[CENTER]RGW[SIZE="5"][B]Mayael the Anima[/B]RGW
– PRIMER –
[I]A slightly different approach[/I][/SIZE][/CENTER]
A primer on Mayael deckbuilding and play strategy.
[COLOR="Red"]Note[/COLOR]: This is NOT a Tier-1 build or play strategy, this is a multiplayer political approach.
For an additional read and discussion on building a powerful and fun deck, look here at [URL="http://forums.mtgsalvation.com/showthread.php?t=322913"]Tedv's article[/URL]. Many concepts and philosophies that are embedded into this primer are outlined very well here by Tedv.
[B]Brief overview of this build[/B] [Spoiler]
There are lots of ways to deconstruct Mayael and debate her usefulness. Similarly, there are a lot of different ways to argue how best to use the Anima and her powerful ability.
[COLOR="Red"]Note[/COLOR]: This primer does not argue for the best and only way to approach her, but to take a look at one specific way.
In this build we are going to look at Mayael and how she can be used to react to opponent’s board positions, fetch up answers that might help in key situations, and turn the tide of battle by switching from a passive lay low and politic position, to all out agro.
This is NOT a ramp and beatdown build, this deck takes advantage of library manipulation to set up specific creature drops that will best help you in what ever situation you are stuck in.
[COLOR="Red"]Note[/COLOR]: The primary difference between this build and your average Mayael strategy is threat level. This is not a fast aggro build.
The name of the game is to take advantage of politics, lay low on the field until late game where you can jump on opponents and swing for the win. Think of this as Captain Sisay from the Jungle. This primer will discuss play strategy, not necessarily just card selection.
[/Spoiler]
[B]Why should I play Mayael, the Anima?[/B]
[Spoiler]
• Did your parents change your name from Timmy to something more unique before you were born?
• Does it bug you when people say combo rules magic?
• Do you like swinging with big creatures?
• Do you wish you were around when Dinosaurs existed?
[/Spoiler]
[B]Why should I play this build over fast aggro?[/B]
[Spoiler]
• Do you prefer laying low than being the center of attention?
• Did you score an I on the Myers-Briggs test?
• Does the idea of reacting to other people’s big plays by springing the biggest and best creatures onto the field in ways that circumvent direct casting excite you?
• Do you have an aggressive but logical and political side to your personality?
• Do you like change, or trying new approaches?
• Do you like the warm feeling of winning without making enemies?
• You are patient.
[/Spoiler]
[B]You probably shouldn’t play this build or this commander if…[/B]
[Spoiler]
• You don’t own a deck without blue in it. Or are afraid of the lack of control a non-blue deck would innately have.
• You don’t understand how politics works, or aren’t interested in understanding that aspect of Commander.
• If you don’t think politics exists in Commander Magic.
• If you typically play a pro-active approach in your strategies.
• If you think the only way to win magic is to be the first person to kill people as soon as possible.
• You are impatient.
• You hate when people play Bribery.
[/Spoiler][/Spoiler]
There are a lot of ways to build around Mayael. Alternative card choices or strategies are roughly addressed in Section 6, Cards purposefully not included.
[B][SIZE="3"]Section 2: The Decklist [/SIZE][/B]
So let’s jump right into things and take a look
[/Spoiler]
At first glace you might realize that this looks a lot like your average Mayael, the Anima deck and you might very well be right! But you have to remember, the heavy focus is our game plan and how we are going to approach specific game scenarios.
[SIZE="3"][B]Section 3: Game flow – a walk through[/B][/SIZE] (section 3.4 contains the single card discussion)[Spoiler]
What follows at this point in the primer as a breakdown of a typical game flow (early – mid – late game) and which cards will be useful to you. Certain issues are presented in Q/A form.
3.1 Prior to Game Start : Understand how you will approach the deck and the play strategy, Muligan tips. [spoiler]
General tips (most people do this anyway):
Obviously when working on a deck understand your strategy, know every card in the deck and how they will be used. Know what cards are available to you under different circumstances. Take a look at the generals around you and attempt to plan a strategy or mentally deconstruct opponents strategies based on colors, general choice, or previous play experience.
Muligans: The Partial Paris is your best friend. When you draw your first hand expect to partial at least once. If it can be helped, your target land count should be 3 in the opening hand, 4 depending on what else you have (this can be adjusted if you’ve drawn into mana acceleration). NEVER keep the first 7 if you’ve drawn a fat creature. Partial the fat creatures away and hope you get something better. [/Spoiler]
3.2 Early Game : mana acceleration / fix, library manipulation, land discussion [Spoiler]
Strategy: Think of the early game as the opportunity for you to maintain your mana curve, fix it so that you can produce double naya when you have to (2R,2G,2W), and find a way to manipulate your library and hand. During this portion of the game you do not want to establish too much threat, and you want to conserve instant speed responses.
Reminder – We are not ramping into Mayael, the Anima ASAP. See section 1 above.
Cards you want to play:
Mana Ramp / Acceleration [Spoiler]Skyshroud Claim Cultivate Bloom Tender Sol Ring[/Spoiler]
Library / Hand Manipulation[Spoiler]Cream of the Crop Scroll Rack Sylvan Library Abundance Sensei's Divining Top[/Spoiler]
Other[Spoiler]Aura Shards Anger Mayael's Aria[/Spoiler]
Land Priority[spoiler]Early game we are not super concerned with land priority other than we want to establish Naya as soon as possible should the need for it arise. However when it comes down to which mana to drop first, follow priority below (individual card discussion follows in Section 3.4)
[LIST]
[*]1. Comes into play tapped – play these first in this order, as best you can:
[*]a. Mirage Fetch Lands
[*]b. Tri-color
[*]c. Shock duals
[*]d. Hideaway
[*]e. Uncommon two-color lands if you are playing
them (i.e Shivan Oasis etc.) [/LIST]
[LIST]
[*]2. Comes into play untapped
[*]a. Zendikar fetch lands
[*]b. A/B/R Duals
[*]c. Fix Lands
[*]d. Ping Lands
[*]e. Basic Lands
[*]f. Colorless producers / utility lands[/LIST][/spoiler]
Q: When does the Early Game end?[Spoiler] A: This is a tough question to answer, it has no concrete line and it comes down to a few things.
• What position is your board & Library in?
• Where is the focus on the table, is it you or someone else?
• Is there a lot of removal out there (what kind of decks are your opponents playing?)
In my experience with this deck, the right time to jump into what I call the Middle game (below), is when you have at least 8 mana on the field, and when the focus on the table is on someone else. You should have dropped minimal threat during this time and unless someone is just paranoid that Mayael will come out and destroy them, you should be under the radar.
Lets tie this into the over all strategy: Shifting into Middle game should be done when you are satisfied with your hand, your land base (perhaps with the count above), and your library manipulation. In addition the optimal time to shift is when someone else is getting the beat down hammer. [/Spoiler]
Q: What do I do if I’m the center of attention![Spoiler] A: Don’t panic. My first solution is politics: If one person is doing the harassment, discuss with the others about this issue and that they should be the target and not you (try to retain your low amount of threat). Mayael has a lot of power under the bonnet and can be a ruthless weapon when unleashed. Use your point / mass removal if you have to, when you need to halt a threat. But do not fear discard, or point removal on your own small creatures. There are ways to get things back later. A lot of people are afraid of mana acceleration, especially because they read Mayael as a ramp and aggro build, if you lose a Sol Ring or Mirari’s Wake no big deal.
Last Resort: Mayeael, Mayael, Mayael. The great thing about the Anima is her fallback plan is always to let the stampede lose. [/Spoiler][/spoiler]
3.3 Middle Game : minimal threat involvement, response to threats
[Spoiler]
At this point you should have a reasonable land base and are ready to begin getting into a position where you can respond when needed, jump to the attack if you need, help out an ally, or build for a transition into Late game.
[COLOR="Red"]Note[/COLOR]: In my experience, Hall of the Bandit Lord and Winding Canyons cause high threat. People see this and fear an in coming fat creature, or a hasted Mayael... Even if you're just dropping it because you want it for later and can't take full advantage of it. If you've gauged the table and feel the general table threat is high, go ahead and play them early-mid game. If you feel the threat is low, save them as a land drop the turn you play Mayael (or the turn before if you can plan ahead).
All of these cards generate a lot of threat and will gimp our over all game plan because they will get quickly removed. They should be saved for Late game.
[COLOR="Red"]Note[/COLOR]: depending on the threat level of your opponents or situations that are present, it is okay to up your threat level. I realize this contradicts the above answer, however it is important that you gauge what else is on the field. If someone playing Omnath, Locus of Mana has ramped into 5th turn Ulamog, the Infinite Gyre it is definitely ok and probably prudent that you pick up the tempo of your deck. From the perspective of game flow this simply means your “middle game” might consist of 1-2 turns.
