Saturday, June 2, 2012

Planechase/Commander Maelstrom Wanderer

for today's deck I will be building a planechase/commander deck using the origional planechase rules. Which means I will be building a planechase deck as well:
  • Your planar deck must have at least 10 cards in it, including plane cards and phenomenon cards.
  • No more than two cards in your planar deck can be phenomenon cards.
  • No two cards in your planar deck can have the same name.
My commander for this deck will be the new Maelstrom Wanderer.




This commander wants to play with strong spells. Getting spells for free is amazing, but getting 7 mana free spells is generally more benificial than free 2 mana spells. I want every flip from his cascade ability to do something drastic. This means a lot of large creatures, expencive spells (5 or more), and huge effects. Also to encourage random cascading every spell should be playable at all times (no strait counterspells, no x spells). This is going to be a fun, Timmy loving deck. Big creatures, big effects, big plays.

Also he wants to see a lot of card advantage from spells he plays. When you cast him you get 3 spells, if these spells also have more effects than normal (such as creatures with spell abilities) then you just increase your card advantage even more. With this comes the importance of bounce. Once you play maelstrom wanderer you want to bounce him back to your hand and play him again as many times as possible. With this you want to also have other creatures you want to bounce back to your hand as well.

He needs a lot of mana, so ramp will be important. Here we want to be careful, we don't want much simple ramp, we want big ramp. I want to steer clear of cheap cards so no rampant growth.

Planar deck:
Spatial Merging- seems like the coolest of the Phenomenon cards, instead of playing in one of our chosen plains we get to play in 2 of them.
Bloodhill Bastion- Giving creatures entering the battlefield haste and doublestrike is really strong and should fit with our deck very well. Also chaos effect of blinking a creature when we will have a lot of enter the battlefield abilities will be awesome.
Feeding Grounds- This makes a few of our spells a litle cheaper and lets us cast our general for 6 mana. As our creatures will often have a high converted mana cost the chaos effect will make them really strong.
Isle of Vesuva- This kills our commander when its out and we play him, but we still get the effect of the double cascade. If those cascades are 2 creatures we get 4 creatures for casting our commander, we can then recast him next turn.
Kharasha Foothills- If blinking a creature is good for us, blinking creatures into existance should be good too. The chaos effect isn't all that for us, but could be useful.
Talon Gates- Playing spells from our hand for free seems like a good idea, even if they hit play a few turns later.
The Maelstrom- free permanents from the top of our library. also graveyard res on the chaos seems viable.
Trail of the Mage-Rings- Our spells are powerful, getting to play them a second time for free is amazing. Also searching for a spell on a chaos seems quite fun.
The Æther Flues- The plane's normal effect is optional, should be ok for us most of the time. Embrace the random. The chaos effect is amazing for us.
Morphic Tide- I personally like warp world. It should be really strong in this deck. We just have to include a few token makers.

The deck:
Commander =Maelstrom Wanderer

Creatures:
1)Etherium-Horn Sorcerer- being able to bounce himself late game to replay and get a free spell seems really strong.
2)Shardless Agent- The deck will have nothing that costs less than this guy except a 0 cc card.
3)Animar, Soul of Elements- a high creature count will give this guy lots of counters, which will make everything cheaper.
4)Riku of Two Reflections- there is just a lot of value to this card in any deck that can support it. All the RUG legends fit well in any deck that can play them it seems.
5)Intet, the Dreamer- All he has to do is hit someone to give us free spells.
6)Sphinx of Uthuun- Awesome enter the battlefield ability with a good sized body.
7)Tyrant of Discord- Mean and splashy. Dont target the guy with only lands, thats a dick move.
8)Phyrexian Ingester- optional creature removal, possibly huge body.
9)Quicksilver Gargantuan a 7/7 clone.
10)Regal Force- card draw
11)Pelakka Wurm- gain 7 and replaces itself if it dies
12)Garruk's Horde- for the card advantage
13)Avenger of Zendikar- insane amount of tokens
14)Balefire Dragon- good at keeping a players battlefield cleared.
15)Chancellor of the Spires- fun enter the battlefield ability
16)Soul of the Harvest- card draw
17) Primeval Titan - do I need to say anything?
18)Rampaging Baloths- brings some friends to the party
19)Inferno Titan- not as splashy as others, but still a big body and 3 damage whereever you want.
20)Homura, Human Ascendant- kill him, I dare you.
21)Frost Titan- Tap the threats
22)Deadeye Navigator- blinking the enter the battlefield creatures, sick card.
23)Charmbreaker Devils- while we have few instant/sorceries they are all powerful
24)Magus of the Future- card advantage, again
25)Kiki-Jiki, Mirror Breaker- A ton of targets for this guy
26)Riftwing Cloudskate- bounce is one of my favorite abilities
27)Mulldrifter- drawing 2 is always useful
28)Izzet Chronarch- return our super powered spells to our hand
29)Acidic Slime- versitile removal
30)Wirewood Channeler- Time to get some mana ramping in.
31)Venser, Shaper Savant- Bouncy
32)Sakashima the Impostor- A clone that can copy legendaries without killing.33)Duplicant- in a world that has a lot of graveyard resurection the word exile is very powerful.

