Im new to the Duel Commander format and would like to get some input on my list.
The deck is basically a midrange / control that attempts to grind out with loam or genesis, running some permission and a lot of acceleration to try to gain an edge against faster decks.
Kiki-Jiki / Deceiver Exarch is surprisingly easy to assemble here.
Some considerations:
1) The commander was selected due tpo color considerations only, Im guessing a good suggestion would be to upgrade to Maesltrom Wanderer
2) Planeswalkers can be tough to deal with, one answer can be running Jace Beleren for opposing Jaces as well as Karn as an all around answer.
3) Birthing Pod might be worth a second look with a few more creatures.
4) I've seen several extra turn effects on similar decks, dunno if they are worth an inclusion.
As you already know in your heart to be true, Maelstrom Wanderer is a better general in those colors. So much so that Intet probably can't find any niche at all that a Maelstrom Wanderer deck couldn't accomplish better.
With Maelstrom Wanderer as a general, you'll definitely want time walk effects, because they are essentially a way of making it so cascade "sees" more bomby spells as it flips through your deck, even though you end up using the Time Warps like a Street Wraith when you see them oftentimes.
I am not a believer in Duplicant, I think there's always a better way to kill an opposing creature in UGR. Consider Frost Titan, Sower of Temptation, or even Rite of Replication as a way to neutralize creatures you want removed.
Truth be told, you cant play Green Sun Zenith on a Maelstrom Wanderer deck, so there Intet wins
JK
If I make the change, what do you think about the ramp? Im relying on green ramp, but often see mana ramp being used as well (grim monolith, etc).
Also, Burning of Xinye might be worth a consideration as wildfire #2 I think.
With Wanderer as a commander, is it worth running a toolbox kindda suite as I am or should I just pack as much haymakers as possible (since cascading into a 5-6 drop is a lot better than cascading into scavenging ooze)
Truth be told, you cant play Green Sun Zenith on a Maelstrom Wanderer deck, so there Intet wins
JK
If I make the change, what do you think about the ramp? Im relying on green ramp, but often see mana ramp being used as well (grim monolith, etc).
Also, Burning of Xinye might be worth a consideration as wildfire #2 I think.
With Wanderer as a commander, is it worth running a toolbox kindda suite as I am or should I just pack as much haymakers as possible (since cascading into a 5-6 drop is a lot better than cascading into scavenging ooze)
Toolbox haymakers. You can run Mystical Tutor and Personal Tutor, which are powerful off a Cascade1, and then run Primal Command to give your deck a way to find grave hate when you need it. A similar approach works in general - don't run Viridian Shaman, run Acidic Slime, and sure, tutor for it.
I'm actually running GSZ in my MW deck anyway, just because it's so very good. I've yet to cast a dead one.
I agree that Maelstrom is a totally different deck then Intet. Maelstrom is more mid-range while Intet is more prone to control. Same colors, different decks and different play styles.
Intet can be a better control general that Maelstrom Wanderer, you just need to build them differently. Exiling a counter that you can play for free is awesome, mystical tutor in response to no blocks and putting time stretch on top of your library will win you the game every time. It still probably wouldn't be as powerful as a wanderer deck. I play intet in a multiplayer deck, never tried tuning it for 1v1's, but if I did I'd load it up with counters and ways to arrange the top of my library.
Im new to the Duel Commander format and would like to get some input on my list.
The deck is basically a midrange / control that attempts to grind out with loam or genesis, running some permission and a lot of acceleration to try to gain an edge against faster decks.
Kiki-Jiki / Deceiver Exarch is surprisingly easy to assemble here.
Some considerations:
1) The commander was selected due tpo color considerations only, Im guessing a good suggestion would be to upgrade to Maesltrom Wanderer
2) Planeswalkers can be tough to deal with, one answer can be running Jace Beleren for opposing Jaces as well as Karn as an all around answer.
3) Birthing Pod might be worth a second look with a few more creatures.