Keep in mind that our goal is a smooth painless transition into late game where combos start going off, armies start mobilizing, and players start dying before shifting into top gear.[/Spoiler][/Spoiler]The fact of the matter is it doesn’t take long to set up the Mayael Engine (see Late Game). How long you spend in the Middle game depends entirely of the tempo of the decks around you, and the threat level of all your opponents.
If Optimal Scenario (3.3.1) is the case than sometimes in order to prevent revealing too much of your game plan, or jumping the gun, sometimes you may intentionally pass a turn or two if your only play is to turn the ignition on Mayael. From the perspective of the strategy of this deck, that’s ok. ([I]If reading this sends shivers down your spine you should probably stop reading this primer[/I]). The fact of the matter is playing Mayael too early means you will walk into point removal, or risk losing your important enchantments.
There is no immediate reason to turn Mayael on full power under this optimal scenario, my strategy is always to play the table and react to the field and the players. How you push into late game depends on how the board state changes:
3.3.2 Sub-optimal Scenarios
Q: What state are your opponents in? What should you do?[Spoiler]
Scenario 1: Player B is taking a fast approach and trying to win early by way of painful disruption, or fast aggro and they are targeting Player C:[spoiler]
A: Decide if you want to help this person. It may be at your advantage, politically, to help this person. If you think Player B’s deck has the ability to quickly eliminate you as well (see Section 5, Weaknesses) then it can be prudent to show aid to someone in hopes you’ll get a return favor. General rules about politics apply, so don’t be surprised if you don’t get the help you need later, for what ever reason… or if player B turns his focus to you for helping player C. Only step in here if you can turn on the Mayael Engine (see Late Game). And protect it.[/spoiler]
Scenario 2: Player B is taking the fast approach against everyone on the board:[spoiler]A. Use politics to get the table to turn on this person, and then either apply removal if needed or turn on the Mayael Engine (move to Late Game).[/spoiler]Scenario 3: Player B is afraid of Timmy’s Mom and targets you:[spoiler] A: Don’t panic. Use politics to get help from the table if you can, and if you can’t use removal. All else fails, turn the Mayael Engine on.[/Spoiler] Scenario 4: There is a lot of removal / mass removal going around:[spoiler]A. Don’t play Mayael too early, keep your hideaways hidden. The lay and wait game will be your friend. [/spoiler]Scenario 5: Player B is playing heavy control / counter magic against you or the table:[spoiler]A. Be patient. Either let your opponents force out the counter spells, or draw them out yourself. If the opponent is playing heavy theft / control magic save the Mayael Engine for when someone else has higher threat than you. Consider Asceticism from the sideboard for the next time you play against this deck.
Ultimately Counter magic can defeat this deck (see Section 5: Weaknesses) especially if it’s recurred often… as blue is fully capable of. If this is the case, turn the Mayael Engine on early and attempt to eliminate that player.[/spoiler]Scenario 6: You are the only Timmy at a table full of Johnnys:[spoiler]A. Let them duke it out. Play the lay and wait game. Keep your threat low. Turn it on when there are few people left.
[/spoiler]Scenario 7: You’ve lost your board[spoiler]
A. Chances are you’ve also lost your leverage, so politics will not help you. If you are the only person who’s lost his board (because your enchantments / artifacts / small creatures were singled out) get Mayael out and start the engine. Time to start Late game. If everyone has lost their board because of All is Dust or something else, feel the tempo. If someone is countering the mass removal with aggro and you feel threatened, start the engine. If everyone’s tempo has been cut, resume the waiting game.[/spoiler]
The general rule that applies regardless of these scenarios is that you should gauge your involvement on the tempo and pace of the game. If people are turning the tables quickly, start Mayael out earlier and go ahead and move into Late game strategy. [/spoiler][/spoiler]
3.4 Late Game : full single card discussion[spoiler]
At this point it’s time to let Mayael, the Anima do her thing. This point of the game is to win. The following is a break down of every card and how it can be used to help achieve this goal. See Section 4, Combos to understand further how specific interactions work.
[B]Enchantments[/B]
[spoiler] Sylvan Library – Allows you to see what is coming and to draw extra cards if you need them, and combos very well with Abundance. Mirri’s Guile – Gives you a glimpse of what hopefully your cheaters would see when they pop. Cream of the Crop – When you activate Mayael , play a creature, or pop a hideaway this card will help put another creature on top for your cheaters to see. Survival of the Fittest– Further combos with Scroll rack, allows you to to tutor for what ever you need, place it on top with Scroll Rack and cheat it into play. Lurking Predators – Cheats creatures into play Awakening - Allows you to activate Mayael every turn. Where Ancients Tread – Allows for direct damage every time you drop a creature. Aura Shards – Allows for point removal every time you drop a creature. Mirari’s Wake – Mana Doubling Exploration - Allows for more land falls, combos with Admonition Angel. Allows for recurring hideaway lands with Crucible of Worlds Greater Good – Turns removal into card draw Abundance - An indirect library manipulation tool. helps you draw into mana when you need it. Combos very nicely with Sylvan Library. Mayael’s Aria – Alternate Win Condition Defense of the Heart – Dual creature tutor and cheat
[/spoiler]
[B]Big Creatures[/B]
[spoiler]
Removal: Terastodon – Tripple Point Removal. Nice. Elephants are small by comparison to your army, ETB trigger Woodfall Primus – Removes anything, recurs itself, offset by Mayael’s Aria, ETB trigger Admonition Angel – Point removal, plays well with Primeval Titan Steel Hellkite – Mass Removal if needed
Protection: Angel of Salvation – Can save Mayael, flies, ETB trigger Blazing Archon – Personal Protection, flies Razia, Boros Angel – Protects Mayael, Flies Platinum Emperion – Personal Protection (I’ve won games with this guy!)
Creature Protection / Buff: Deathless Angel – repeatable creature protection, flies Spearbreaker Behemoth – Repeatable creature protection, hard to destory Windbrisk Raptor – who doesn’t want mass lifegain on a flying stick Vigor - limited evasion, protection, buff, limited survival in one 6/6 package. Love it.
Disruption / Direct Damage: Iona, Shield of Emeria – disables mono color. Flies. Borderline broken. Scourge of Kher Ridges – mass destruction Ryusei the Falling Star – rattle snake effect, board wiping Bogardan Hellkite – direct damage, flies, haste, ETB trigger
Aggro / Beatdown: Akroma, Angel of Wrath - big, evasion Baneslayer Angel – cheap (can be direct casted), powerful, lifegaining, limited evasion Mossbridge Troll – big, alternate win con with Mayael’s Aria, survival Darksteel Colossus – big, survival Godsire – Creates a mean army if left un touched, combos nicely with Seedborn Muse Hellkite Charger – helps the team swing in for big damage
[S]Dragon Tyrant – Big, Mean, and flies[/S] [COLOR="Red"]Out[/COLOR]
Other Utility: Primeval Titan – fetches land of any type, ETB trigger Knollspine Dragon – hand fixing, flies, big, ETB trigger Vorinclex, Voice of Hunger - Mana doubling is nice, and on big beat stick. In addition slows opponents down. Krosan Tusker – land fixing early game, big late game Yosei, the Morning Star – can cripple an opponent for 1 turn, flies Hoarding Dragon – Tutors for a very useful artifact Vigor - Protects against direct damage combos frequently seen in Izzet.
[B]Hideaway Land Detail Discussion[/B]
[spoiler]
There is room for debate on the hideaway lands, however how you play them really comes down to what the game calls for. On the one hand running the hideaway lands early thins the deck which means Mayael will have a better chance at hitting someone useful (though on the counter, it means you might draw into fatties more – see Library / Hand Manipulation for a solution). On the other hand, saving hideaway lands for mid game increases the chances that you can hide something useful (especially if you are already in a Cream of the Crop rotation (ha! get it? crop rotation? ok seriously: see Combos, section 4) and can set up something good to hideaway). In addition, some people get a kick of strip mining your hideaway land while you’ve tucked something. If you are playing against someone you think that might do this, save your hideaways until you are confident you can pop them on the next turn.
That being said however, my general thoughts are as follows:[spoiler]Go ahead and drop the hideaway lands in the early game if:
A. You are short on land.
B. You really need that color
C. You already have drawn into a lot of library manipulation (see above)
D. Spinerock Knoll: Drop this land early if there is an opponent on the field who is doing a lot of direct damage early.
E. Mosswort Bridge: If for what ever reason you have to abandon the game plan and need to Mayael early and quickly (because someone wants you out of the game), play this early and pop it as soon as you can.
Because this is not a mana ramp strategy if you are at 6-8 mana and still holding on to the hideaway lands, with nothing else to drop it’s ok to save them until you can manipulate your library to set up for a good tuck. The Mosswort Bridge will pop very quickly once you get mayael going late game. If you can, save the bridge until then. Windbrisk Heights rarely gets popped, and if it does it will be late game, so try and save this one as well. Lastly, because theres a chance that when you play a hideaway land you might have poor choices to tuck something, it is preferable to play these lands when you have some control over the top deck choice via library manipulation. (you don’t want to end up having to tuck another land etc.)[/spoiler]Q: What do I tuck with the hideaway lands?[spoiler]A: This question is heavily dependent on situation, and on which land you are playing. It is important to realize the scenario that causes you to pop the land and how you can best take advantage of that. Obviously if you are lacking the ability to manipulate your library, tuck the best choice that’s available to you.