Ramp creatures:
34)Solemn Simulacrum- ramps out a land, gives us a card when he dies.
35)Stone-Seeder Hierophant- can ideally ramp you up 2 mana
36)Oracle of Mul Daya- one of my all time favorite green creatures. card advantage is huge
37)Wood Elves- 3 mana ramper
38)Somberwald Sage- creatures happen to be what we want to cast the most.
39)Sacellum Godspeaker- hopeful ramp
40)Krosan Restorer- good ramp spell. early gives you 1, later should give you 3.

Other permanents:
41)Crystal Shard- bounce one of our enter the battlefield or cascade creatures to replay them.
42)Garruk Wildspeaker- important for ramp, helps finish the game later. IMO the best planeswalker
43)Jace, the Mind Sculptor- He is totally fair, bouncing our commander is fun.
44)Chandra, the Firebrand- most of the time she will just do 1 damage to a random target, other times she is copying our nut spells.
45)Tamiyo, the Moon Sage- while this deck isnt designed to abuse her, her +1 is still formitable and her ultimate is nuts.
46)Lurking Predators- good way to get your board position to be insane.
47)Asceticism- Highly underrated way to keep all your creatures alive.

Nuts spells: Some of these spells are so powerful you may want to make up your own alternate conditions.
48)Blatant Thievery- instead gain control of the last permanent they played. 
49)Knowledge Exploitation- Play the first instant or sorcery you find when searching...
50)Temporal Mastery- no extra rule, just take that turn
51)Tooth and Nail- never entwine, or always play the first 2 you find.
52)Time Spiral- no extra rule for this one either
53)World at War- cant attack the same player twice?
54)Hypergenesis- for use with Shardless Agent
55)Summoning Trap
56)Evacuation- sick for this deck, best played either via cascade or someones eot
57)Rite of Replication- just sick when it works.
58)Guided Passage- the best card will be the non creature non land, unless someone has a threat that needs to be taken out.
59)Warp World- warp world, while it can not be cascaded into i want to run it.

Land:
1)Boseiju, Who Shelters All- I think it is important that powerful spells not get countered
2)Homeward Path- I want to be able to protect my creatures from being stolen
3)Kessig Wolf Run- giving trample is key here, as is making use of mana when there is nothing else to do if that should happen.
4)Mosswort Bridge- should be simple to activate.
5)Terrain Generator- help ramp early on
6-12)Vivid Crag/Vivid Creek/Vivid Grove/Command Tower/Reflecting Pool/Rupture Spire/Undiscovered Paradise- covers the 3 color lands
13-15)Gruul Turf/Izzet Boilerworks/Simic Growth Chamber- love these cards as fixers and as landfall helpers
9 forests
8 islands
8 mountains
Before we even look at planes we need to look at what kind of themes we want to support:

4 comments:

  1. Hi,
    thinking about buying this deck. It definitely looks good on paper. Have you played with it? If so, do you like it? Thanks in advance!

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  2. I have played it and really enjoy it. How well it does is highly dependant on the decks you are playing against. Thats pretty true for about any deck though. I suggest playing it and trying to tweak it to fit your playgroup.

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  3. Alright thanks! I'm definitely going to put this one together.

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  4. This comment has been removed by a blog administrator.

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