The Wanderer

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

The Wanderer

Legendary Planeswalker

Prevent all noncombat damage that would be dealt to you and other permanents you control.

-2 — Exile target creature with power 4 or greater.

TheForsakenOne on You Shall Not Pass

1 month ago

What I'd cut:

Pilgrim's Eye: Not a very good rate, and it doesn't even ramp

Eldrazi Displacer: You don't have enough colorless mana producers to make this consistent, and there are better flicker effects you have acess to

Eight-and-a-Half-Tails: Clunky protection when it isn't really needed

Avacyn, Angel of Hope: Sadly just a win-more card in this case. If it sticks around sure you're probably going to win but you'll be enemy #1 and you're likely not going to survive that

Sword of Feast and Famine: Probably the most overpriced of the swords, and the most likely to draw hate. It looks good on paper but without a way to capitalize on it you're going to bite off more than you can chew.

The Wanderer: Not worth the 4 mana. There are just better cards that could be run.

Ephemeral Shields is kind of a weird addition. Its just not very good.

2-3 Plains: 38 is just a bit high for a deck that peaks at 3 cmc cards. Maybe add more ramp instead

Suggestions to add

The MDFC's are just great to have due to their flexibility: https://scryfall.com/search?as=gridℴ=name&q=type%3Aland+commander%3AW+%28game%3Apaper%29+is%3Amdfc

You don't have that many ways to sacrifice artifacts despite having several triggers off of. The standards are Trading Post, Arcbound Ravager and for this deck Oswald Fiddlebender is great because it tutors out another artifact for free. Kuldotha Forgemaster is a must because it can turn some of your dud artifacts into a portal or blighsteel, and at instant speed too.

Metalwork Colossus is just fun, plus with all your expendable artifacts it can be quite persistent

Wurmcoil Engine is just great, and doubling that death trigger is fantastic. Can't play its new little brother, because he's black, but the original is still a classic

Threefold Thunderhulk has two ETB's that can be copied, and he's a sacrifice outlet. I would also recommend Hangarback Walker since you can double the death trigger

If you put in enough Artifact sacrifices cards like Scrap Trawler, Myr Retriever, and Loran, Disciple of History to recur them back to your hand. Also consider Syr Ginger, the Meal Ender for payoffs to all that sacrificing.

Its a dead horse, but Swords to Plowshares and Path to Exile are never bad choices.

Acetee on Queen Marchesa’s Game of Thrones

11 months ago

Great decklist ! A huge inspiration for my own Marchesa deck so thanks a lot. Ever considered to include planeswalker in that list ? Things like Gideon Jura, Gideon of the Trials or The Wanderer would work pretty well in my opinion. What do you think ?

ZVCKK on Guild Tribal Superfriends

1 year ago

Udpate 18-07-2023: Trying to lean into more two colour for the theme. also d=trying to lower curve, focus on protecting PWs to actually get ultimates off, as the deck struggles to close games. Idea before was almost that any of the good stuff I find can run away with the game (assemble the legion and narset), but I don't think winning that way will be as satisfying. I think it would be good if I can get a PW out, get them to ult, and if that fails, niv to refresh hand and then give it another go.

wallisface on Question about cards that utilize …

1 year ago

The strongest card with this effect is probably the one dominating Standard at the moment - Sheoldred, the Apocalypse.

However, assuming you're trying to make tweaks to this deck of yours, you have much bigger issues to worry about:

  • Ponder is banned in Modern, you can't run that card.

  • You're running 79 cards, which is waaay over the 60 card limit, and will lead your deck to being very inconsistent and clumsy.

  • Dialing your currently landbase to 60 cards, you're only running the equivalent of 18 lands, which is WAAAY too low considering your mana curve. Burn decks run 19 lands and only play spells costing 1-2 mana. Your deck looks like it needs to be able to reliably hit 3-4 lands to be able to do much of anything. imo you need to be running at least 23-24 lands in a 60-card deck (that's 30-32 lands in a 79 card deck).

  • You're running some really suboptimal spells here. In modern you never want to be spending more than 2 mana for a counterspell - Essence Backlash and Ionize are both severely underwhelming (control decks never win by dealing 2 damage. They will however often lose by not being able to counter an important spell in the first few turns of the game). There are also a ton of much better drawspells than Deliberate (like Serum Visions or Consider)

  • Your deck has no clear direction. Cards like Basri Ket and The Wanderer are both really weak and have no real purpose here. It's very hard to tell what this deck is actually trying to achieve, and that is going to make it play really awkwardly and make it harder for you to secure wins.