Because this is, after all a big creature deck, it is ideal to tuck expensive creatures. Alternate ways to cheat creatures in is what this deck does best.
For all the hideaway lands, the following options are all great choices. These should be chosen if there’s no clear cut strategy to chose, or if you need help in a particular way (see the single card discussion of fat creatures Late Game, or assisting enchantments Mid Game).
Tuck something that can take advantage of this, Knollspine Dragon is a great choice if you aren’t concerned with what’s in your hand. Consequently if they are doing the damage with creatures, Blazing Archon is also a good choice. If you think this person can also point damage at you, Vengeful Archon is a good choice. If they are dealing direct damage to an ally you can tuck a Bogardan Hellkite. Try and tuck something that will help you against an opponent who is doing a lot of direct damage.
[B]Scenario B[/B]: you are doing 7+ damage to someone else
Under this scenario, tuck something that will help you deal a little extra damage, alter the damage you do, or provide a defender if you have taped out your army. The Knollspine Dragon can fill this roll nicely, but in addition useful back up creatures can too.[/spoiler]Mosswort Bridge - Tucks a useful card that can be played upon dropping big creatures.[spoiler] Whenever possible pop the bridge at EOT prior to your turn. Popping the bridge occurs when you already have fat creatures on the board. Perhaps you need ways to protect that small army you assembling, if so you can tuck Spearbreaker Behemoth or Deathless Angel. You can buff your army by tucking a Windbrisk Raptor. Ironically, tucking the Mossbridge Troll under the Mosswort Bridge can win you the game if you have Mayael’s Aria out (see combos). [/spoiler] Windbrisk Heights - Tucks a useful card that can be played upon swinging with your creatures.[spoiler]Because this card requires you to have swung with three creatures, chances are this will be a late game pop. In this situation, chose a creature that will help you preserve your creatures to ensure win by damage, for a win solution (via mossbridge troll etc.) Also, because of the challenge of activating this card, it is ideal to avoid playing this card early game. [/spoiler] Recurring the Hideway lands: [spoiler] An option in this deck (see Section 4, Combos) is to take further advantage of these lands via Stripmine / Wasteland & Crucible of Worlds. This combo can be used if you have the free available mana and/or crucible of worlds out, or if you can’t seem to keep Mayael on the board. Reminder: It takes 2+ turns to make this combo useful so it’s not an optimal fall back plan. If you are running Azusa, Lost but Seeking or Exploration, and have Seedborn Muse or Awakening on the field, this combo can be very useful.[/spoiler][/spoiler][/spoiler][/spoiler][/spoiler]
[B][SIZE="3"]Section 4: Combos and specific card interactions[/SIZE][/B]
The below combos will prove useful throughout the game and the career of the deck. Many are situational and have limited use, but some are incredibly important.
Reminder: Library manipulation is the heart and soul of this Mayael, the Anima build. To that end, controlling the top 5 cards of your library are your most important combos. [Spoiler]
Cream of the crop + Creature ETB:[Spoiler]is the cornerstone of this build. Any time a creature comes into play you get the opportunity to stack the deck for the next time you need to cheat.
[COLOR="Red"]Note[/COLOR]: In general with all stacking effects (including Cream of the Crop) remember that when you do this prior to your draw step you will draw into the creature you're looking to hit with Timesifter, Gate to the Aether / Omen Machine, Lurking Predators, or Clash effects, this doesn't effect Mayael. So place the target [I]second[/I], that's a key trick and if you screw it up late game you'll have lost a lot of tempo.[/spoiler] Sylvan Library + Abundance: [spoiler] is an automatic draw 3 cards of the type you name. The is because Abundance is a replacement effect on Library's "draw" mechanic, you can chose what kind of card you want, and then keep them all at no loss of life to yourself.
Further Interaction with Omen Machine, three cards of your choice (mana / non mana) directly into play![/spoiler] Mayael the Anima + Seedborn Muse / Awakening: [Spoiler]This allows you to bring a new creature into play during every players turn. Seedborn Muse is the partner of choice, however Awakening will do the job as well. Cream of the Crop magnifies the potency of this combo. [/spoiler] Scroll Rack + Mayael the Anima:[spoiler]This not only lets you put large creatures in your hand onto your deck, but allows you to then cheat them directly into play with Mayael[/spoiler] Survival of the Fittest / Fauna Shaman + Scroll Rack + Mayael the Anima: [Spoiler]Provided you have an expendable creature in your hand (Anger is your favorite option), this lets you tutor for any large creature in your deck, put it on top of your library, and then cheat it into play with Mayael. In a pinch, Sylvan Tutor &/or Worldly Tutor can do the same trick.[/spoiler] Survival of the Fittest + Scroll Rack + Genesis Wave: [Spoiler] for any number of expendable creatures in your hand, you can tutor up that many creatures and cheat them all into play provided you have enough mana. [/spoiler]
Creature ETB + Aura Shards / Where Ancients Tread: [spoiler]For every creature drop, you can deal direct damage and then destroy something too.[/spoiler] Wasteland / Strip Mine + Hideaway Lands + Azusa, Lost but Seeking + Crucible of Worlds: [Spoiler] This allows you to recur your hideaway lands every turn. With Cream of the Crop in play, this gives you the best chance of not missing the beat on a hideaway drop. With Seedborn Muse or Awakening in play, this lets you do it every turn.[/spoiler] Seedborn Muse + Godsire: [spoiler]Produces an 8/8 every turn.[/spoiler] Kiki-Jikki, Mirror Breaker + any creature with ETB effects: [spoiler] self explanatory [/spoiler] Constant Mists + Crucible of Worlds:[Spoiler] Truely Constant Mists[/spoiler] Azusa, Lost but Seeking / Exploration + Admonition Angel: [spoiler]Point removal every turn. With Crucible of Worlds & Constant Mists, you will never run out of land. [/spoiler] Mossbridge Troll + Mayael's Aria: [spoiler]Alternate win condition if you have enough creatures on the field to pump Mossbridge Troll up.[/spoiler] Melira, Sylvok Outcast + Woodfall Primus + Greater Good: [spoiler]Sacrifice Woodfall Primus to Greater Good to remove target non creature. Because of Melira, Sylvok Outcast, Woodfall Primus comes back with no wither counters on it. Rinse and repeat to draw a lot of cards and remove every non creature on the board.[/spoiler]
[B][SIZE="3"]Section 5: Matchup Strengths & Weaknesses[/SIZE][/B][Spoiler]
Because this is a multiplayer format and deck and several people are involved taking down 1 person or winning the game it’s difficult to say how exactly this deck competes against the others. Because my strategies depend a lot on politics and cooperation, a successful win is also dependant on what other decks are on the field. What follows is a [i]rough[/i] outline of how this deck has played against various other strategies.
When you see (X,Y) in the weaknesses think of that as how often the deck’s strategy would fall apart against the opponent. For the strengths, think of it as how often this build could out-tempo and aggro in late game.
[COLOR="Red"]Note[/COLOR]: This is not a result of tournament play. About 60% of the games played have been online, so you have to consider that some people put a lot more power into a net deck then a real one (when they don’t have to buy Grim Tutor, Mana Crypt etc). This deck has gotten a lot of exposure to several opponents (Thada, Oona, Niv-Mizzet, Sek’Kuar, Radha, Darien, Lyzolda) in person and most of the numbers you see for those builds reflects that.
Remember : This is a multiplayer deck. Politics is a big key player so gaining assistance and working with people to take down common enemies is a big strategy.
[spoiler]
[Weaknesses] This is a non-competative build in the middle between competitive and casual. It doesn’t aim to compete against T1 decks, it doesn’t build around infinite combos and it has limited recursion and removal. Therefore it’s primary weakness is combo. The color strategies outlined below apply to multicolor decks that have a similar strategy.
