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.

AmoeboidChangeling on Ultimate Wanderer Theme Deck

2 months 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.

9-lives on SliverStormsSliverDeck

2 months ago

I don't know about the decks you play against, but blood moon protection is really something that is incidental. It's like if I said I wanted to protect against the use of The Wanderer in my burn deck. And I truly doubt you're even going to be able to play all the slivers you draw if you don't get a good 5c manabase.

9-lives on HELL MILL

3 months ago

Hello, Hastapasta

.I wouldn't use Mission Briefing because that's 2 blue mana plus the mana of Archive Trap which is 3 generic and 2 blue. Total 7 MV. You would have to not only have four blue mana, but also 3 generic. This is one reason why I told you to go with Slither Blade, not only because you'll be guaranteed to hit the opponent player, but it also balances out your colors. I also wouldn't rely on Maddening Cacophony for halving decks unless you are in a long game. It is 1 generic and 1 blue plus kicker of three generic and one blue, making for 6 MV total. Very cost intensive. And Mind Funeral is pretty good... luck of the draw a lot of the time though, and most people are putting around 20 lands into 60 card decks, which makes for around 33% chance of drawing one. But not only would you be milling, you would be removing lands from his deck, which is spectacular. I'd keep Mind Funeral. Oh, and it would be good to have tokens, or aggro creatures, or simply counterspells. You can't be beaten to death by the opponent whenever you are milling. 4x Slither Blade would not only give you what you need for Sword of Body and Mind but also supply chump blockers. Walls would be very useful for this. Fog Bank is very useful against combat damage, and that's what you're basically against besides non-combat damage, which in that case the best card for that is The Wanderer. but the latter would be good for sideboard and the former for many kinds of battles. Vantress Gargoyle is great for doing whatever you want it to, but i would only use it to mitigate damage and destroy creatures; i wouldn't say you can win a game with it.

LetoTheSecond on Atraxas Best Friends

3 months ago

NV_1980, thank you so much for the suggestions. I'd not seen The Wanderer before and it seems like a clear fit in the deck. Torpor Orb is definitely something worth mainboarding as well.

Now to figure out if/what would be right to cut for them...

NV_1980 on Atraxas Best Friends

3 months ago


This looks like an awesome deck; well done. Can't think of much to improve. I would maybe consider The Wanderer. I would consider mainboarding Torpor Orb as this kills so much opposing opportunities and it won't bother you at all.



GangstaFranksta on Heroes of the Weatherlight

4 months ago

I see that you are thinking of adding cards that make your creatures indestructible which is useful for combat and potential board wipe spells, but I have a few suggestions that might have a little more utility. Ajani's Presence is ok, but you have to pay 3 mana for every target after the first. And regardless this wont protect anything from exile or sacrifice. Fight as One is similar but also only targets 2 creatures. Most of the instants in your maybe board do similar things. I think it might be a better idea to protect them from everything that a board wipe could do (sacrifice, deal X damage, destroy, and exile) and simply buff the creatures so you don't have to worry about losing them in fights. Akroma's Will will protect all of your creatures from everything (except for Eldrazi with Annihilator or colorless cards). Eerie Interlude blinks all of your creatures which also would protect them from literally anything. The only downside is that it targets them independently so if they have hexproof this doesn't work. Ghostway does the exact same thing but doesnt target so works around hexproof (and is really cool).Silence is a pretty cool card that completely just shuts down someone's turn. Sigarda, Host of Herons protects from forced sacrifice. Lastly, (and most pricey) Teferi's Protection also protects from literally everything.

I also notice you don't have much in the way of removal. Again, I think we can buff your creatures so that they don't need to worry about losing fights, but sometimes there are specific pesky creatures that you need to deal with. For that I'd recommend Urza's Ruinous Blast and Mangara of Corondor. The Wanderer is also really cool, has removal, and protects you from all noncombat damage like damage from Ruric Thar, the Unbowed for example, which is awesome. Aura Shards is also great in this deck for removing non creature problems.

