Resetting the board and hand of each player seems fair at first, but when you consider that close to 90% of out deck is lands, we are going to be out in front of our opponents by a very wide margin. Even with that being the case, hitting this spell with Technique or just casting it outright can be back breaking for you opponents. The downside of not being able to have everything trigger at once (Treasure Hunt the rest of your deck with a Manabond in play) is negligible by the fact that he brings a massive body with trample (and haste with Wanderer in play).Īurora is one of three spells that can't be cascaded into. With Colossus, you don't even need all your spells out of the deck as long as you have leftover lands in your hand. With all the spells out of the deck, it draws the rest of the lands out of your deck. An original staple in this build, Treasure Hunt let you draw potentially massive amounts of cards. With a bigger body than Excavator, as well as reach, this also doubles our Field, Valakut, and Aesi triggers.Ĭolossus is ] on steroids. Greenwarden is just a better Crucible effect (previously ] in this deck). Drawing off of your Manabond, Scapeshift, or Colossus are massive ways to draw through your deck and hit your threats while also giving you extra draws just by playing your land(s) for turn. Downsides are similar to Technique but worth it in the end.Īesi is basically ] plus ], which it happened to replace upon release. Just like Technique, hitting an Eldrazi Titan or a Colossus early can be crippling. This card puts the first nonland permanent from the deck into play while doing it an additional time for each time Wanderer has been cast this game. The Storm is a different version of Technique. The value is even better the more spells that have been cast before it. Drawing three of those 12 is already a third of your deck. Well, when you consider the fact that after casting this, there are at most 12 more spells in your deck. While it doesn't seem like it does much, it guarantees drawing three of your nonland cards. While not a guarantee, it's enough incremental value and deck thinning to be worth it. Well, when you're running Eldrazi Titans, a Cultivator Colossus, and a one sided board reset in Aurora, this spell has a very high chance of massively affecting the board state. It gives an opponent a random chance at a spell for the cost of giving us two spells. The Technique is used as an unbalanced way to hit your spells. Used to maximize Valakut, ], and potential sac outlet lands, allowing you to cast Wanderer multiple times. It is also a good piece to have in case you were to deck yourself later on. The ceiling for this card is to play it on turn 1 and then have 8 mana to cast Wanderer on turn 2.ĭryad is a way to play extra lands as well as give you every land type for ].Ībundance helps with either hitting your spells or when you actually need to hit your lands, like when you have an Aesi in play to better maximize your draws. Manabond is your crazy ramp piece that is in to ramp early as well as to dump excess lands at the end step that may have been drawn off of Aesi or Kozilek triggers. So, my version of Maelstrom Wanderer is very much in between a super-duper-two-card-I-win combo and a more traditional build.
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