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Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
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Duel Commander | Legal |
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Historic Brawl | Legal |
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Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
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Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Wayfarer's Bauble
Artifact
, , Sacrifice this: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.





![Maskwood Nexus feature for Magda of the Maskwood [[Guide]] Updated for DSC](http://static.tappedout.net/mtg-cards-2/DRC/maskwood-nexus/regular-1739492115-sf-1738355965.jpg)

hyalopterouslemur on Share your hidden gems
1 month ago
casts Raise on thread In the current meta, I'm partial to Fangren Marauder and Viridian Revel as a way to hose all the treasure and clue tokens (and things like Nihil Spellbomb, Wayfarer's Bauble, Sylvok Replica, and Wizard Replica), and to a lesser extent artifact decks in general. Fangren Marauder can actually net me 20+ life in a typical game.
It can be a nice political tool. "You want to sac a clue token? That's nice, but I draw a card too." "You want to sac a treasure token? Well, I hope you're not paying for an spell because I'll gain 5 life off of it."
Idoneity on
Oops All White Borders Dakkon
2 months ago
Ah yes, I do love a wonderful gimick. And so vast too! I can't believe I haven't thought of this before.
I have some land-based ramp for you! Annex technically does it. And there is a specific Russian (I think?) printing of Wayfarer's Bauble that you can use. The printing is a little obscure, but you can find it pretty easily on Scryfall.
Gift of Estates is land synergy.
Fishliver Oil is evasion.
Love the deck! Happy casting!
Idoneity on How do you evaluate split …
4 months ago
When I was initially introduced into the game of Magic, I was taught to evaluate cards based on how much mana they demanded before they did their thing. Air Elemental costs five mana, Brimaz costs three, and Tower of Fortunes costs twelve.
Tower of Fortunes is an undoubtedly terrible card, but it isn't twelve mana; it's eight and then four. Burnished Hart is readily dismissed as "six mana ramp" despite its desired effect being split across its cast and activation.
I have been re-evaluating how I perceive cards with split costs, as the typical intuition of adding it all together hasn't exactly felt accurate. This intuition neglects the fact that cards often take their time over the course of the game. It has moreover led to many cards being naturally excluded from any consideration in the first place. As for a card I (and many others) have come around on, I initially dismissed Wayfarer's Bauble as three-mana ramp and never bothered to try it. I now consider it s staple in non-green commander lists.
Personally, I don't think the additive measure of cost is fluid enough for the game of Magic. There is too much going on for it to be quantified by a single number. I've been using cumulative mana across turns to consider costs in a way that feels more fluid. (Turn one provides one mana, turn two brings that to three mana, turn three brings it to six mana, etc...) This feels better but still imperfect.
How do you evaluate split costs? Do you think that the additive system is good enough as it or do we need something more fluid to more accurately measure a card's power? What do you think?
hybridv21 on
Deaf
5 months ago
more lands 36-39, ditch the temple of the false gods, Everglades is risky as it needs an untapped swamp, maybe try Arid Archway.
Wayfarer's Bauble is great ramp when you don't have green.
my main concern for the build in general is there is a LOT of big mana costs, not a lot of ramp, and lots of reanimation spells without early cards to fill the graveyard, meaning that the cards you bring back are ones you've already played and lost, not the end of the world, but still means they're creatures coming in later, rather than creatures you're getting sooner and cheaper, by milling them or entombing them early, to get back cheap with the reanimation spells.
to put it simply, consider adding ways to put your own cards in the graveyard with early mill or discard effects, so reanimation happens sooner, and get some more ramp incase you have to play these cards at full price.
other than that there is some really amazing black enchantments here, and you could check out enchantment support in black to see if there is any extra synergy or value you could get off of playing so many enchantments.
multimedia on
Liesa but Angels
5 months ago
Hey, good WIP for Angels, nice Avacyn and Tithe.
When you break it down to the very basics of what you need for Angels it's three things: Angels, ramp and draw. Angels because you want to cast/attack with Angels, ramp because you want to be able to consistently cast your higher mana cost (4+ CMC) Angels and repeatable draw because you want to keep having Angels in your hand to cast. The better Angels you want to attack with, including Liesa, have a high mana cost, without more ramp you'll have a more difficult time casting them. Consider more lower mana cost (1-3 CMC) ramp and more repeatable draw sources?
In my opinion, a good rule for casual Commander deck building is having at least 10 sources of draw and at least 10 sources of ramp, allocate deck room for these. These are the most important two effects to have for smoother gameplay. Better overall gameplay makes playing Commander more fun since you'll get less frustrated with how your deck is running. Consider cutting a few of the lesser power cards compared to other cards here for more ramp and draw?