4) I've seen several extra turn effects on similar decks, dunno if they are worth an inclusion.
Thanks in advance for your comments
1 Intet, the Dreamer
1 Glen Elendra Archmage;
1 Mulldrifter
1 Snapcaster Mage
1 Venser, Shaper Savant
1 Solemn Simulacrum
1 Azusa, Lost but Seeking
1 Phantasmal Image
1 Wall of Roots
1 Scavenging Ooze
1 Eternal Witness
1 Consecrated Sphinx
1 Deceiver Exarch
1 Mystic Snake
1 Kiki-Jiki, Mirror Breaker
1 Primeval Titan
1 Sakura-Tribe Elder
1 Genesis
1 Phyrexian Metamorph
1 Oracle of Mul Daya
1 Vexing Shusher
1 Duplicant
1 Acidic Slime
Spells
1 Cyclonic Rift
1 Capsize
1 Hull Breach
1 Farseek
1 Regrowth
1 Tooth and Nail
1 Jace, the Mind Sculptor
1 Wildfire
1 Intuition
1 Life from the Loam
1 Firespout
1 Punishing Fire
1 Destructive Force
1 Green Sun's Zenith
1 Gruul Signet
1 Simic Signet
1 Survival of the Fittest
1 Sylvan Library
1 Cryptic Command
1 Rampant Growth
1 Treachery
1 Coalition Relic
1 Explore
1 Future Sight
1 Cultivate
1 Kodama's Reach
1 Primal Command
1 Izzet Signet
1 Fastbond
1 Beast Within
1 Starstorm
1 Braingeyser
1 Impulse
1 Fact or Fiction
1 Brainstorm
1 Preordain
1 Ponder
1 Boseiju, Who Shelters All
1 Taiga
1 Tropical Island
1 Volcanic Island
1 Maze of Ith
1 Command Tower
1 Breeding Pool
1 Stomping Ground
1 Wooded Foothills
1 Misty Rainforest
1 Scalding Tarn
2 Mountain
1 Forgotten Cave
1 Tectonic Edge
4 Forest
5 Island
1 Tranquil Thicket
1 Cascade Bluffs
1 Flooded Grove
1 Cavern of Souls
1 Dryad Arbor
1 Gruul Turf
1 Lonely Sandbar
1 Wasteland
1 Vesuva
1 Shivan Reef
1 Yavimaya Coast
1 Karplusan Forest
1 Grove of the Burnwillows
1 Steam Vents
1 Simic Growth Chamber
1 Izzet Boilerworks
With Maelstrom Wanderer as a general, you'll definitely want time walk effects, because they are essentially a way of making it so cascade "sees" more bomby spells as it flips through your deck, even though you end up using the Time Warps like a Street Wraith when you see them oftentimes.
I am not a believer in Duplicant, I think there's always a better way to kill an opposing creature in UGR. Consider Frost Titan, Sower of Temptation, or even Rite of Replication as a way to neutralize creatures you want removed.
JK
If I make the change, what do you think about the ramp? Im relying on green ramp, but often see mana ramp being used as well (grim monolith, etc).
Also, Burning of Xinye might be worth a consideration as wildfire #2 I think.
With Wanderer as a commander, is it worth running a toolbox kindda suite as I am or should I just pack as much haymakers as possible (since cascading into a 5-6 drop is a lot better than cascading into scavenging ooze)
Toolbox haymakers. You can run Mystical Tutor and Personal Tutor, which are powerful off a Cascade1, and then run Primal Command to give your deck a way to find grave hate when you need it. A similar approach works in general - don't run Viridian Shaman, run Acidic Slime, and sure, tutor for it.
I'm actually running GSZ in my MW deck anyway, just because it's so very good. I've yet to cast a dead one.
:symu::symr::symg: Maelstrom Wanderer
Time Stretch in your opening hand will lose you the game every time.. just saying. It's not a good card in Intet, Time Warp or Knowledge Exploitation is enough to make sure you get some explosiveness off Personal Tutor or Mystical Tutor