Mausoleum Wanderer

Mausoleum Wanderer

Creature — Spirit

Flying

Whenever another Spirit enters the battlefield under your control, Mausoleum Wanderer gets +1/+1 until end of turn.

Sacrifice Mausoleum Wanderer: Counter target instant or sorcery spell unless its controller pays X, where X is Mausoleum Wanderer's power.

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Mausoleum Wanderer Discussion

Argy on The Pioneer Blues

9 hours ago

After extensive practicing, Claustrophobia is back in, and Singing Bell Strike is back out.

In games that go long, it's important for the opponent not to be able untap the creature which is being locked down.

I've had games go up to 20 turns, before I can win. Especially if the other deck I'm playing against is Aggro.

Claustrophobia has the added bonus that it isn't an Instant or Sorcery, so something like Mausoleum Wanderer doesn't work against it.

Mono Red decks also have trouble dealing with it.

I like it. It really suits the way I play.

amicdeep on Azorius Flyers

2 months ago

Pride of the Clouds and Mausoleum Wanderer would be fantastic in the deck and aren't to expensive (wander especially as its a strait up better familiar)

Favorable Winds is also pretty solid and very useful against sweepers

Curious Obsession is probably worth running over staggering insight as the half mana cost will generally be better than lifelink

finally im a big fan of Spectral Sailor as its a solid turn 1, its a spirit which is great instant speed pump for wanderer and its late game card draw.

TheVectornaut on Blight Rider

3 months ago

If you're looking for a 1-drop, Battlefield Raptor , Cloudfin Raptor , Judge's Familiar , Mausoleum Wanderer , Siren Stormtamer , and Wind Zendikon would be my shortlist of suggestions. The birds are on the weaker side but have potential in a tribal-focused build. Wanderer interacts with Dungeon Geists but is otherwise probably less useful than Stormtamer. The mutant and Zendikon have the greatest aggressive potential if you can work around their drawbacks of needing follow-up plays and being a land down, respectively.

azja on Yuriko: the 忍者 code | Commander

4 months ago

Hey! Your decklist looks great, it has all of the essential parts down pat (cheap/evasive creatures, powerful ninjas and lots of topdeck manipulation). You could definitely play it as-is, even if it's been a while! But I also want to mention some ideas that I have for potential cuts/additions:

  1. Bitterblossom : Earliest it can create a creature is turn 3, personally I found this too slow. I prefer to play an additional enabler instead, such as Ornithopter or Mausoleum Wanderer .

  2. Deep-Sea Kraken : Very unlikely to hard cast, and you can probably win the game before removing all its suspend counters. Instead, you could play Blinkmoth Infusion or Draco , which are equally uncastable, but deal more damage.

  3. Ink-Eyes, Servant of Oni : Definitely one of the coolest ninjas, but just too slow in my opinion. Some ninjas you could replace it with are Throat Slitter , Fallen Shinobi , or Mist-Syndicate Naga .

  4. Conspiracy and Xenograft : I played these for a long time, but ended up cutting them in favour of more extra turn spells, which are more consistent for closing out the game. My favourites to play in Yuriko are Temporal Mastery which can easily be a Time Walk , and Temporal Trespass which can be cast for UUU, but deals 11 damage.

  5. Bolas's Citadel : A bit of a nonbo in Yuriko decks, which generally want to play super-efficient, high cmc spells. I don't have a direct replacement in mind, but I'll include more suggestions at the end.

  6. Massacre and Toxic Deluge : Yuriko needs creatures on the board more than most decks, so I generally don't play boardwipes that destroy creatures. I prefer to play something like Evacuation or Devastation Tide so I don't lose them permanently.

  7. Teferi's Veil : I'm kinda unsure how this synergizes with Yuriko. Could you let me know if I'm missing something? I'm not super familiar with phasing.

Miscellaneous Suggestions:

  1. Universal Automaton : A very simple, yet effective ninja

  2. Deadly Rollick and Fierce Guardianship : Free removal/counterspell as long as you control Yuriko!

  3. Scheming Symmetry : Can win the game before your opponent draws the card they tutored for. Best paired with Blinkmoth Infusion and Draco if you decide to include them.