These are those crowd buffs I've been talking about. You've already got Elesh Norn, Grand Cenobite which is great. Day of Destiny is pretty cool and works really well with the theme of the deck. Hunting Grounds is AWESOME for increasing your board presence. Seedborn Muse is good for obvious reasons. God-Eternal Rhonas is also a good 1 turn crowd buff. Windbrisk Raptor and True Conviction aren't bad either. Saryth, the Viper's Fang both makes your creatures 1 touch killers but also protect the ones you aren't swinging with. Avacyn, Angel of Hope is pricey but also incredibly strong for a deck like this.

There are a few Selesnya cards that just absolutely shut down other colors. I might recommend these if you can find room for them: Yasharn, Implacable Earth, Michiko Konda, Truth Seeker is awesome and discourages people from attacking you, Vorinclex, Voice of Hunger is absolutely brutal and will shut down everyone else's board if not dealt with immediately. Lastly, Linvala, Keeper of Silence will keep a lot at bay.

Real quick, I notice the deck doesn't have much draw. Consider adding something like Beast Whisperer or more expensively Mangara, the Diplomat.

Lastly, I have a few land suggestions. First of all, why not Sol Ring and Command Tower? Sunpetal Grove and Temple of Plenty are good dual land that can help early game get you the right mana. Untaidake, the Cloud Keeper is a really cool land that isn't that useful in most decks but is great for this one; same goes for the less useful but still cool Eiganjo Castle. Emeria, The Sky Ruin is pretty useful later in the game if you have enough planes; not so good early game. Tyrite Sanctum is another unique land made just for legendary creatures. Hall of the Bandit Lord is expensive but good in almost any creature based deck. Hall of Heliod's Generosity can help you get back your enchantments; I don't think you had anything else to do that. Yavimaya, Cradle of Growth is a no brainer is basically any green/other color deck now. If you find yourself about to lose a creature just use Miren, the Moaning Well and sac it instead for some extra life. Kor Haven is a dope old school card with obvious utility. Last and far most expensive Yavimaya Hollow fits really well in this deck is incredibly useful especially for it to be a land (that's OP!) but that price tag hurts.

Hope this helped!

SaberTech on Yikes! Humans!

6 months ago

You being thankful for my help is honestly good enough for me.

I like the process of tinkering and upgrading decks, and you happened to upvote my Zada deck at a time when I was getting a bit tired of working on my own. That gave me an excuse to come look at your decks and your main page said you are always looking for synergies so I took that as an invitation to offer some suggestions. I'm glad I could help a bit.

As for other cards you could potentially cut to make room:

The Wanderer Is kind of expensive and slow. It costing 5 mana but only being able to exile creatures with power 4 or greater also seems low value for the cost. I'm not sure if you face a lot of red board wipes in your meta, such as Blasphemous Act, but if you don't then its passive ability likely isn't going to do much for you.

Hermit of the Natterknolls  Flip is really unreliable as a form of card draw. It can act as a deterrent against counterspells and instant speed removal but as a card draw engine it gives your opponents too much influence over your opportunities to draw cards. It seems like an easy swap for Beast Whisperer or even Harmonize to me.

I'm curious about how well Hunting Grounds has been working for you. It looks like the most common way you would reach threshold is if your creatures die since you only have a moderate amount of fetch lands, instants, and sorceries. But if you are playing out your creatures and they die, then how often do you still have creature cards in your hand to put down off Hunting Ground's trigger once you reach threshold? I don't know how it has worked out for you thus far, or how it will work out once you have more card draw in the deck, but I think that's a card to take note of to evaluate just how much work it is actually putting in for you during games.

Faith's Reward is a useful card when your deck has a bunch of permanents with ETB effects, but you don't have too many of those and it doesn't give you back any tokens that died. It does bring back other permanents too, but you don't really have too many of those in comparison to creatures. When you are producing a bunch of tokens you are better off just giving your creatures indestructible instead. You have already added in Unbreakable Formation, so a better replacement for Faith's Reward would be Akroma's Will since it can also potentially help you close out a game, but it's kind of pricy to buy. More budget options would be Make a Stand or Rootborn Defenses, and they don't require you to hold up as much mana open either.

Omniscience_is_life on Planeswalkers when someone knocks on …

7 months ago

Suns_Champion how about The Wanderer? I don't know a lot about her, but she doesn't seem like she should be grouped with Tibalt and... his likes.

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