1. Blue &/or Black fast disruption: Azami, Dagsson, Oona, Wrexial, etc. (1-5)
• Strategy: Mayael becomes aggro, bait the counterspells as best you can, politic with everyone else to focus on that person
2. Blue Theft: Memnarch, Thada, Empress Galina (2-5)
• Strategy: Wince when they play Bribery & Acquire. Keep up the threat, politic them off the field. Die gracefully. [Thanks Telekinesis] consider mainboarding Brooding Saurian
3. Blue / Multicolor artifact control: Sharuum and company (1-4)
• Strategy: Deal with planeswalkers asap. Aggro out
4. Blue/Red – disruption and burn: Niv-Mizzet, Tibor & Lumia, etc (0-4)
• Strategy: Similar to mono blue, bait and strike quickly
5. Jund, Graxis, Golgari creature control: Sedris, Savra, Sek’Kuar, etc. (3-3)
• Strategy: Avoid getting crippled by Gravepact etc. by protecting Spearbreaker Behemoth, Deathless Angel, or consider mainboarding Tajuru Preserver
6. Red Land Destruction + fast aggro: Rakka Mar, Kiki-Jiki, etc. (0-5)
• Strategy: wince, and try to be quick
7. Mono Green Ramp: Azusa, Omnath (2-2)
• Strategy: pick up the tempo, stay behind mono green and keep a board position that doesn’t make you their primary focus. [/LIST]
[Strengths] The strategies detailed in this primer have worked very well against the following decks, so I will not list any specific strategies for them. In general, decks and players who focus more on group play, multiplayer interactions, and slow pace are at a disadvantage vs. Mayael. Mayael in general tends to over power most casual decks that do not have a clear efficient win condition, so I won’t bother mentioning them.
[B][SIZE="3"]Section 6: Cards Purposefully Not Included[/SIZE][/B][Spoiler]
Lets start out with the most important group of cards, big creatures:[Spoiler] Blightsteel Colossus – Bribery or Acquire would hurt me pretty bad Ulamog, the Infinite Gyre – See Blightsteel. Also slightly degenerate Kozilek, Butcher of Truth – See Ulamog Sundering Titan – See Kozilek It that Betrays, Chancellor of the Forge – This deck doesn’t capitalize on his ability. Akroma, angel of Fury – Just not enough oomph. She doesn’t live up to her white counterpart. One of the best parts of Red Akroma (her morph) is not what this deck’s strategy needs. Angelic Arbiter – beater with limited evasion is nice, and it has table functionality. In general its okay I just not really an answer and it has high threat. Spellbreaker Behemoth – Only helps when direct casting large creatures which this deck doesn’t do. Myojin of Life’s Web – See spellbreaker behemoth Mycoid Shepherd – really underwhelming, Miren, the Moaning well does the job enough, and I can put a bigger fattier creature instead. Twilight Shepherd – [fix courtesy of Genoin] Despite the fact that she does effectively gust your creatures away from a board wipe, they all go to your hand which doesn't help the play of this deck. Scroll rack would need to be on the field, and genesis wave would probably need to follow. Too situational. Kalonian Behemoth, Terra Stomper, Krosan Skyscraper, Krosan Colossus, Autothtcon Wurm, Panglacial Wurm, Meglanoth – Yes they are big, no they don’t have a lot of utility. This deck doesn’t just play big creatures to have big creatures, it’s all about utility and multiple functionality. Felidar Sovereign, Urabrask, the Hidden, & moltensteel dragon – Can’t be Mayael’d Tornado Elemental – Kills a lot of my own creatures, not worth the mana investment through Deathless Angel / Spearbreaker to include this card. Novablast Wurm - See Tornado Elemental Chancellor of the Tangle: His first-hand ability really is rather useless. He does have some limited utility in that he can reach... but he's over all pretty one sided. Doesn't make the cut. Inferno Titan – A little underwhelming compared to someone who can burn bigger like Scourge of Kher Ridges. Sun Titan – Very few worthy targets for his ability Plated Slagwurm – Not enough targets to take advantage of. Best in Mono-green Flameblast Dragon – I prefer Titan’s Revenge. Avenger of Zendikar & or Regal Force – two interesting cards that don’t add a ton of utility by themselves but more in combo with Tooth & Nail. The Avenger plays well with Primeval Titan, however a Mayael activation into one of these guys (especially regal force) is a little underwhelming when they can’t be played together. Jugan, the Rising Star – Flying yes, utility? No. better in a weenie deck, not big enough. Ancient Hellkite, Crimson Hellkite, Hellkite Igniter, Kilnmouth Dragon, Imperial Hellkite, Rimescale Dragon, Shivan Hellkite, Shivan Dragon, - All of these are fun fliers. Don’t get me wrong I love dragons but firebreathing isn’t enough utility to warrant inclusion in this deck. None of them make the cut. Vagrant Plowbeasts – Underwhelming, not as good as Spearbreaker Behemoth[/spoiler]
Support Creatures that didn’t make the cut:[spoiler] Brawn – Used to have this in here but most of my big creatures carry some sort of limited evasion, whether its flying or trample already. And if they don’t then they aren’t there to really be swinging with. It was mostly a dead draw, and even if it went to the yard it was underwhelming. Birds of Paradise, Knotvine Mystic, Druid of the Anima, Oracle of Mul Daya – Underwhelming, die quickly. Knotvine Mystic would be the only one maybe worth it. The oracle gives away to your oppents what might be coming, and Azusa allows for more land than the oracle. Fierce Empath – Don’t want big creatures in hand in this build, Worldly Tutor & Sylvan tutor are better for this build. Elvish Piper – Causes a lot of threat, don’t want to play big creatures from the hand. Not the strategy of this build. Acidic Slime – Good removal but can’t be Mayael’d and doesn’t assist the strategy Squee, Goblin Nabob - You have to remember, the goal of this deck is not to have creatures in hand, therefore Survival of the Fittest is not a primary combo, it's secondary to fix your hand. In addition, a lot of people still react to it's threat level very quickly, so i usually don't get a lot of activations. I think Squee, Goblin Nabob would warrant a sideboard slot if Survival of the Fittest / Fauna Shaman assisted a game plan that put creatures in your hand. I just don't need that much assistance vs. someone who plays a Elvish Piper / Quicksilver Amulet / Myojin of Life's Web strategy. Saffi Eriksdotter - [Thanks Angel-Pheonix] Saffi is really cool i like her, my issue is that Saffi by herself is 1 free removal prevention on 1 target. this is great if you are running a Voltron general, or if there are specific cards key to your success. Saffi gets much better the more small recursion you run (Reveillark, Sun Titan, Karmic Guide, etc.). None of my fat creatures are so important (other than mayael herself) that i think warrant a 1 removal protection, and i'm completely content with recasting mayael several times when needed. [/spoiler]
Artifacts, Enchantments, and Plansewalkers:[spoiler] Quicksilver Amulet – See Elvish Piper Steely Resolve – Asceticism is better. I would play that first.
Planeswalkers – None of them really fit the beef. [/spoiler][/spoiler]
[B][SIZE="3"]Section 7: Good cards that need play testing or warrant inclusion based on personal preference/meta[/SIZE][/B][Spoiler] Rampaging Baloths – yes it combos with Primeval Titan and yes it’s a fatty with a little evasion. But it has limited utility, I could see swapping it for Godsire. Vigor – [EDIT:] Currently in the Sideboard - see 3.4 for explanation. Further play testing will see if it gets mainboarded. Rorix Bladewing – I really like this guy: haste, flyer, beater. He goes in and out of my sideboard depending on my mood. Eternal Dragon – [Correction: Thanks Telekinesis] Could be swapped for Krosan Tusker. Will have to try this out. Dragon Mage – An interesting guy, evasion yes, utility somewhat. I could see swapping him for Knollspine Dragon depending on play style, opponents, etc. Lightning Greaves – Goes in and out of the sideboard depending on the meta Rings of Brighthearth – An interesting card that I havn’t tried, but am interested in trying. Asceticism – Comes in and out of the sideboard depending on the types of decks I’m playing against. Privileged Position – See Asceticism, play this instead to protect enchantments etc. Brooding Saurian - Helps against Theft (see weaknesses) Tajuru Preserver - Helps against Sacrifice Gate to the Aether - Cheats creatures into play, combos with Timesifter High Market - Needs to be tested vs. Miren, the Moaning Well Genesis - Needs to be tested. Glory – I like this card’s ability I just don’t know how important it is. Needs to be tested Recross the Paths - Needs to be tested vs. Cultivate Spring Cleaning - Needs to be tested Vs. Allay Redeem the Lost - Would tested vs. Glory Woodland Guidance - needs to be tested vs. Eternal Witness. Impromptu Raid - Needs to be tested for Aggro Package Hateflayer - Needs to be tested for dual use large creature. Vengeful Archon – Personal Protection, flies Chancellor of the Anex: She's cool, and if you want a bit of prison/lock down in your deck she's an ok inclusion.
Urzatron - Urza's Mine, Urza's Tower, Urza's Power-Plant - This has been on my mind for a while mainly because it can be fetched instantly with a Tooth & Nail into Primeval Titan + Kiki-Jiki, Mirror Breaker. And after that having 7 mana on the board from 3 lands is quite nice. I just have no clue if i have land i could cut for them. Vow of Duty - Use politics to your advantage. Force a nasty enemy creature to attack someone else. Vow of Lightning - See vow of duty. Vow of Wildness - see vow of duty.
