It doesn’t destroy anything, but it makes your opponents sacrifice their permanents when it resolves. All is DustĪll Is Dust is by far the best board wipe you could access. This deck packs a good mix of spot removal and board wipes that can put you back into the game in challenging scenarios to put the brakes on their threats. When opponents realize what you’re up to they come after you and try to stop you from developing your game-changing commander sooner than later. Plans don’t always come together as you expect. You could be potentially casting Maelstrom Wanderer as early as turn 3 if you start with a Sol Ring and fetch your Mana Vault. Trinket Mage may seem like it could be more impressive as an artifact tutor, but some hands that involve it can be mighty. You can count some of the ramp spells as “tutors” for dual lands or triomes, but what I’m referring to in this section are cards like Worldly Tutor or Mystical Tutor that can fetch a specific kind of card in the colors of your commander. Other forms of card advantage come in the form of Rhystic Study and Consecrated Sphinx that can take over games on their own when unanswered. The dream is to hit an Ancestral Vision out of one of the cascade triggers from your commander, but hitting Harmonize or Urban Evolution is the same in that particular scenario. This deck packs a bunch of ways to refill your hand to stay supplied. Narrow creatures like Solemn Simulacrum and Oracle of Mul Daya can serve as ramp outlets that provide value even if they die. The most outstanding of the bunch are Sol Ring and Mana Vault as solid mana rocks.įarseek and Skyshroud Claim are the main sorceries to search for Forests with other basic land types on them. You can rely on something other than mana dorks like Llanowar Elves, which are vulnerable to removal and are easier to answer. The most prevalent types are artifacts and sorcery-speed base spells that tutor for lands and put them into play. ![]() These are the spells that let you cast your commander ahead of schedule. But even if that’s the case it still serves you to cast this powerful commander on the following turn if it dies. Sure, there are times when you can hypothetically hit two ramp spells. It’s fearsome that you have the potential to cast three spells for eight mana. Lazav Mill and Steal all the creatures.Maelstrom Wanderer is a unique creature because its base power and toughness aren’t the only big things on it.Vorel of the Hull Clade Scavenge stuff (a fun deck which can easiely 1-hit someone if we aren't careful).8.5 Voltron Tails (can beat him alone easiely, but we are all dead when we don't keep it in check). ![]() Nin, Combo artist (only deck whichs is faster, but we want to play past turn 4).Our meta currently consists of theses decks: ![]() Or we let our stax player do whatever he wants, which is kind of boring for everyone. Either we are ganging up on him and only focus him, which kind of sucks. Especially if the first cascade goes into a Jokulhaups and the second on in another fatty.Ĭurrently we only have to ways to tone him down. There is also lots of Massremoval and Mass LD in his deck which he benefits a lot from. The deck consists of 10-15 ramp spells and the rest of the cards are just high mana cost cards to cascade. One of our friends built a Maelstrom Wanderer deck which is quite strong and is overpowering us all since he is mostly able to cast it as soon as T5.
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