Wayfarer's Bauble

Wayfarer's Bauble

Artifact

, , Sacrifice this: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library.

Latest Decks as Commander

Wayfarer's Bauble Discussion

metalflame on volo guide to monsters

6 days ago

I would say focus on etb effects, and graveyard recursion like Eternal Witness, Greenwarden of Murasa, and Recollect
Use different dorks for ramp since they can be doubled, and add some 2 cmc rocks for ramp.
Finally id recommend getting rid of the counterspells for control, and include a Steel Hellkite, as well as Song of the Dryads among your control cards.


I typically say 35 lands, and 10 ramp will get you out fast, and reliably. Somewhere about as many creatures as lands, and 10 of any theme such as removal, draw, equipment, etc.. will get you to see that kind of effect reliably and generally early. 15 or more if you want to see it multiple times in many games.

Dont forget reusable artifact draw with stuff like Coercive Portal, Cosmos Elixir,Lifecrafter's Bestiary, Liar's Pendulum, and Staff of Nin

and these rocks
Arcane Signet, Star Compass, Coldsteel Heart, Wayfarer's Bauble, Mind Stone

ClockworkSwordfish on Criminally Underplayed EDH Gems

2 weeks ago

No shortage of 'em, that's for sure...

Hull Breach: The same card advantage of Return to Dust and at the same speed... but for half the mana. It's a common, too. How this two-for-one superstar was ever forgotten was beyond me!

Blood Frenzy: Mono-Red is somewhat lacking in hard removal. Sure it can throw direct damage at creatures, but EDH is the world of big plays, and sometimes a fattie will come along who is simply too big to burn. Blood Frenzy can kill any attacking or blocking creature for just two mana - while coming with a free Scorching Missile! This type of card takes advantage of the multiplayer format that EDH often is: If Player A attacks Player B with a big creature, you can use Blood Frenzy to make the creature hit Player B for four more points while conveniently disposing of it right after. Whoops, you just did Doom Blade better than black could ever dream of.

Aftershock: Blood Frenzy is cheap and powerful but a little specific in what it can target. Aftershock can flat-out destroy any permanent of the three most common types with no restrictions! This kind of versatility at four mana comes with the acceptable caveat of 3 life, which is a pittance when you start with 40. If you're making a mono-red deck, the flexibility of Aftershock should make it a staple.

Repopulate: Graveyard hate for decks without access to black - and it's an instant, so you don't lose the element of surprise like if you run artifact solutions. It can also fight against milling effects if you're desperate. Don't need graveyard hate? Hey, you can just cycle it away for something else!

Kill Switch: Playing a colour that can't deal with artifacts? Crank this guy every turn and you'll shut them all down! A Blightsteel Colossus is only scary if it can move. You can even still use mana rocks and attack with artifact creatures on your turn, then activate Kill Switch afterwards to keep anyone else from having access to their own trinkets.

Duskmantle, House of Shadow: Does anyone in your playgroup run Cruel, Enlightened, Mystical, Personal, Sylvan, Vampiric or Worldly Tutor? How about Harbingers, Volrath's Stronghold or Momir Vig? It can be comforting to have an anti-tutor just sitting in play, making mana when you don't need it.

Mitotic Manipulation: Monoblue can't do mana acceleration, right? Under most circumstances, Mitotic Manipulation is three mana to put an Island into play untapped - last I checked, that's better than the ever-popular Wayfarer's Bauble. Plus, once in a while you might get to pull out a Sol Ring, Gilded Lotus or other format staple if one of your opponents already has theirs.

Coalition Honor Guard: Long before Spellskite was zooming the toys away from Boggles decks, this unassuming common was doing the same. The Honor Guard is a nightmare for any Voltron-style deck that leans heavily into auras, including the common Zur and Uril builds. It also soaks up removal that would be pointed at key cards, such as your own commander.

Warping Wail: This counterspell can be played in any colour and even has some other modes. Any EDH deck without access to blue can still run this to prevent untimely board wipes, extra turns, and plenty of game-ending cards: Debt to the Deathless, Exsanguinate, Finale of Devastation, Genesis Wave, Insurrection, Rise of the Dark Realms, Torment of Hailfire... any number of effects you never want to see your opponent resolve.

Heat Shimmer: This mundane-sounding sorcery can do some heavy lifting, particularly in a colour pie as shallow as red's. Shimmer allows you to bring the heat by copying not only the best comes-into-play trigger on the field, but also any fun triggers from attacking, dealing damage, and so on. This can be a roundabout way for red to ramp, draw cards or borrow the nasty abilities of Resolute Archangel, Terastodon and other off-colour haymakers. Don't forget you can also get a permanent copy of your token if you Populate it before it's gone.