  4. Curtains' Call and Coastal Breach : I love the undaunted mechanic in Yuriko decks. Heavy hitters that you can cast for cheap.

  5. Force of Negation : Does a reasonable Force of Will impression to get your opponents who think you're all out of answers.

  6. Mox Amber : Acts as Mox Sapphire / Mox Jet as long as you control Yuriko.

  7. Sea Gate Restoration  Flip and Agadeem's Awakening  Flip: Although their abilities are not too relevant, lands that also deal damage with Yuriko are very powerful.

Sorry this got so long, I hope all of my points made sense! Feel free to let me know what you think! Thanks again for the kind words about my primer!

Fenga on Flight Club

4 months ago

HyrdaDOOM666: Skycat Sovereign and Pride of the Clouds (preferably the latter) are definitely on my radar, and will probably be my next addition. Perhaps Staggering Insight could be another target for Zur the Enchanter to fetch. Lord_Olga: It's not uncommon to not see my enchants in games. I guess the sensible thing to do would be to bump up Favorable Winds , but personally I just like Zur the Enchanter . I completely agree about Jubilant Skybonder , it's kind of just there at the moment because I have it. As for Mausoleum Wanderer , at first I also thought it was a bit iffy on paper, but in testing it's been surprisingly good. I put it in as a 1 drop flyer, but actually the counter ability has been much more useful than I would have anticipated. Don't forget, Empyrean Eagle and Favorable Winds buff it and its ability as well. Pilfering Imp is a good suggestion, but I'm not so sure about paying 3 times the cost for the Duress ability. It would mean I'd have less chance to snipe a problem card before dropping something important, which is why I'm playing it. I'm a bit confused about Watcher of the Spheres being maxed. Personally, I was thinking of cutting it altogether. Assuming I take out Jubilant Skybonder and Zur the Enchanter , that only leaves 3 Empyrean Eagle which benefit from the cost reduction effect. At that point, mightn't I as well just replace him with Pride of the Clouds ?

Anyway thanks for your suggestions

Lord_Olga on Flight Club

4 months ago

Hey! I like a good tribal, here are some things to consider:

Zur the Enchanter is great, but you only have 5 enchantments to work with. He can also only start grabbing enchantments by turn 5, which by then, you'll hopefully already have these enchantments out and be looking for how to secure a win. I would take him out and grab another couple Favorable Winds . You won't be able to cast them for free, but they'll still be up and running earlier, which is what you want.

Jubilant Skybonder to me, feels like a really round about way of granting your creatures protection, when you could just spend one more mana on some Shalai, Voice of Plenty and give everything Hexproof.

Mausoleum Wanderer seems a little weird here. I understand that you do have a couple spirit creatures and that Lingering Souls , but it just seems like more of a distraction from your flying tribal. Giving him a couple +1/+1 counters for the turn from summoning spirits seems to be about the height of what this guy's potential, and I don't think it's worth having the playset. For 1 drops, maybe try Pilfering Imp . Basically Duress on a stick with flying.

Watcher of the Spheres deserves to be maxed.

This above comment also does have some good cards to look at. Also, Rally of Wings can be fun.

That's about all I got.

wallisface on The New Most Competitive Modern Deck--Dryads

4 months ago

Omniscience_is_life, some examples of how the 5 modern-playable tribes operate, to give you an idea of what you’re up against:

The above decks can all win their games by turn 4 or 5, most of them giving the opponent constant grief while doing so.

As a further example, Slivers are not a modern-viable tribe, because just throwing creatures down on the board and hoping for the best doesn’t cut it in the modern environment.

I think you need to consider what you’re actually getting out of Dryads, and whether you want this to be a competitive deck, or a casual/meme deck.

sweaty_ballsack on Toyota AE86

5 months ago

Mindslaver Academy Ruins as aditional win con would be sweet tech with Mage. maybe also deserves Inkwell Leviathan a spot. dont like the sage. would probably cut them for more control like Mausoleum Wanderer

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