[/Spoiler]
[B][SIZE="3"]Section 8: Changelog[/SIZE][/B][Spoiler]
Changes / Additions to this Primer
-------------------------------
Eternal Dragon text adjustment
Added Saffi Eriksdotter to section 6
Added Section 7, moved Changelog to Section 8
Re-adjusted cards worth play testing from section 6 to 7
Edited Vigor
Added Brooding Saurian, Tajuru Preserver, High Market, and Genesis to Section 7
Added Squee, Goblin Nabob to section 6
- Dragon tyrant
+ Vigor
Added Recross the paths, spring cleaning, redeem the lost, woodland guidance to section 7.
Clarified SDT mechanics and [I]clash[/I] effects in section 4.
Added the Urzatron to section 7.
- Sylvan Tutor
+ Congregation at Dawn
Added Impromptu Raid, and Hateflayer to section 7.
Edited Twilight Shepherd in section 6.
Linked to Tedv's article included in the header.
Updated decklist with the following changes and made the respective changes in each section for them.
+ Omen Machine
- Gate to the Aether (moved to section 7)
+ Vorinclex, Voice of Hunger
- Vengeful Archon (moved to section 7)
+ Birthing Pod
- Fauna Shaman (moved to section 7)
Added Urabrask the Hidden, Moltensteel Dragon, Chancellor of the Forge, and Chancellor of the Tangle to section 6.
Added Chancellor of the Annex to section 7.
Added vow of duty, vow of lightning, and vow of wildness to section 7
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed
If the deck is weak to stealing effects, why not run Brooding Saurian? Sure, it's not great in some matchups and it misses out on the 5 power, but it would help shore up a lot of weaknesses and it can be tutored for easily.
On that same note, no High Market? It's one of the few actual auto-include lands imo.
If the deck is weak to stealing effects, why not run Brooding Saurian? Sure, it's not great in some matchups and it misses out on the 5 power, but it would help shore up a lot of weaknesses and it can be tutored for easily.
On that same note, no High Market? It's one of the few actual auto-include lands imo.
Eternal Dragon: Nice call on this. And after thinking about it i think i might like it a little better than Krosan Tusker (a better beater late game, recurrable, but you lose the cantrip). Will definitely have to replay test it.
I had forgotten about Brooding Saurian mostly because it can't be Mayael'd. In this deck it would be classified as a support creature and i have limited amount of space for them. That being said against a heavy blue meta or against people who love theft, this would be a great solution. It's definitely going to be play tested and probably warrants a spot on the sideboard over say.. Dragon Tyrant.
High Market vs. Miren, the Moaning well is an ongoing debate. I might sideboard it as an alternate. On the one hand you don't need an activation but you only get 1 life. On the other hand you get lots of life but have to keep 3 mana back. I would consider swapping them in play test to see which i like better but it will probably stay Miren. I usually end up keeping mana back, and with Awakening/Seedborn muse in play, Miren becomes strictly better.
I like Genesis a lot, it's good recursion but it's tough to determine what it should replace. It needs to be play tested, thanks for the suggestion. Ever since i sideboarded Fauna Shaman, my reliance on Survival of the Fittest has gone down. You have to remember, the goal of this deck is not to have creatures in hand, therefore Survival of the Fittest is not a primary combo, it's secondary to fix your hand. In addition, a lot of people still react to it's threat level very quickly, so i usually don't get a lot of activations. I think Squee, Goblin Nabob would warrant a sideboard slot if Survival of the Fittest / Fauna Shaman assisted a game plan that put creatures in your hand. I just don't need that much assistance vs. someone who plays a Elvish Piper / Quicksilver Amulet / Myojin of Life's Web strategy.
Good question on Greater Good. The answer lies within the question: under what circumstance would Greater Good be most useful? - When you have big creatures on the field. Greater Good allows you to capitalize when you know you are going to lose your creatures, and in the Late Game this only happens when they are forced to Exile or forced to Sacrifice. Because this is not as often as targeted for destruction (countered w/ indestructibility via Deathless Angel or Spearbreaker Behemoth), it doesn't make the starting squad and gets benched (i still have Momentous Fall or Miren, the Moaning Well if the creature loss is in fact inevitable). I would still rather play Tajuru Preserver (not on the sideboard list since it's the rarer case) if someone likes to make me sacrifice... as it lets me still keep my creatures around. The only reason Greater Good makes the sideboard instead of Tajuru Preserver is because i can swap it with Momentous Fall if there's just heavy destroy/exile effects that Angel/Behemoth/Miren can't keep up with.
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed
Can she at least make the "Support Creatures that didn’t make the cut"?
Thanks! I saw your deck, and a bunch of others that have been cropping up and i've written a lot to some of them, and i just wasn't interested in repeating myself a few more times....
So i wrote this instead! haha, took me 3 days.
Saffi is really cool i like her, my issue is that Saffi by herself is 1 free removal prevention on 1 target. this is great if you are running a Voltron general, or if there are specific creatures key to your success. Saffi gets much better the more constant recursion you run (Reveillark, Sun Titan, Karmic Guide, Raya Dawnbringer, Emeria, the Sky Ruin etc.). None of my fat creatures are so important (other than mayael herself) that i think warrant a 1 removal protection, and i'm completely content with recasting mayael several times when needed.
I'm not opposed to running Saffi in general it's just i have no way to really abuse her and i honestly wouldn't know what to cut. But i'll add her to the list of cards that didn't make the cut
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed
Dragon Tyrant is out. The cumulative upkeep hurts and he has no multiple functionality. He just hurts...a lot.
In comes Vigor, a big beater, limited evasion, blocks direct damage (protects mayael from burn), pumps, and has recurring survival. Definitely warrants inclusion to the sideboard. Further play testing will see if it gets mainboarded.
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed
I agree about Saffi, and unless the Mayeal build is heavily creature oriented, I almost feel the same way about Marshal's Anthem.
Vigor is a nice addition. Very versatile creature.
Clash might really enhance the control aspect of your build. I'm curious to see how it tests.
Marshal's Anthem is rather weak imo, i've only ever attempted to play it in mono W and it fell quite short. Vigor is definitely nice, he's currently mainboarded for play testing, need a few more games to get a feel for him (and i'de love to get him out there against Niv-Mizzet......)
I'm excited about clash too, i've swapped Recross the Paths for Cultivate. We'll see what happens!
in other news,
Just finished a brutal game against two mono red opponents and mono white. I ended up winning... and politics helped a little. The line between politics and generosity can be gray at times but i approve of people who make logical choices. Not just focus on someone for the hell of it.
In this game's case against Kiki-Jiki i was limited on the board, and he totally was able to out play me. However i was able to get a glimpse at some changes to the deck, mostly Eternal Dragon and i liked what i saw. Krosan Tuskar might get the hook.
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed
Update: Got really destroyed against Niv-Mizzet functionally & in tempo in a 4 person the other day.
I hate to say it but Quicksilver Amulet may make it to the sideboard. If i can't keep Mayael on the Board or my enchantments this strategy is crippled.
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed
Nice Mayael post Shmo I'm a big fan of Mayael myself but I usually run the deck a bit more aggro I've been thinking of trying Timesifter + cream of the crop/top/ect.. how do you like Gate to Aether?
Gate to the Aether is neat. But in my mind it comes out only when you have really solid top deck manipulation, at LEAST Top/Library, better if you've already got a Cream of the Crop rotation in. You have to out-drop your opponents who could be dropping things fast. It's especially effective vs blue where there aren't that many permanents that the Gate likes to see. At worst it's a shot in the dark... at best it's a lurking predators every turn.
Gate to the Aether is fun inside the Timesifter combo because every time you win a clash with Timesifter you can immediately put that creature into play. - Btw a note on the timesifter combo because you said you were thinking about trying it. It's really neat, it's fun and it definitely sums up everything that this deck is about. In my mind the interactions with it are really pretty cool and it all comes together if your opponents can't break the combo apart. That being said it's insanely frustrating to be an opponent stuck inside a timesifter loop from Mayael, so every time i've ever dropped it, most players auto-scoop if they have nothing to disrupt it with in that first turn. I run it in my sideboard if i know i'm going up against opponents that i need to lock out quickly or if i know it's going to be a competative game. Otherwise it rarely hits the board.
As far as aggro vs. passiveagressive i guess it reflects my nature. But also it's the way i like to play magic. There's no doubt that Mayael is probably better played as Aggro... But thats why i have an online Stonebrow, Krosan Hero deck. That gets my inner aggressive Timmy out
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed
Gate to the Aether is neat. But in my mind it comes out only when you have really solid top deck manipulation, at LEAST Top/Library, better if you've already got a Creap of the Crop rotation in. You have to out-drop your opponents who could be dropping things fast. It's especially effective vs blue where there aren't that many permanents that the Gate likes to see. At worst it's a shot in the dark... at best it's a lurking predators every turn.
Gate to the Aether is fun inside the Timesifter combo because every time you win a clash with Timesifter you can immediately put that creature into play. - Btw a note on the timesifter combo because you said you were thinking about trying it. It's really neat, it's fun and it definitely sums up everything that this deck is about. In my mind the interactions with it are really pretty cool and it all comes together if your opponents can't break the combo apart. That being said it's insanely frustrating to be an opponent stuck inside a timesifter loop from Mayael, so every time i've ever dropped it, most players auto-scoop if they have nothing to disrupt it with in that first turn. I run it in my sideboard if i know i'm going up against opponents that i need to lock out quickly or if i know it's going to be a competative game. Otherwise it rarely hits the board.
