Big ramp value into bombs and threats, just like we liked playing in the good ol' days. Not too infinite, with a focus on combat and value to outpace the rest of the table. Flipping a double cascade trigger from Wanderer often isn't as scary as people think, but the threat of dropping a 7 power hasty enabler AND two chunky threats can often swing tempo in your favor.

The philosphy of ramp in this deck dictates that:

2 mana spell land ramp (Rampant Growth, Three Visits etc.) > Multiple mana generators ( Selvala, Orcish Lumberjack, Arix, Bloom Tender, etc.) > 1 mana generators with a bonus (Midnight Clock, Topiary Stomper, Domri, Greater Tanuki. Arcane signet also fits this category for flexible mana generation.)

With the condition that "hard ramp" or ramp that puts lands into play is usually better than "soft ramp" or ramp that puts permanents that can produce mana onto the battlefield; these are inherently susceptible to disruption, and as a general rule, land destruction is frowned upon in commander, and while we do take advantage of this with a suite of 2 mana ramp spells, aside from a few creature synergies like Greater Tanuki and Topiary Stomper, we lean more heavily on dorks and mana rocks than most green decks- specifically to avoid putting lands into play tapped, which while often gets us a better rate on our ramp, slows our play down by not allowing us to utilize our lands fresh from the deck to play MORE RAMP.

Plenty Top-of-the-deck synergies in an old copy of Sylvan Library I had, supplemented with Oracle of Mul Daya and a beautiful copy of Sensei's Divining Top I opened from 2XM. (2XM has been QUITE kind to me)

Dual modal cards, utilizing keywords such as Adventure and Channel with cards such as Greater Tanuki, Colossal Skyturtle, as well as Emerald and Sapphire Dragons give us the flexibility of having effects in hand while still allowing Maelstrom Wanderer to drop threats to swing with if we cascade into them.

Mana Drain, Evacuation, and Delayed Blast Fireball provide a bit of interaction while still not being awful to cascade into;

Mana Drain'ing our Commander on the stack stops him from entering and granting haste, but still proc's his double cascade, while allowing us to recast him next main phase with just the 3 colored mana. Evacuation bounces all of the board BEFORE MW lands, and leaves us with a hasty beater and whatever else we can cascade into or cast. Delayed Blast Fireball is unique in that we WANT to cascade into it, as we get its enhanced for free by casting it from exile with cascade. It can still be useful as a small one-sided boardwipe, or a a slightly overcosted, if still effective asymmetric boardwipe.

Green Sun's Zenith offers flexibility in ramp, card draw, removal, and a finisher all in one.

We have several anthems that provide haste and trample, and while they may seem redundant there are many scenarios MW will draw hate as a haste enabler after hitting the board, and this deck runs much smoother when it can hit the ground running, even before we play MW or if he gets removed. Trample, as a evasive keyword, ensures the beefy beaters we've brought to the battle actually benefit from bringing their arms to bear. Ahem.

Moraug and Hullbreaker Horror add extra effects to ramp spells we draw too late to benefit from, so save em past 9 or so mana unless your under pressure to ramp.

Goreclaw, Terror of Qal Sisma is easily the secret champion of this deck; she presents a clear threat on the board, with a anthem effect that gives evasion to our beaters, all while giving a HUGE double [Cloud Key] Effect for our muscle. This effect not only enables a deluge of swift threats, but it has has several interesting interactions: reducing MW to a 6 drop is insane value (keep the number six in your head, it will come up in a bit!) She also has a rather unique interaction with Arixmethes, Slumbering Isle. While in your hand and on the stack, Arix has yet to have his slumber counters placed on him, ans therefore is still a creature, which allows him to benefit from Goreclaws effect to make him a bonkers 2 mana rock that taps for 2 still (with the threat of an imminent 12/12 now breathing on the board), and he isn't affected by summoning sickness as at the point he is on the field, he is no longer a creature!

Our curve is super important: Ideally ramping turn two, that puts us to 4 mana on T3, and with another ramp, either through a multiple-mana generator like Bloom Tender, Shaman of the Forgotten Ways, our bestie Goreclaw, Somberwald sage, or multiple single mana ramp spells before t4 allows us to play a 6-8 drop on turn 4. This is where our deck starts to really take off, as even we can easily drop a t4 Maelstrom Wanderer into some big value, and from there we cycle with card draw to keep our hand refilled and drop huge threats!

MAYBE BOARD

Drakuseth, Maw of Flame

Cursed Mirror

Scroll Rack

Majestic Genesis

Ilharg, Razeboar

Kazul, Tyrant of the Cliffs

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99% Casual

Competitive

Revision 23 See all

(1 year ago)

-1 Dockside Extortionist main
+1 Old One Eye main
+1 Shadow in the Warp main
-1 Skyshroud Claim main
Date added 1 year
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

44 - 0 Rares

19 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 4.31
Tokens Beast 3/3 G, Copy Clone, Food, Rhino Warrior 4/4 G, Treasure, Tyranid 5/5 G, Wurm 6/6 G
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