>Looks at title>Checks deck list and price>Reads How to PlayI get it lol
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Here are some ideas you could consider:- Ivy Lane Denizen: Creates infinite tokens with Marath.- Skullclamp: Powerful card draw with Marath's token ability.- Basilisk Collar: Instant removal of any creature using 1 damage from Marath's ability.
Deck looks sweet! I like the inclusion of Ilharg, never thought of adding that to my Xenagos deck until now!
Are you able to cast MW consistently multiple times with so few lands? Seems like it would be difficult.Also, you have Selvala's Stampede listed twice.
Cards like Decimator of the Provinces or Elder Deep-Fiend (among others) aren't legal in colorless EDH decks since they have a color identity (green and blue respectively).
I'd definitely love to hear how it plays out. Tron is my pet deck so it's always interesting seeing new tech like this.
Blood Sun seems like a better sideboard card. What the thought for running 4x in the main?
Prophet of Kruphix is banned in paper, but otherwise deck looks solid. Can't go wrong with Merfolk.
Very interesting deck list... how has it played so far?
High Market is a must play land in any Maelstrom Wanderer deck.Other really good ramp spells you might like are Skyshroud Claim, Worn Powerstone, Basalt Monolith, and Mind Stone.Cards like Violent Outburst and Rites of Flourishing don't seem as good. For Violent Outburst, there are far better ramp spells you could be casting on turn 3 and for Rites of Flourishing you're helping your opponents which isn't great.
One thing I found with Depala is that while Aerial Modification and Siege Modification are fun to play with, they open yourself up for some nasty 2-for-1's in your opponent's favor. I took them out of my deck for that reason.
I'm really confused as to what's going on here; 48 cards, no lands, multiples of seemingly random cards. My only guess is that this list is unfinished.
Is the theme here "random cards I own"?
Whoa, this is one of the highest mana curves I've seen, and that's not good. I would HIGHLY suggest adding A LOT of ramp so you can actually cast things before T6.
I see now. I hate to be the bearer of bad news, but Maralen's ability does not work from the Command Zone, you have to actually cast her.
So if you never plan on casting Maralen, how do you plan on winning with 64 lands in the deck? I know how the Commander rules work, I'm asking how you win with this deck.
They kill it with literally any removal spell which they'll be able to search up on their turn after you cast your commander. Then you draw basically nothing but lands until you can recast your commander. But, even if you recast it, your opponents still get to search for their best cards before you.
So if someone removes your commander, you're basically SOL? I mean, if you allow other players to search for their removal or win cons, it seems like that's just asking for trouble.
Do you actually build all these decks?
I played out 10 more keepable hands and it took me on average 8-9 turns before I had 6 lands on the battlefield or could generate 6 mana.
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