in order to improve it.
First, here's a list of cards that are generally good for a Ramos deck:
Shielding Plax - gives Ramos Hexproof, puts two +1/+1 counters on him, and draws a card.
Maelstrom Nexus - Puts five counters on Ramos with one spell, grants free casting.
Corpsejack Menace - Speeds up access to Ramos's mana ability.
Zacama, Primal Calamity - Castable using Ramos's ability, and in my experience one of the best things to do so with.
Horned Kavu - Two colors for feeding Ramos, allows you to recast something, and has the added bonus in this deck of possibly allowing you to re-mutate stuff.
Next, I think that you need more early ramp. Here are some suggestions for that, starting with the most obvious choices:
To help facilitate some of these inclusions, here are some suggested cuts:
Thrun, the Last Troll - You have enough targets to Mutate without this, and removing him lowers your mana curve.
Lore Drakkis - Yeah, I know, that would make one less Mutate trigger, but it really doesn't do much of anything else for you. You don't have many instants and/or sorceries.
Krenko, Tin Street Kingpin - I understand why you may want him (he generates blockers, and you are vulnerable to go-wide strategies), but I think he's just unnecessarily raising your curve. By the time you can cast him, you'll probably have a lot of other spells you'd rather cast with that mana. If your meta dictates that you require defense against go-wide, there are better choices. Crawlspace, Lightmine Field, Silent Arbiter/Dueling Grounds.
Fertilid - Absolutely a waste of mana. There are a million things you're better off with than this.
Geist of Saint Traft - I'm actually torn on this one, but I really believe that it falls into the same category as Thrun. You'll likely have other good targets for mutation, though the Flying and Hexproof combination is a good one. I'd still consider your mana curve when deciding whether to keep it.
The Ozolith - Other than Ramos and Crystalline Giant, I really don't see how this is incredibly useful. It's genuinely a good card, but I don't see enough here to justify its inclusion.
Zendikar Resurgent - Too high of a cost. By the time you can cast it, this deck shouldn't need it. If you want to keep the draw effect, you're better off with Chulane, Teller of Tales.
Windgrace's Judgment - Pure jank. I take it your meta is mostly multiplayer? Even so, you'd probably benefit much more from some kind of cheaper, targeted removal. However, if you're so inclined, Decimate for one less mana, or Ruinous Ultimatum for a much more beneficial effect.
Finally, your land base could use an upgrade. That's probably obvious, and likely due to budget restrictions. I get it, land can be what makes a deck expensive to build, and casual decks sometimes aren't worth the money. However, you have a lot of lands on your list that ETB tapped, and that is disconcerting. Pain lands and check lands are the cheapest way to remedy this problem (albeit, the check lands are way more effective if you have shock lands and/or triomes, and furthermore aren't exactly inexpensive either).
I hope I didn't explode your brain, hahaha. If anything, take all of this as proof that I really want this deck to be awesome!
Cheers!
Epicurus on Ramos Unsleeved
1 year ago
The fewer mono-colored spells, the better. I feel like you have too many of them in here. If you had more two-colored spells, I'd say add Niv-Mizzet Reborn. However, if you keep it at as many three-colored spells as you have or more, add Meeting of the Five.
A few other cards I can suggest (don't really have it memorized how expensive they are):
On a final note, if you want a five-colored deck to be at all competitive, you'll really need to spend a decent chunk of money on the land. It's pretty much unavoidable. Too many lands that ETB tapped will really put you a lot of turns behind.