As far as aggro vs. passiveagressive i guess it reflects my nature. But also it's the way i like to play magic. There's no doubt that Mayael is probably better played as Aggro... But thats why i have an online Stonebrow, Krosan Hero deck. That gets my inner aggressive Timmy out
Interesting. I might play with this in my Mayael build and see how it works.
I see you have Cream of the Crop as your rotation peice, (which btw is mispelled and doesn't link)
I am wondering what are the merits and drawbacks of also including Mirri's Guile and Scroll Rack.
Interesting. I might play with this in my Mayael build and see how it works.
I see you have Cream of the Crop as your rotation peice, (which btw is mispelled and doesn't link)
I am wondering what are the merits and drawbacks of also including Mirri's Guile and Scroll Rack.
Lolol sorry. "Creap" of the crop definitely doesn't make sense. The tutors are great though Idyllic only finds enchantments. Definitely helps finding your necessary combo pieces. Stoneforge Mystic finds equipments...sooo... i'm not sure how that helps..
Hoarding Dragon is nice, i'm working him into play testing because he can find mana rocks, top, gate, or timesifter. Which is nice, though it helps if you have a sac outlet. Since the Hoarding Dragon can't be Mayael'd he has limited use as a beater. He's a blocker and can block flying, and has a rattle snake like effect if he's hoarding something useful, but the slots for support creatures are limited. If you find that you are counting on artifacts heavily, i would say he's an auto-include. More tutoring is better.
Scroll Rack is incredible in this deck, this is an Auto-Include. The point of this deck is to have creatures on the top of your library. Scroll Rack solves the problem of what to do when you have creatures in your hand (get them out and back into your library), and on top of that it puts them right where Mayael, Lurking Predators, Gate to the Aether, Timesifter, and all the clash effects want to see them. (Scenario: someone plays Wheel of Fortune, you have creatures on top ready for a mayael activation and can't get rid of them so you draw into them. You have Scroll Rack in play, use it to put all those creatures you just drew, right back on top.)
Honestly Mirri's Guile should probably be mainboarded. It comes down to if you're having trouble getting some SDT like effects on the board. The more you're ability to manage your library the better, especially if you're up against a meta or group that like to remove enchantments & artifacts.
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed
With the massive amount of top-of-deck manipulation i have these could be damaging spells. Thoughts?
With topdeck manipulation from the Scroll Rack, Impromptu Raid look pretty good. I think Mayael's ability popping creatures into play is much better though, especially if you have Lightning Greaves on the board to give the creature haste. With Timesifter in place, would you even want to activate Impromtu Raid? I would think setting up another clash win would take precedence.
The other spells look too aggresive for my taste in Mayael. Once you have the Timesifter/Scroll Rack engine online, they seem like dead cards. They do have more early-mid game potential though and might serve well in a more competitive environ.
In Mayael, I like any potentially open slots to be filled by protection, draw, tutor, and even lifegain since it takes a little while to assemble the scroll rack/timesifter/gate to the aether engine. Although, the cards you mentioned seem to be more consistant with the direction this build has been going - which seems to be less control and more aggro.
I think an aggro sideboard package using these cards might be in order here.
With topdeck manipulation from the Scroll Rack, Impromptu Raid look pretty good. I think Mayael's ability popping creatures into play is much better though, especially if you have Lightning Greaves on the board to give the creature haste. With Timesifter in place, would you even want to activate Impromtu Raid? I would think setting up another clash win would take precedence.
The other spells look too aggresive for my taste in Mayael. Once you have the Timesifter/Scroll Rack engine online, they seem like dead cards. They do have more early-mid game potential though and might serve well in a more competitive environ.
In Mayael, I like any potentially open slots to be filled by protection, draw, tutor, and even lifegain since it takes a little while to assemble the scroll rack/timesifter/gate to the aether engine. Although, the cards you mentioned seem to be more consistant with the direction this build has been going - which seems to be less control and more aggro.
I think an aggro sideboard package using these cards might be in order here.
Good arguments. My biggest interest in Impromptu Raid would probably be Plan B. But that might not even be better than just Quicksilver Amulet. A problem i've been having is when my enchantments & artifacts get removed.
I definitely think Impromptu Raid fits in the aggro package, and i like the idea of selling it to the sideboard, i'll have to mull-over that thought.
I agree that those 2 burn spells seem a little bit A. one-shot and underwhelming and B. a little aggressive for my build. Which is why i havn't run them. I was mulling over if they might be better than Titan's Revenge & Where ancients tread. But i just don't think so.
i dont think those do enough(one shot). id rather run something like a Hateflayer instead.
Hateflayer definitely needs to be considered and play tested. Adding it to my primer. I could sub out Steel Hellkite for it. I don't know if i'de go out of my way yet to say that it's an auto-include. But its definitely an option needing attention.
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed
just as a note, i wasnt saying you should run Hateflayer. but if you are considering taking out something for a card like erratic explosion, hateflayer just seems better. so does where ancients tread. that card seems sweet.
My Mayael build has Regrowth and Recollect and I've been wondering if it needs even more recursion.
Depends on the meta/group i would say. I would almost rather run Privileged Position... however it's high costed and is a tempo loss to drop it (so then you talk about adding more mana doubling effects...). Open the Vaults may just be better...Other option would be a graveyard shuffle effect either through an Eldrazi Titan, or Elixer of Immortality. Or there's always Praetor's Counsel end game to deal with the loss.
At the end of the day the deck roster list doesn't have a huge amount of spots available to accommodate for this. This is definitely one of the weak spots in the build, which is why i try to prevent the loss of enchantments through politics. And this works much better IRL. too many people are illogical online.
just as a note, i wasnt saying you should run Hateflayer. but if you are considering taking out something for a card like erratic explosion, hateflayer just seems better. so does where ancients tread. that card seems sweet.
Yeah i know but hateflayer a 5/5 creature i havn't devoted any time to in any deck. I'de like to test it out, see what happens and come to a conclusion on it. yes where ancients tread is awesome (it's in my sideboard), the biggest downside is the tempo loss you get when you drop it, Best to drop it in the middle game, it doesn't draw very much threat when you don't have Mayael in play.
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed
Played with a similar build as your at last night's EDH gathering.
I was reluctant to sub out much of the angel flavor like Razia, Iona, and Twilight in favor of more aggressive creatures, but I did. I couldn't bring myself to remove Admonition though, and it wasn't until now that I noticed you still have a slot for her.
Whether it was my old Mayael build or this new one, Admonition Angel remains a champ. Again she was complimented by Deathless Angel who also protects Mayeal. I want Razia back in though I think.
Gate to Aether ended up being a group hug card. I'm not 100% on this one. Without Timesifter or a very heavy creature build it's doesn't seem advantageous.
The difference in our builds:
Mine replaces your "answer" slots with lifegain spells.
So instead of:
Allay
Aura Shards
Austere Command
Shattering Pulse
Krosan Grip
Swords to Plowshares
Path to Exile
Condemn
I'm thinking this burn package will have to come out to optimize the Timesifter combo. I'll be sad to see it go. There used to be like 7 more burn spells that worked well with Vexing Shusher and Tamanoa. I just don't know if Mayael can support that many slots for burns though, especially when trying to set up Timesifter.
I think I'll keep most the lifegain package with high cmc as opposed to going to spot removal. Let the other players remove and bounce and wipe. Plus I love having an alt wincon I can tutor for.
Control is not my game with Mayael, although maybe one day I'll come to regret that.
Last night I was able to go from 10 to 88 life with only one opponent left. I passed turn and lost to a totally unfun infinite turn combo. Dropping a binder of pegasus tokens into play would have been much more fun I think..
Anyways, thanks for this primer. I've been following it and my Mayael deck has improved quite a bit. I like this different approach must better than the "shroud/protect Mayael and pop out a beatstick every turn". It still has that of course, but seems much more dynamic and plays a little different each time. Kudos!
Played with a similar build as your at last night's EDH gathering.
I was reluctant to sub out much of the angel flavor like Razia, Iona, and Twilight in favor of more aggressive creatures, but I did. I couldn't bring myself to remove Admonition though, and it wasn't until now that I noticed you still have a slot for her.
Whether it was my old Mayael build or this new one, Admonition Angel remains a champ. Again she was complimented by Deathless Angel who also protects Mayeal. I want Razia back in though I think.
I like Razia, she's in my sideboard and she acts as optional protection if you need it. Iona is a house man, but she also draws hate. I can see not running her if you're not a fan of the lockdown she can provide (some people just think its mean). See section 6 for why i really don't like Twilight Shepherd. But to each his her own!
