![]() ![]() On top of our straight up draw, we have our big advantage engine: Cascade spells. Genesis Ultimatum also can give us a big swing of advantage since the majority of our deck is permanents, and Cream of the Crop offers additional selection. Etali, Primal Storm gives us additional advantage by casting off of the top of everyone’s deck. Guided Passage is a fun pet card I don’t get to run much that gives us good options, and can be very useful politically. We also have some less standard fare like Nissa’s Revelation and Garruk’s Uprising, which also gives us the very valuable Trample. In addition to the draw already tacked on to The Great Henge and Zendikar Resurgent, we have great staples like Rhystic Study, Guardian Project, and Consecrated Sphinx. Yes you’d still rather get something massive but if you got the two extra lands to pay for the Commander tax next turn it still gets you where you want to be.Ĭredit: Wizards of the Coast The Card Draw Since our game plan is for Wanderer to die multiple times, it means all of this ramp doesn’t feel wasted late game either. Finally we have a couple of enchantments in Mana Reflection and Zendikar Resurgent that turbocharge all of those lands we’ve been pushing out and enable some heinous turns. Similarly, once we get going, Klauth, Unrivaled Ancient gives us huge bursts of mana. The Great Henge gets very cheap very quickly for us, and then it ramps us, gains us life, and draws us a bunch of cards. Goreclaw, Terror of Qal Sisma helps us get to our big creatures quickly, including our Commander. Averna leverages what our deck already wants to be doing and lets us grab lands out of our cascade piles in addition to what we’re casting which is outstanding. We also have a number of creatures that help us like Wood Elves, Sakura-Tribe Elder, and Yavimaya Elder. There’s an assortment of traditional land ramp like Rampant Growth, Cultivate, and Explosive Vegetation which is great to chain together early game. With an 8 drop Commander and a deck full of big threats, we really want to be ramping early and often. Because we want to be triggering the double cascade as often as we can, this is a Commander that we’re stoked to have die and should regularly be flinging it into combats where it will either be getting through for a damage based kill in 3 hits, or it’s being killed so we can recast it. Since you actually cast the spells you cascade into, this means they can trigger further cascades and also resolve before Wanderer so they will be in play already by the time it enters for effects that trigger on creatures ETB. Hey, when you have like 40 decks, sometimes it takes a while to cycle through them.Ĭredit: Wizards of the Coast The Commander: Maelstrom WandererĬascade is one of my favorite mechanics, combining both free value and randomness, and this deck is built to flip over massive threats and ways to get them through, then take advantage of the haste that Maelstrom Wanderer grants to punch our opponents with serious damage before they can react. ![]() This week I’m updating another one of favorite my personal decks in a timely fashion, adding in a number of cards from 2020’s Commander Legends. In Commander there’s nothing better than getting free stuff, unless it’s getting free stuff twice and then giving all of that free stuff haste and evasion and smashing through with good old combat damage. ![]()
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