Mayael the Anima
Legendary Creature — Elf Shaman
, : Look at the top five cards of your library. You may put a creature card with power 5 or greater from among them into play. Put the rest on the bottom of your library in any order.
|Have (2)||Morpho-peleides , MrShhh|
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
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Mayael the Anima Discussion
4 days ago
This needs lots of help. I'm gonna try my best to help.
I'll start with the easy cuts.
- Atla Palani, Nest Tender this card is more of a build around card
- Piru, the Volatile same as above high cmc
- Darigaaz Reincarnated not strong high cmc
- Cruel Reality high cmc, weak
- Oros, the Avenger bad
- Mayael the Anima a build around card
- Shattergang Brothers isn't gonna be strong here. Is better in a different build.
- Iwamori of the Open Fist bad
- Collective Blessing other better options available
- In Search of Greatness bad
- Instrument of the Bards slow
- Marchesa's Decree will not protect you and doesn't work with the cmdr.
Cards that think are good here.
3 months ago
I'm guessing what they mean is that they play "big creatures smash into other big creatures". So basically no stax, minimal counterspells (4-5 max in a deck) and most of the removal you run is on a stick, so while you might have Swords to Plowshares and maybe other other creature remoal spell, most of it will be tied to creatures. Ramp will alos be slower - more along the lines of 6 mana on turn 4 rather than 4 mana on turn 2. Cultivate, Kodama's Reach and Explosive Vegetation are your friends here.
As for the commander, think tribal synergies and stuff like Mayael the Anima.
If you're concerned about misalignments between deck powers, start underpowered and work your way up. Being the weakest deck at hte table for a week is better thna immediately developing a name for yourself as the overpowered player. You'll paint a target on your back for future weeks, regardless of what you play. I also find it much easier to make a deck better than making it worse.
3 months ago
4 months ago
It occurs to me that I answered a different question than the one you posed. I apologize. haha. I personally normally start people with Mayael the Anima or any of the pre-constructed decks they show interest in that I own. I also made my son a Ruric Thar, the Unbowed deck that is amusing for him because it makes people pay for playing "those complicated cards" as he likes to put it. :p
6 months ago
I think my favorite fun commanders are Mayael the Anima for big guys, Yisan, the Wanderer Bard for a fun mono-green (I like elves), or Kenrith, the Returned King with Zirda, the Dawnwaker as companion and cards with cycling. Here are a few budget decks I've put together with them, although I have dozens and dozens of others on my profile you can look at.
Yisan's Elvish Sing-Along - $100 budget EDH Not as budget, but definitely could be built more that way
Kenrith Returns with Zirda by His Side *Got this idea from Commander's Quarters and ran with it.
6 months ago
I actually made an entire deck around this concept that works surprisingly well. Steve Argyle is a particularly great resource for this topic. In addition to Liliana of the Veil and Chosen of Markov Flip, he's also done Deadly Allure , Guul Draz Vampire , Naya Battlemage , and Night Revelers . Other notable artists are Jason Chan ( Deathpact Angel , Fires of Undeath , Kiora, Master of the Depths , Mayael the Anima , Maul Splicer , Treasured Find ) and Volkan Baga ( Elspeth, Knight-Errant , Korozda Gorgon , Stoic Angel , Student of Warfare ). I ended up going with vampires + knights and some other cards I included are Hero of Bladehold , Knight Exemplar , Teysa, Envoy of Ghosts , Elenda, the Dusk Rose , and possibly the most ridiculous piece of Magic art ever created: Soul Collector . Some cards that came close to making the cut are Angel of Despair , Bloodflow Connoisseur , Drana, Kalastria Bloodchief , Knight of Dusk , Magister of Worth , Avacyn, Angel of Hope , Vampire Hexmage , and Veteran Cavalier .
Other cards that I like (sorted by type) include Exava, Rakdos Blood Witch , Lyzolda, the Blood Witch , Kemba, Kha Regent , Sunspear Shikari , Elvish Champion , Gaea's Herald , Quirion Dryad , Nimbus Naiad , Dreamborn Muse , Mistral Singer , Shipwreck Singer , Siren of the Fanged Coast , Akroma, Angel of Wrath , Archangel of Strife , Basandra, Battle Seraph , Razia, Boros Archangel , and Ire Shaman . Looking at this list now, it's clear I've spent far too much time researching this subject.
