Maelstrom Wanderer & Friends

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Finally got a copy of the Commander pre-con deck so I could start putting this together. Haven't seen any Maelstrom Wanderer decks on here yet, so I'm not quite sure if there's anything major missing from this or things I've included that might be rubbish. At some point I do hope to get a Momir Vig, Simic Visionary and Long-Term Plans to put in here, though I'm not sure what I'll take out. Anyway, I'd love to get some feedback on it.

Commander (1):
Maelstrom Wanderer

Creatures (30):
Fauna Shaman
Coiling Oracle
Nin, the Pain Artist
()() Vexing Shusher
Deceiver Exarch
Eternal Witness
Fierce Empath
Vithian Renegades
Archaeomancer
Cryptic Annelid
(p) Phyrexian Metamorph
Solemn Simulacrum
Mystic Snake
Djinn of Wishes
Peregrine Drake
Teferi, Mage of Zhalfir
Kiki-Jiki, Mirror Breaker
Mindclaw Shaman
Acidic Slime
Riku of Two Reflections
Deadeye Navigator
Sphinx of Jwar Isle
Inferno Titan
Deadwood Treefolk
Vigor
Etherium-Horn Sorcerer
Intet, the Dreamer
Palinchron
Rimescale Dragon
Hornet Queen

Artifacts (11):
Sol Ring
Gruul Signet
Izzet Signet
Lightning Greaves
Simic Signet
Darksteel Ingot
Manalith
Proteus Staff
(p) Birthing Pod
Gilded Lotus
Knowledge Pool

Enchantments (2):
Soothsaying
Splinter Twin

Planeswalkers (3):
Jace, the Mind Sculptor
Chandra, the Firebrand
Garruk Wildspeaker

Instants/Sorceries (17):
Brainstorm
Ponder
Portent
Evolution Charm
Tribute to the Wild
Hull Breach
Heat Shimmer
Mass Mutiny
Primal Command
Spelltwine
()() Spitting Image
Vengeful Rebirth
Insurrection
Bonfire of the Damned
Comet Storm
Genesis Wave
Green Sun's Zenith

Lands (36):
Island x4
Snow-Covered Forest x3
Snow-Covered Island x3
Snow-Covered Mountain x3
Alchemist's Refuge
Command Tower
Desolate Lighthouse
Evolving Wilds
Exotic Orchard
Forgotten Cave
Gemstone Mine
Gruul Turf
Halimar Depths
Highland Weald
Izzet Boilerworks
Kazandu Refuge
Lonely Sandbar
Raging Ravine
Rupture Spire
Shivan Reef
Simic Growth Chamber
Temple of the False God
Terramorphic Expanse
Tranquil Thicket
Vivid Crag
Vivid Creek
Vivid Grove
I would suggest cutting Manalith and maybe some of the signets for ramp spells.  Kodama's Reach and Cultivate seem to be the usual choices.  Harrow also pulls 2 lands, Explosive Vegetation ramps harder, and Reap and Sow can find non basics and double as land destruction.
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