Maybeboard


Its no secret that Mayael the Anima cheats a fatty out for . Many say that Mayael requires no strategy to play, and in some sense they are right. However, when running her as a commander, questions must be asked.

Does she have enough Mana?

Can she get a shotgun start?

How many creatures can she drop on the battlefield?

Is it worth using her at instant speed?

Does she have enough damage to go wide?

Can she remove threats to her field?

Can she protect herself and her field?

This deck has 15 ramp cards, 11 of which are usable by turn 2. While not all of them are colored mana, (Sol Ring, Mind Stone) the odds favor getting ramp in your opening hand.

While it may not help get Mayael out a turn earlier, it will help her use her creature tutor ability faster. As the game stretches on, it allows the ability to play larger creatures as well.

Does Mayael have enough mana? I would say she makes a damn good run at getting some.

At , Mayael usually gets good value of her ability, which allows her to choose from the top 5 cards not in hand. Unfortunately this ability is not perfect, as it does not always hit a creature, or help play creatures from hand. Congregation at Dawn, Sensei's Divining Top, and Scroll Rack help reduce the random element of this nature, in a terrifying way.

Champion of Rhonas and Elvish Piper let creatures enter the battlefield from the hand. Inevitably, creatures will build up in hand that are unable to be played. These cards allows them to be played.

Guild Feud, Mosswort Bridge, Spinerock Gnoll, and Selvala's Stampede, all pull creatures from the topdeck and place them on the battlefield. Summoning Trap technically gives an additional activation of Mayael's ability. Obviously, having extra use of the ability is pure value. These may not be as effective as Mayael, but are useful if she gets shut out or expensive to cast.

Can the deck reliably put creatures on the field? Well enough to say that a wipe is useful to have.

Most of the creatures in the deck are there because they seek to smash face. Ruric Thar, Unbowed stands as a prime example, he just wants a grand melee where spellcasters get lynched and he grabs your fliers out of the sky. Cards like Godsire, and Worldspine Wurm bring their own form of bonus damage to the table, whereas Baneslayer Angel, Akroma, Angel of Fury, Xenagos, God of Revels, and Iroas, God of Victory have useful abilities that can be used well.
Creature removal comes in many different shapes and forms. In this deck it is mostly based around creatures. Gruul Ragebeast, Warstorm Surge, and Boros Battleshaper clear some paths that would otherwise be tough to clear. Fumigate acts as a last resort/backup in the case things go lopsided.

Meanwhile, Destructive Revelry, Kalemne's Captain, and Terastodon are the deck's only defense against frustrating artifacts or pesky enchantments. Fracturing Gust and it's friends should visit soon.

The eldrazi package, headed by Ulamog, the Infinite Gyre, makes use of Annihilator to trim opponents who are percieved as threats or have permanents that will make things harder for you. It That Betrays even hands out cookies!

Can the deck consistently remove threats? Not as efficiently as it could, or probably should, but with the right tools it can knock them down.

Avacyn, Angel of Hope is the obvious standout here. But cards like Legion's Initiative, Soul of New Phyrexia, Aegis Angel, and Archetype of Endurance have their part to play as well. Swiftfoot Boots allows Mayael to stay safe in the longer games where spot removal is overzealous.

Can the deck keep it's creatures safe from harm? Not always, but it can make opponents really work at it.

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Date added 6 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

15 - 0 Mythic Rares

39 - 0 Rares

16 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 5.10
Tokens Beast 8/8 RGW, City's Blessing, Copy Clone, Day, Elephant 3-3 G, Insect 1/1 G, Morph 2/2 C, Night, Wurm 5/5 G w/ Trample
Folders Decks Owned
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