Gate to Aether ended up being a group hug card. I'm not 100% on this one. Without Timesifter or a very heavy creature build it's doesn't seem advantageous.
Yeah Gate to the Aether is a last ditch effort, unless you're setting up the Timesifter lock. I don't usually drop it till late game. If you have a cream of the crop rotation set up, usually you can out-drop your opponents, but obviously against some decks it's just not a good idea.
The difference in our builds:
Mine replaces your "answer" slots with lifegain spells.
So instead of:
Allay
Aura Shards
Austere Command
Shattering Pulse
Krosan Grip
Swords to Plowshares
Path to Exile
Condemn
Lifegain is a sore thumb in EDH. on the one hand, voltron aggro decks could care less if you have 200 life, it still only takes 21 GD to kill you. Similary, poison could are less too and that's even more of a problem at 10 PC. As an alternate win con i can sort of see it's value... though i would include cards that let you drop Test of Endurance or Felidar Sovereign EOT (Vedalken Orrery etc.), and i can see that Well of Lost Dreams could play in as card draw for you. I just dont know how strong of Plan B it is. I almost like Mayael's Aria better as a primary fall back, though it falls prey to board whipe.
You have some good creature fetching and extra topdecking I am considerng:
Sylvan Library
Cream of the Crop
Survival of the Fittest
Lurking Predators
Defense of the Heart
Primal Command
Tooth and Nail
I'm thinking this burn package will have to come out to optimize the Timesifter combo. I'll be sad to see it go. There used to be like 7 more burn spells that worked well with Vexing Shusher and Tamanoa. I just don't know if Mayael can support that many slots for burns though, especially when trying to set up Timesifter.
You've got a lot of packages and plans going on. I think it might help to pick a few and optimize them. Lifegain, Burn, Timesifter, and big fatties (thru Mayael's Aria). There are some cards that let you synergize them all together (i've talked about a few burn spells that play off the big creatures theme, and you have Where Ancients Tread etc.) Timesifter is a great finisher and needs support to pull it off. Alternatively you can throw an entire package into the sideboard and swap it in every now and then for a chance of pace.
I think I'll keep most the lifegain package with high cmc as opposed to going to spot removal. Let the other players remove and bounce and wipe. Plus I love having an alt wincon I can tutor for.
Control is not my game with Mayael, although maybe one day I'll come to regret that.
Last night I was able to go from 10 to 88 life with only one opponent left. I passed turn and lost to a totally unfun infinite turn combo. Dropping a binder of pegasus tokens into play would have been much more fun I think..
Let me know how the lifegain alt win con works out for you over the long run. Definitely worth trying it out!
Anyways, thanks for this primer. I've been following it and my Mayael deck has improved quite a bit. I like this different approach must better than the "shroud/protect Mayael and pop out a beatstick every turn". It still has that of course, but seems much more dynamic and plays a little different each time. Kudos!
You're welcome! i had a blast writing it. This is by far my favorite deck to play, and there's just so much you can do with it. There's definitely something to be said for the strength and power of Aggro... but this is just more interesting to play imo.
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed
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– PRIMER –
[I]A slightly different approach[/I][/SIZE][/CENTER]
A primer on Mayael deckbuilding and play strategy.
[COLOR="Red"]Note[/COLOR]: This is NOT a Tier-1 build or play strategy, this is a multiplayer political approach.
For an additional read and discussion on building a powerful and fun deck, look here at [URL="http://forums.mtgsalvation.com/showthread.php?t=322913"]Tedv's article[/URL]. Many concepts and philosophies that are embedded into this primer are outlined very well here by Tedv.
[B][SIZE="3"]Section 1: Strategy Discussion [/SIZE][/B]
[Spoiler]
[IMG]http://sales.starcitygames.com/cardscans/MAGSHARDS/mayael_the_anima.jpg[/IMG]
[B]Brief overview of this build[/B] [Spoiler]
There are lots of ways to deconstruct Mayael and debate her usefulness. Similarly, there are a lot of different ways to argue how best to use the Anima and her powerful ability.
[COLOR="Red"]Note[/COLOR]: This primer does not argue for the best and only way to approach her, but to take a look at one specific way.
In this build we are going to look at Mayael and how she can be used to react to opponent’s board positions, fetch up answers that might help in key situations, and turn the tide of battle by switching from a passive lay low and politic position, to all out agro.
This is NOT a ramp and beatdown build, this deck takes advantage of library manipulation to set up specific creature drops that will best help you in what ever situation you are stuck in.
[COLOR="Red"]Note[/COLOR]: The primary difference between this build and your average Mayael strategy is threat level. This is not a fast aggro build.
The name of the game is to take advantage of politics, lay low on the field until late game where you can jump on opponents and swing for the win. Think of this as Captain Sisay from the Jungle. This primer will discuss play strategy, not necessarily just card selection.
[/Spoiler]
[B]Why should I play Mayael, the Anima?[/B]
[Spoiler]
• Did your parents change your name from Timmy to something more unique before you were born?
• Does it bug you when people say combo rules magic?
• Do you like swinging with big creatures?
• Do you wish you were around when Dinosaurs existed?
[/Spoiler]
[B]Why should I play this build over fast aggro?[/B]
[Spoiler]
• Do you prefer laying low than being the center of attention?
• Did you score an I on the Myers-Briggs test?
• Does the idea of reacting to other people’s big plays by springing the biggest and best creatures onto the field in ways that circumvent direct casting excite you?
• Do you have an aggressive but logical and political side to your personality?
• Do you like change, or trying new approaches?
• Do you like the warm feeling of winning without making enemies?
• You are patient.
[/Spoiler]
[B]You probably shouldn’t play this build or this commander if…[/B]
[Spoiler]
• You don’t own a deck without blue in it. Or are afraid of the lack of control a non-blue deck would innately have.
• You don’t understand how politics works, or aren’t interested in understanding that aspect of Commander.
• If you don’t think politics exists in Commander Magic.
• If you typically play a pro-active approach in your strategies.
• If you think the only way to win magic is to be the first person to kill people as soon as possible.
• You are impatient.
• You hate when people play Bribery.
[/Spoiler][/Spoiler]
There are a lot of ways to build around Mayael. Alternative card choices or strategies are roughly addressed in Section 6, Cards purposefully not included.
[B][SIZE="3"]Section 2: The Decklist [/SIZE][/B]
So let’s jump right into things and take a look
[Spoiler]
1x Sylvan Library
1x Cream of the Crop
1x Survival of the Fittest
1x Lurking Predators
1x Awakening
1x Aura Shards
1x Mirari’s Wake
1x Mayael’s Aria
1x Defense of the Heart
1x Abundance
1x Sterling Grove
Big Creatures:
Removal:
1x Terastodon
1x Woodfall Primus
1x Admonition Angel
1x Steel Hellkite
Protection:
1x Angel of Salvation
1x Blazing Archon
1x Platinum Emperion
Creature Protection / Buff:
1x Deathless Angel
1x Spearbreaker Behemoth
Disruption / Direct Damage:
1x Iona, Shield of Emeria
1x Scourge of Kher Ridges
1x Ryusei the Falling Star
1x Bogardan Hellkite
Aggro / Beatdown:
1x Akroma, Angel of Wrath
1x Baneslayer Angel
1x Mossbridge Troll
1x Darksteel Colossus
1x Godsire
1x Hellkite Charger
Other Utility:
1x Primeval Titan
1x Vorinclex, Voice of Hunger
1x Knollspine Dragon
1x Krosan Tusker
1x Yosei, the Morning Star
Support Creatures:
1x Seedborn Muse
1x Kiki-Jiki, Mirror Breaker
1x Bloom Tender
1x Eternal Witness
1x Anger
Artifacts:
1x Scroll Rack
1x Omen Machine
1x Sol Ring
1x Crucible of Worlds
1x Sensei’s Diving Top
Sorcery:
1x Austere Command
1x Worldly Tutor
1x Primal Command
1x Tooth and Nail
1x Genesis Wave
1x Green Sun’s Zenith
1x Idyllic Tutor
1x Skyshroud Claim
1x Cultivate
1x Allay
1x Congregation at Dawn
1x Constant Mists
1x Shattering Pulse
1x Krosan Grip
1x Swords to Plowshares
1x Path to Exile
1x Condemn
1x Momentous Fall
1x Enlightened Tutor
Land:
2x Forest
2x Mountain
1x Plains
1x Stomping Ground
1x Temple Garden
1x Sacred Foundry
1x Savannah
1x Taiga
1x Plateau
1x Fire-lit Thicket
1x Wooded Bastion
1x Rugged Prairie
1x Grove of the Burnwillows
1x Horizon Canopy
1x Gruul Turf
1x Selesnya Sanctuary
1x Spinerock Knoll
1x Mosswort Bridge
1x Windbrisk Heights
1x Madblind Mountain
1x Yavimaya Hollow
1x Contested Cliffs
1x Miren the Moaning Well
1x Strip Mine
1x Wasteland
1x Kor Haven
1x Jungle Shrine
1x Reflecting Pool
1x Wooded Foothills
1x Windswept Heath
1x Arid Mesa
1x Grasslands
1x Mountain Valley
1x Krosan Verge
1x Wild Ricochet
1x Titans Revenge
1x Creeping Corrosion
1x Praetor’s Counsel
1x Timesifter
1x Azusa, Lost but Seeking
1x Birthing Pod
1x Hoarding Dragon
1x Vigor
1x Melira, Sylvok Outcast
1x Exploration
1x Greater Good
1x Mirri’s Guile
1x Where Ancients Tread
At first glace you might realize that this looks a lot like your average Mayael, the Anima deck and you might very well be right! But you have to remember, the heavy focus is our game plan and how we are going to approach specific game scenarios.