Add:
- Exemplar of Light, Resplendent Angel, Valkyrie Harbinger, Sanctuary Warden
- Arcane Signet, Talisman of Hierarchy or Mind Stone, Orzhov Signet, Wayfarer's Bauble
- Phyrexian Arena, Court of Grace, Mask of Memory, Collector's Vault
- Skullclamp or Transmogrant's Crown
- Knight of the White Orchid with Sunlit Marsh, Palace Jailer, Midnight Reaper
- Plumb the Forbidden, Night's Whisper, Read the Bones
Cut:
- Dragon Throne of Tarkir, The Pandorica, Halo Fountain, Entreat the Angels
- Unmake, Fate Forgotten and Isildur's Fateful Strike
- Legion Angel, Serra's Guardian, Emancipation Angel, Hailstorm Valkyrie, Vengeful Reaper
- Boon-Bringer Valkyrie, Seraph of the Scales, Angelic Skirmisher
- Season of the Burrow and Season of Loss
Some land upgrades to consider that are within the budget for the manabase: Caves of Koilos, Fetid Heath, Shineshadow Snarl, Great Hall of Starnheim, Tyrite Sanctum, Vault of the Archangel, Soulstone Sanctuary, Path of Ancestry
I hope this advice is helpful and I offer more if you're interested, about the potential adds/cuts I've suggested.
DreadKhan on
Muldrotha Mill
6 months ago
Any reason you're not running land ramp effects? This is the most resilient form of ramp in Commander, very few decks target lands. There are permanents you can recast, like Wayfarer's Bauble, Sakura-Tribe Elder, Dawntreader Elk, Diligent Farmhand, Wight of the Reliquary, maybe Path of Annihilation? There is always Wood Elves and it's ilk. I feel like you could shave a few lands for land ramp effects, it's a good way to test them out and see if you enjoy the acceleration vs drawing so many lands.
You should also look at cards that help 'grease the wheels' of the deck, things like Llanowar Visionary and Elvish Visionary offer a body while drawing a card, and fwiw later on if you have nothing better to do you can just draw a card via Muldrotha. On that note, you might like small permanents that draw, there is trusty old Urza's Bauble, as well as Mishra's Bauble, if you don't run many artifacts then you should use these as good recast targets. Technically the info can be useful, but you mostly want them for free card draw.
I don't know if they're strong enough for your meta, but I used to love the old Seal of Removal family cards when I wanted small Enchantments. The others that might apply are Seal of Primordium and Seal of Doom, Doom is a lot of mana, but repeatable Artifact/Enchantment hate can be pretty helpful.
If you want to mill yourself you might like Altar of Dementia. This Altar can also be a wincon with a big enough creature, like Lord of Extinction or Consuming Aberration, or if you have a big enough board of smaller stuff. It's especially useful if people are going to hit you with a Farewell, this can let your creatures go to the graveyard for recursion while also milling someone (maybe you, maybe an opponent).
Noire_Samhain on
War of Worship
11 months ago
If there's one thing I'd suggest- you might like some ramp to do more in a turn. Some budget/semi-budget ideas are Marble Diamond, Heraldic Banner, Sol Ring, Arcane Signet, Commander's Sphere, Fellwar Stone, Mind Stone, Pristine Talisman, or Wayfarer's Bauble.
Niko9 on Choosing Equipment-based Card Draw in …
11 months ago
I think you hit the main ones for card advantage, and I really like Mask of Memory because you are running Karmic Guide and Bruna, the Fading Light Meld and you can sometimes pitch a big creature to get reanimated. I have a Bruna deck and it's very fun to reanimate in mono white : )
Other equips you might consider in general are: Dowsing Dagger Flip is great with flyers, and pays back 3 of it's 4 mana often on the turn it comes down.
Hedgewitch's Mask I really like this one, especially with flying creatures to limit who can block them even more.
Explorer's Scope might just be my all time favorite equip, but it might just be me : ) Most often it is just a more efficient Wayfarer's Bauble and even if it bricks, it's surprisingly valuable to know your next draw and plan your plays before you draw.
And one I really like in angels is Concerted Effort It can turn Mother of Runes into boardwipe protection, or give your whole team double strike, or just make your support creatures flyers.
Oh, and also, equip decks can have a lot of fun with Leonin Shikari that can give all creatures Lightning Greaves or add on more Sword of Fire and Ice triggers, more Sword of the Animist triggers, it's always pretty good.
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