Maelstrom Nexus

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.)

Maelstrom Nexus Discussion

lagotripha on 5c Kiki Value

3 weeks ago

I like the list and setup, but the combination of etb theme and only chord/bridge makes me wonder if you should be trying to land Neoform or similar.

Alternatively you could get a lot from something like Duskwatch Recruiter  Flip just from all the mana floating around.

I feel like you could go all-in on the bridge with Maelstrom Nexus, just throwing stuff on the battlefield until it sticks, but while the 5 mana is ok-ish in this list, the way it needs another card to trigger is not.

This list feels really close to being something, but forcing your opponent to choose between disrupting your combo or your value engine needs those things to intefere with each other less than they mess with your opponent, and I don't think there are quite enough pieces shared between value and combo to do that yet.

B0NGUS on Getting Slivvy With It

6 months ago

I've made some cuts!

Changed Maelstrom Nexus for Descendants' Path . It's 2 mana value lower, requires 4 less colors, still casts, and doesn't care if it casts a MV greater than or equal to a creature I control.

Changed Shared Animosity for Rhystic Study . They're the same cost, but drawing cards/taxing my opponents is more important than making the hive deal more damage.

Changed Leave / Chance for Teferi's Protection . There have been multiple improvements in card draw and Chance was never used in gameplay. Leave forces me to cast all my board again.

Changed Ready / Willing for Cyclonic Rift . I needed more one-sided boardwipes, and have plenty of other forms of defense that makes Ready/Willing too redundant.

Changed Watery Grave for Vampiric Tutor . Going down to 37 lands is fine, and part of the manabase that's out of balance. Vampiric Tutor is the most powerful tutor, no explanation necessary.

Changed Polluted Delta for Overgrown Tomb (apparently it wasn't actually in the deck). Just updating imbalanced manabase, I don't need every fetch in this deck.

Changed Apex Devastator for Vanquisher's Banner . V Banner is 1/2 the cost and provides card draw upon casting. Apex Devastator was fun, and it can explode very well, but it's better elsewhere.

Changed Fury Sliver for Bonescythe Sliver . Just mana reduction costs, they both provide doublestrike. I may reconsider adding Fury Sliver back in for redundancy.

Changed Cleaving Sliver for Brood Sliver . Creating additional slivers at no cost is better than +2/+0, right?

Changed Commander's Sphere for Realmwalker . Additional sliver and card advantage, as well as scouting the top-card for cascade potential.

Changed Pillar of Origins for Prismatic Omen . Pillar of Origins is a mana rock for about 1/2 the spells in the deck, Prismatic Omen color fixes all my lands for all of the spells in the deck.

Changed Averna, the Chaos Bloom for Shifting Sliver . Averna was fun, and the mana ramp was explosive, but let's give no-non-slivers a chance to see how it impacts cascades.

Changed Explosive Vegetation for Reflections of Littjara . Reflections of Littjara doubles Mana Echoes, Distant Melody, Lavabelly, Manaweft/Gemhide, Opaline, Sedge, Spiteful, and Thorncaster effects.

Spells being considered that I own currently; Hollowhead Sliver , Doomskar , & Pyre of Heroes .

Spells being considered that are being purchased soon; Necrotic Sliver , Root Sliver , Bloom Tender , Pulmonic Sliver , Spoils of Victory , Darksteel Mutation , Synapse Sliver , Magma Sliver , Intruder Alarm , Horned Sliver , and Amoeboid Changeling .

Galerider Sliver is being purchased soon and will be changed for Winged Sliver .

kpres on help me with my morophon eldrazis please!

7 months ago

Hi Edgardxcore, Morophon is an interesting choice for a tribe that is mostly colorless. His ability only reduces the colored mana that you pay, so Morophon is best used in tribal decks with heavy colored mana requirements. Consider changing it up so that Jodah, Archmage Eternal is your commander instead of Morophon. That way, you'll be able to cast your 10+ mana Eldrazi spells way earlier, and when you draw Morophon, then they'll just become free instead.

Keep in mind the difference between a trigger that says "when you cast, ..." and "When this enters the battlefield". Eldrazi Displacer 's ability only gives you enters-the-battlefield triggers, not cast triggers.

Since you're playing 5 colors, and you're playing mostly colorless creatures, your mana base can be very flexible. Consider 5 color staples such as Maelstrom Nexus and any of the various Ultimatums. Consider also colorless staples such as Forsaken Monument , Mystic Forge , and Ugin, the Ineffable .

Neotrup on How does Imoti interact with …

9 months ago

No, Imoti, Celebrant of Bounty only gives cascade to spells you cast with CMC 6 or greater. Morph spells have a CMC of 0. This also means that if you did cast a morph spell that was granted cascade (perhaps by Maelstrom Nexus you would reveal your library then shuffle it without casting anything (though it wouldn't be the game action of shuffling).

702.36a Morph is a static ability that functions in any zone from which you could play the card it's on, and the morph effect works any time the card is face down. "Morph [cost]" means "You may cast this card as a 2/2 face-down creature with no text, no name, no subtypes, and no mana cost by paying {3} rather than paying its mana cost." (See rule 707, "Face-Down Spells and Permanents.")

Sorgol on Dragonstorm Rainbow

1 year ago

I greatly appreciate any help, new ideas and recommendations. Thanks.

Maelstrom Nexus really seems to be a lot of fun! I'll consider it. Thanks again.

Epicurus on Dragonstorm Rainbow

1 year ago

Most good themed comments are covered in the comment above. I'd only add that I like to include Maelstrom Nexus in all five-color decks I build, and I think it would work nicely here. But also some good cheat spells like Defense of the Heart, Elvish Piper, Illuna, Apex of Wishes, etc., wouldn't hurt. None of that fits the theme, but still.

Cheers!

Epicurus on You'll Wish You Had One With Nothing

1 year ago

You're absolutely right on a lot of levels, and honestly that's what made me feel like this was the right place for my rant. But one more point before I finish.

I think that the majority of the parody exists in the infinite combos. If you look at the comments on the reanimator deck I posted above, you'll notice that I respectfully declined adding the Karmic Guide + Reveillark combo. I have hence found that combo in 9-out-of-10 reanimator decks, give or take.

But then, to use the example you gave, why the f would you not put Contagion Engine in every single Atraxa deck? It's a damn good synergy, and you'd be denying yourself the best possible synergy for the deck if you didn't include it. Is it creative or unique? Absolutely not. But it's a no-brainer. It's like, if you want a pillow fort, you include Ghostly Prison and Propaganda. If you want ramp in 5-color, you run Cryptolith Rite and Bloom Tender. If you're building a cascade deck, and it doesn't have Maelstrom Wanderer or Maelstrom Nexus, are you even trying? These are the best cards for their respective themes. The creative element is in choosing what spells you place around the obvious ones.

Back in the day, if you were building a suicide black deck, you included Necropotence, because that card was the definition of suicide black. If you had a draw deck, it had Underworld Dreams in it, because otherwise there was no point. A helluva lot of cards have been printed since then, but the results are the same. If you play this theme, you should include these cards. If you can figure out a way to still be unique and creative, you're above the curve in my book.

Again, please take no offense. This is a general rant not meant specifically for you. My only point is that there's a lot of parody because there's only so many cards that are the best cards for any given theme. Players like you and I - and we're not alone, even if we're the minority - will still find a way to build different. We play for fun, even if ultimately we would like to win more often than not. Whenever I see decks on here that are obviously EDHREC copypasta, I generally ignore them. But I won't besmirch them being what they are.

slashdotdash on 5 color no theme deck

1 year ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

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