  • Harmonic Prodigy and Spellweaver Eternal both want to be in aggressive, pro-active decks, but that's not what they've been allowed, as the rest of the deck looks like it wants to be playing super defensively. However, if you're aiming to be playing something more controlley, you're running waaay too many creatures, and waaay too little interaction.

Icbrgr on Ajani Compleated

1 year ago

Oooh interesting call with The Wanderer!

Mannlicher on Psycho Bunny Wonderland

1 year ago

Preface:

This deck was an idea to use some of my old cards, and also see just how nuts I could go with Kwain, Itinerant Meddler. This deck is a spider-web of synergy and combos, multiple infinite combos, and complete bonkers level shenanigans lurking behind a friendly-looking magic rabbit. This is not a budget deck, but in a gracious nod to Lewis Carroll, it is incredibly fun to go "down the rabbit-hole".

=====================

At it's core, the deck is group hug with card-draw, card based mana-ramp, and multiple options for life-gain. I use a few card-draw creatures as well, such as Shabraz, the Skyshark for their synergy with Kwain. Alternate win conditions include Approach of the Second Sun, Jace's Archivist, Windfall, Jace, Wielder of Mysteries, Triskaidekaphile, and Test of Endurance; but the deck is also perfectly capable of beating someone to death with a giant fish - or a giant anything thanks to numerous life-gain options paired with an Archangel of Thune.

The deck has several prison elements with Moat, Silent Arbiter, and Archon of Emeria, as well as Propaganda, Ghostly Prison, and Sphere of Safety. Silent Arbiter and Crawlspace help directly reduce the deck's exposure to attack, along with Gwafa Hazid, Profiteer for any specific threats or "when attacks" triggers. Finally, since this deck does not rely on creatures or doing damage to win, and generates lots of cards in hand, Meishin, the Mind Cage is an easy way to reduce all opponents' creatures to 0 power. For direct damage and targeted attacks outside of combat, the deck includes The Wanderer and Greater Auramancy.

Card draw, treasure tokens, and unlimited hand-size combine with four different Tutors, an Urza's Saga, and a Teferi's Puzzle Box help you keep multiple options in hand, and hopefully keep Kwain hopping one or two steps ahead of your opponents (Remember to use the tutors before your Teferi's Puzzle Box hits the board). Tidal Barracuda, and Vedalken Orrery let you cast anything on anyone's turn. Walking Atlas helps get rid of lands anytime it's not tapped (another combo with Mind Over Matter), and Drumbellower and Teferi, Who Slows the Sunset make sure you're able to untap on every turn, so you can play cards anytime - including win-cons like Laboratory Maniac or Jace's Archivist on an opponent's end-step, then draw for the win.

Circling back to Sphere of Safety - the deck runs 18 enchantments natively, but also features Enchanted Evening to turn everyone's permanents into enchantments. (The deck also conveniently includes Cleansing Nova to destroy all enchantments, which is an absolutely devastating total board wipe when paired with Enchanted Evening, especially if you have Avacyn, Angel of Hope in play on your side). With Enchanted Evening on the board and Sphere of Safety, every permanent you control also counts toward your opponents' cost to attack you for each creature they target you with. Comboing Enchanted Evening, Avacyn, Angel of Hope, and Greater Auramancy means every permanent has both indestructible and shroud, and prevents your planeswalkers from being targeted (or targeted for attacks) directly.

I am only running two counterspells, Mana Drain and Force of Negation, so the deck uses Dovescape to lock down any stray non-creature spells, as well as Tidal Barracuda and ultimately Forced Fruition to further reduce any errant spellcasting. And in this deck, Dovescape not only helps creates magnitudes of tokens, but each of those tokens is potentially an enchantment when it hits the board. With Enchanted Evening in play, those tokens, or ... literally ... any ... other card you play, combos off Archon of Sun's Grace to instantly create infinite (enchantment) pegasus tokens, and become effectively a 1 card infinite combo of 2/2 flying (avoiding Moat) lifelink pegasus. Every. Single. Time. any permanent hits the board under your control after you have both in play.

The Deck includes a The Tabernacle at Pendrell Vale to help keep down on the riff-raff, (plus kill off a few billion pegasus every turn), and helps tie up opponent's mana; meshing with the prison cards we already use. For its own mana, there are some basic mana-rocks and a Smothering Tithe to help offset some of the higher casting cost spells if Braids, Conjurer Adept is not on the board.

The Smothering Tithe pairs well with sheer card-draw provided through Forced Fruition, Temple Bell, Kami of the Crescent Moon, and Kwain, Itinerant Meddler to almost guarantee several dozen treasure tokens each turn and help the deck rapidly ramp to maintain both card and board advantage towards casting an Omniscience.