6 months ago
I think you need to cut a lot of stuff... You'll need 40+ lands for a landfall deck I think. You've got so many cards that allow you to play additional lands. You might not have that many lands to get the value out of those cards, even if you could play lands from GY.
I think in the deck, there's 3 kinds of cards to fit the theme of what you're doing:
- Small/medium stuff which both ramps and boosts landfall at the same time like Oracle of Mul Daya
- Then it's big powerful board state changing stuff that your general will cheat from GY, like Roil Elemental
- Utility for answers to opponent like Ingot Chewer and Demonic Tutor to control the board
Once you have the cards for (1), I think you'll be pretty unstoppable. You'll have the mana base to just throw things out. You shouldn't need to worry about card draw because your general can play off the GY. But, I don't think you have enough cards that puts things into GY. If you have a full GY, your general becomes basically tutor any card and cast it for 5 mana, which is ridiculously cheap. Mayael the Anima 's ability, in comparison, costs 6, and you only get to choose from top 5 random cards. I think exploiting the general's ability is the most powerful thing in this deck, but you can't do it without a graveyard.
I think cards that don't fit that theme you've got going should be cut, even if they're powerful cards, because they clunk up your engine. Except Vigor . Bloody Vigor is the best.
Cards I think you want:
Eternal Witness - this card combos with so much, espectially if you got a way to recur it back. It returns any card from graveyard to hand, not just creatures. Great for searching for answers in your GY which aren't elementals.
Hermit Druid - Populates your GY, and nets you a land in hand. Once it's on the board, for 1 mana, you're guaranteed a basic land, and lots of stuff in your GY. It's crazy good utility. But be careful, because 5 colour means you won't have that much room for basics.
Mana Drain - The much better counterspell
Shriekmaw - Does what your Ingot Chewer and Wispmare can do, but to non-black creatures. Is elemental, so can be reused for general. Completes your board control for artifacts, enchantments, and creatures.
Cards I think you might not want:
Avenger of Zendikar - good card, but not amazing value for money IMO. For 7 mana, I think it needs to be a game changer. I know you wanna build +1+1 counters into it, but I think there's just not enough cards for that engine, and you already have too many cards.
Animar, Soul of Elements - If you have your general out, animar doesn't really do much... If you get Animar out early, it doesn't help you cast your general, and those counters will take time to build up, by which time you might as well use your general.
Kozilek, the Great Distortion - a 10 mana card that you can't cheat out with your general?
Yarok, the Desecrated - you don't really have that many ETB effects for this to be worthwhile imo.
Sylvan Awakening - why for?
Vampiric Tutor - always good to have a tutor... but it might get in the way since this tutors to the top of your library rather than your hand. So it just interferes with your "play lands off topdeck" cards, which you have a few, and then everyone also gets to see what you've tutored.
Nissa, Vital Force - eh...
Path of Discovery - pretty underwhelming... requires a creature to come down, then you might either get a land in hand, or a +1/1 counter to the creature that just came down. So only 40% of the time or so you'll actually get a land in hand. For 4 mana, you have Oracle of Mul Daya, which is just much better.
Exploration - my experience with exploration is that it peters out quickly. If you play it early, you don't have an engine yet, and you run out of land in a turn or 2. If you play it late, it's a little underwhelming. Rather pay more mana for Mina and Denn, Wildborn , Courser of Kruphix or Oracle of Mul Daya which both sources you lands and let you play them. You also have Muldrotha, the Gravetide , The Gitrog Monster , and Zimone, Quandrix Prodigy which also serves similar functions but have other uses.
Growth Spiral - arguably worse than Exploration because it's single use. Effectively does the same thing as farseek because it replaces itself with a card draw, and you get a land on the battlefield in addition to your normal turn land. But worse than farseek because you can't tutor for the card you're drawing, and you need to have 2 lands in hand for it to be worthwhile. Also needs 2 specific coloured mana to play, which you might not have early game in a 5 colour deck.
Icon of Ancestry - costs 3 to use, and needs to tap. You're much better off having something that puts things in graveyard instead because you general only costs 5, and puts it on the battlefield. And you're restricted to elemental cards, which is likely 1/3 or less of your deck. You only get to top deck 3, so it's unreliable and mana inefficient.
Dragonmaster Outcast - it's a strong card, but if you're going to cut something, cut the cards that don't synergize. It's not an elemental, it doesn't put stuff in graveyard, it isn't an answer to something an opponent plays, it doesn't put land on the board or have landfall.