Bind: The best cards are often not only powerful but completely unexpected. Green isn't exactly known for its countering, but this cheap cantrip lets any mono-green deck stop combos, hose Strip Mine/Ghost Quarter, prevent a planeswalker ultimate or turn Aetherflux Reservoir into a losing proposition. All this for two mana and it even replaces itself!

Arena of the Ancients: We all know Karakas is banned for hosing commanders too hard, but the Arena does a decent impression and is still fair game. This cheap artifact can tap down even commanders with hexproof or vigilance and keeps them locked down - especially useful for colours that don't typically have strong control options, like black and/or red. It's another easy answer to voltron commanders.

Righteous Aura: This card doesn't read as too impressive, but performs a lot better than you might think. 2 life is a pittance in the face of some of the steroid monsters you'll see in any given EDH game, and it allows you to ignore Commander damage entirely as well as any other non-creature or even non-permanent threats that might take a chunk out of you. Best of all, it doesn't even target, allowing it to bypass hexproof, shroud and protection.

GangstaFranksta on Red Green Black EDH

3 weeks ago

I also think 38 is too much mana. Why not take some mana out and in it's place run something like Kodama's Reach, Farseek, or Rampant Growth. I also don't see any reason not to run an Evolving Wilds and you might even think about running like a Wayfarer's Bauble. These are all better than basic land imo because they either get you MORE land than just a basic but they also trim your deck down so you get more consistent good plays with top deck casting from Asmadi as well as giving you exactly the basic land your hand needs at the moment.

multimedia on The Zerg 2.0 - cEDH

3 weeks ago

Hey, the CQ decklist is missing Cloudshredder Sliver, who's one of the best budget Slivers especially when Hivelord is Commander. It's missing Harmonic Sliver, who's excellent repeatable removal in multiplayer Commander. Tempered Sliver is good with Hivelord as Commander since it can make him bigger with counters. Blasphemous Act wrecks opponents creatures when Hivelord is Commander, consistently for one mana. Swiftfoot Boots gives Hivelord extra protection, combining indestructible and hexproof makes it very difficult for opponents to remove Hivelord.

Sol Ring is less price than Wayfarer's Bauble and much better ramp. Arcane Signet, Fellwar Stone and Commander's Sphere are budget five color mana rocks.

The manabases in all CQ decklists are an afterthought, no Command Tower, they're terrible especially with five colors. Command Tower, Exotic Orchard, Unclaimed Territory, Path of Ancestry are all budget lands for five colors with Slivers. The five Tango lands: Cinder Glade, Canopy Vista, Prairie Stream, Sunken Hollow, Smoldering Marsh are budget and nice when playing 15+ basic lands. The Tango lands help with color fixing and make Farseek, Mountain Valley and Rocky Tar Pit better since they can search for one of them.

Good luck with the upgrading.

Omniscience_is_life on Do You Prefer Artifact-Based or …

1 month ago

I prefer land-based acceleration where I can get it, but Wayfarer's Bauble is basically the only hyperefficient effect of the sort beyond .

Mainly what I care about is efficiency--if I have to play it after turn 2, that's a big loss of dynamic-ness. If it isn't repeatable, that's even worse. If it requires continual attention to function (like a Gilded Goose), that's a big no-no.

Thus ultimately, most ramp I play will be artifact-based--since I only play so much --but the bit I care most about is efficiency.

Omniscience_is_life on Zabaz EDH

1 month ago

34 lands seem WAAAYYY too low for a mana curve of almost 3, you'd probably be more comfortable with closer to 37.

The metrics I use to keep my EDH decks clean and crisp are as follows:

10+ ramp--all less than 3 cmc stuff like Wayfarer's Bauble and Fellwar Stone

10+ card draw--the more synergistic, the better!

10+ interaction spells--as little mana to answer a threat as possible, ideally; Swords to Plowshares, Chaos Warp and Tragic Arrogance are your friends.

37+ lands--hard to play without lands! Only drop below this number if you have close to twenty low-cost draw spells, or your average mana cost drops to 2 or below.

The rest is synergy pieces, though hopefully there's already some overlap with the rest of the categories!

Lord_Grimm on The Madness of Miss Hannigan

2 months ago

v2, let's go! Here are some more thoughts...

I know this deck can be fast, however it is very low on ramp. Your avg CMC is over 4 (I know you cheat things out for less). If possible, find a way to include a few of (if not all) the following: Rakdos Signet, Talisman of Indulgence, Mind Stone, Prismatic Lens, Wayfarer's Bauble. Also, 37 lands feels low for a deck that has a high avg cmc that wants to be playing multiple spells a turn.

There are a few madness cards that feel under powered or narrow, like Bloodmad Vampire or Alchemist's Greeting... if you are ok with lowering the 'madness' count, possibly swap those to something more versatile or impactful.

Also, I see Anje Falkenrath listed in your creatures. Is the in your list twice? typically cards with the [CMDR] following them, do not appear in the creature list. If so, you may only have 99 cards.

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