More combo madness, Teferi's Puzzle Box helps spin through the deck looking for lands and combo solutions. Teferi's Puzzle Box also combos really well with Shabraz, the Skyshark and Alhammarret's Archive, effectively doubling the card-draw effect of Teferi's Puzzle Box each draw phase - and Sphinx of the Second Sun provides double the draw-phases per turn, so you're geometrically quadrupling your cards in hand each turn (and possibly playing them for free). And, for every card you draw, the shark is growing, your life is growing, and if you have the Archangel of Thune, everything else is growing too.

If you want to discard cards from your hand, to hit Triskaidekaphile for instance, or just go infinite with your commander, you can use Mind Over Matter, Omniscience, or Peace of Mind to manipulate your hand-size and either play or discard. The deck includes an Ulamog, the Infinite Gyre, Timetwister and Elixir of Immortality to shuffle your graveyard back into your hand, as well as Displacer Kitten and Angel of Finality to exile your opponents' graveyards with a quick bounce.

=======================

Summary Combos:

Forced Fruition + Smothering Tithe == Treasure Tokens

Teferi's Puzzle Box + Shabraz, the Skyshark == Giant Shark and TONS of life-gain every turn

Teferi's Puzzle Box + Shabraz, the Skyshark + Alhammarret's Archive == Sheer madness

Teferi's Puzzle Box + Shabraz, the Skyshark + Alhammarret's Archive + Archangel of Thune == Same as above, but now ALL of your creatures grow exponentially, every turn

Kwain, Itinerant Meddler + (any of the above) == even more nuts

Kwain, Itinerant Meddler + Mind Over Matter == Infinite combo, draw your deck

Kwain, Itinerant Meddler + Mind Over Matter + (any "if you cannot draw you win") = instant win

Enchanted Evening + Sphere of Safety == every card you have counts towards attack cost

Enchanted Evening + Cleansing Nova == total board wipe (lands, creatures, artifacts, all permanents)

Enchanted Evening + Aura Fracture + (any land) == targeted removal of any permanent

Enchanted Evening + Archon of Sun's Grace == infinite flying pegasus whenever ANY card hits the board under your control, even treasure tokens from Forced Fruition.

Enchanted Evening + Greater Auramancy == every card you play has shroud when it comes into play, but will interfere with Mind Over Matter combo with Kwain.

Sheer Card Draw and hand-size + Mind Over Matter == you can tap or untap whatever you want, whenever you want, and you can reshuffle your graveyard with Elixir of Immortality or Timetwister.

=====================

There's more I could write about with additional combos and card interactions, but those are the highlights. The deck is just all-out madness to play and can quietly build and recycle cards until it comes out of nowhere with an 600/600 flying shark. I enjoy it. I hope you will as well.

Thank you.

wallisface on

2 years ago

Some thoughts:

  • 80 cards is waay too many cards, you should always be aiming to play a deck of 60. Anything above this number just leads to massive consistency issues. Try to get rid of a bunch of cards to get back to this 60 number.

  • Your land count needs revisiting. Scaling this to a 60 card deck, you're only running 20.25 lands, which is very, very low (Burn decks run 19 lands and only play cards costing 1-2 mana). When you reduce your deck to 60 cards, I think you still need to ensure you have a land count of 23ish lands.

  • Your mana curve is waay too high. Modern decks typically can't justify running more than 3-4 cards at 4-mana, you've got a whopping 10 cards costing this much. Look to lower your mana curve.

  • You're running a bunch of really poor card choices. For example, you've got a bunch of really average/poor countermagic (Render Silent, Ionize, Essence Backlash, Absorb) when you could be running some obviously-better cards (i.e. Counterspell). Other bad options include Ugin's Conjurant, which is just a strictly worse Endless One, and The Wanderer, which is just really niche (only really affects really-slow-red decks).

  • Some of your cards are nonbos with each other. For example, you have some high mana sorcery cards (Clear the Mind, Divination) which when cast will prevent you using any meaningful countermagic. Control decks typically want to keep their defenses/options up during the opponents turn.

I think currently your list feels really disjointed - it's lacking focus. I would suggest trying to get down to 60 cards, upgrade the bad card choices, and try to apply more focus to what you're trying to do - currently it feels like there are too many cards that don't forward your gameplan.

AmoeboidChangeling on Ultimate Wanderer Theme Deck

2 years ago

Since it's a deck about the Wandering Emperor, I feel like it should also contain The Wanderer which is the first appearance of the character qs a PW.

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