[SIZE="3"][B]Section 3: Game flow – a walk through[/B][/SIZE] (section 3.4 contains the single card discussion)[Spoiler]
What follows at this point in the primer as a breakdown of a typical game flow (early – mid – late game) and which cards will be useful to you. Certain issues are presented in Q/A form.
3.1 Prior to Game Start : Understand how you will approach the deck and the play strategy, Muligan tips. [spoiler]
General tips (most people do this anyway):
Obviously when working on a deck understand your strategy, know every card in the deck and how they will be used. Know what cards are available to you under different circumstances. Take a look at the generals around you and attempt to plan a strategy or mentally deconstruct opponents strategies based on colors, general choice, or previous play experience.
Muligans: The Partial Paris is your best friend. When you draw your first hand expect to partial at least once. If it can be helped, your target land count should be 3 in the opening hand, 4 depending on what else you have (this can be adjusted if you’ve drawn into mana acceleration). NEVER keep the first 7 if you’ve drawn a fat creature. Partial the fat creatures away and hope you get something better. [/Spoiler]
3.2 Early Game : mana acceleration / fix, library manipulation, land discussion [Spoiler]
Strategy: Think of the early game as the opportunity for you to maintain your mana curve, fix it so that you can produce double naya when you have to (2R,2G,2W), and find a way to manipulate your library and hand. During this portion of the game you do not want to establish too much threat, and you want to conserve instant speed responses.
Reminder – We are not ramping into Mayael, the Anima ASAP. See section 1 above.
Cards you want to play:
Mana Ramp / Acceleration [Spoiler]Skyshroud Claim
Cultivate
Bloom Tender
Sol Ring[/Spoiler]
Library / Hand Manipulation[Spoiler]Cream of the Crop
Scroll Rack
Sylvan Library
Abundance
Sensei's Divining Top[/Spoiler]
Other[Spoiler]Aura Shards
Anger
Mayael's Aria[/Spoiler]
Land Priority[spoiler]Early game we are not super concerned with land priority other than we want to establish Naya as soon as possible should the need for it arise. However when it comes down to which mana to drop first, follow priority below (individual card discussion follows in Section 3.4)
[LIST]
[*]1. Comes into play tapped – play these first in this order, as best you can:
[*]a. Mirage Fetch Lands
[*]b. Tri-color
[*]c. Shock duals
[*]d. Hideaway
[*]e. Uncommon two-color lands if you are playing
them (i.e Shivan Oasis etc.) [/LIST]
[LIST]
[*]2. Comes into play untapped
[*]a. Zendikar fetch lands
[*]b. A/B/R Duals
[*]c. Fix Lands
[*]d. Ping Lands
[*]e. Basic Lands
[*]f. Colorless producers / utility lands[/LIST][/spoiler]
Q: When does the Early Game end?[Spoiler] A: This is a tough question to answer, it has no concrete line and it comes down to a few things.
• What position is your board & Library in?
• Where is the focus on the table, is it you or someone else?
• Is there a lot of removal out there (what kind of decks are your opponents playing?)
In my experience with this deck, the right time to jump into what I call the Middle game (below), is when you have at least 8 mana on the field, and when the focus on the table is on someone else. You should have dropped minimal threat during this time and unless someone is just paranoid that Mayael will come out and destroy them, you should be under the radar.
Lets tie this into the over all strategy: Shifting into Middle game should be done when you are satisfied with your hand, your land base (perhaps with the count above), and your library manipulation. In addition the optimal time to shift is when someone else is getting the beat down hammer. [/Spoiler]
Q: What do I do if I’m the center of attention![Spoiler] A: Don’t panic. My first solution is politics: If one person is doing the harassment, discuss with the others about this issue and that they should be the target and not you (try to retain your low amount of threat). Mayael has a lot of power under the bonnet and can be a ruthless weapon when unleashed. Use your point / mass removal if you have to, when you need to halt a threat. But do not fear discard, or point removal on your own small creatures. There are ways to get things back later. A lot of people are afraid of mana acceleration, especially because they read Mayael as a ramp and aggro build, if you lose a Sol Ring or Mirari’s Wake no big deal.
Last Resort: Mayeael, Mayael, Mayael. The great thing about the Anima is her fallback plan is always to let the stampede lose. [/Spoiler][/spoiler]
3.3 Middle Game : minimal threat involvement, response to threats
[Spoiler]
At this point you should have a reasonable land base and are ready to begin getting into a position where you can respond when needed, jump to the attack if you need, help out an ally, or build for a transition into Late game.
3.3.1 Optimal Scenario:[Spoiler][B]Your mana base:[/B] 8 colored mana and some utlity land ready, including but not limited to: Kor Haven, Maze of Ith, Strip Mine / Wasteland, etc.
[B]Your board:[/B] Hopefully you have some form of library & hand manipulation: Sylvan Library, Sensei’s Divining Top, Scroll Rack, Cream of the Crop.
[B]Low Threat / Rattle Snake Creatures:[/B] Anger, Ryusei the Falling Star, Baneslayer Angel
[B]Mana:[/B] Sol Ring, Bloom Tender
[B]Other:[/B] Mayael’s Aria, Exploration, Abundance, Melira, Sylvok Outcast, Birthing Pod
[B]Your hand:[/B] ideally you want as few big creatures in your hand as possible, in addition artifact, enchantment, and creature removal in your hand will help secure your position.
[B]Your Opponents:[/B] are leaving you alone.
Q: What cards should I not be playing?[Spoiler]A: Under our strategy cards you should NOT have out include but are not limited to:
Survival of the Fittest
Defense of the Heart
Seedborn Muse / Awakening
Mirari’s Wake
Lurking Predators / Gate to the Aether / Omen Machine / Timesifter
Primeval Titan
[COLOR="Red"]Note[/COLOR]: In my experience, Hall of the Bandit Lord and Winding Canyons cause high threat. People see this and fear an in coming fat creature, or a hasted Mayael... Even if you're just dropping it because you want it for later and can't take full advantage of it. If you've gauged the table and feel the general table threat is high, go ahead and play them early-mid game. If you feel the threat is low, save them as a land drop the turn you play Mayael (or the turn before if you can plan ahead).
All of these cards generate a lot of threat and will gimp our over all game plan because they will get quickly removed. They should be saved for Late game.
[COLOR="Red"]Note[/COLOR]: depending on the threat level of your opponents or situations that are present, it is okay to up your threat level. I realize this contradicts the above answer, however it is important that you gauge what else is on the field. If someone playing Omnath, Locus of Mana has ramped into 5th turn Ulamog, the Infinite Gyre it is definitely ok and probably prudent that you pick up the tempo of your deck. From the perspective of game flow this simply means your “middle game” might consist of 1-2 turns.
Keep in mind that our goal is a smooth painless transition into late game where combos start going off, armies start mobilizing, and players start dying before shifting into top gear.[/Spoiler][/Spoiler]The fact of the matter is it doesn’t take long to set up the Mayael Engine (see Late Game). How long you spend in the Middle game depends entirely of the tempo of the decks around you, and the threat level of all your opponents.
If Optimal Scenario (3.3.1) is the case than sometimes in order to prevent revealing too much of your game plan, or jumping the gun, sometimes you may intentionally pass a turn or two if your only play is to turn the ignition on Mayael. From the perspective of the strategy of this deck, that’s ok. ([I]If reading this sends shivers down your spine you should probably stop reading this primer[/I]). The fact of the matter is playing Mayael too early means you will walk into point removal, or risk losing your important enchantments.
There is no immediate reason to turn Mayael on full power under this optimal scenario, my strategy is always to play the table and react to the field and the players. How you push into late game depends on how the board state changes:
3.3.2 Sub-optimal Scenarios
Q: What state are your opponents in? What should you do?[Spoiler]
Scenario 1: Player B is taking a fast approach and trying to win early by way of painful disruption, or fast aggro and they are targeting Player C:[spoiler]
A: Decide if you want to help this person. It may be at your advantage, politically, to help this person. If you think Player B’s deck has the ability to quickly eliminate you as well (see Section 5, Weaknesses) then it can be prudent to show aid to someone in hopes you’ll get a return favor. General rules about politics apply, so don’t be surprised if you don’t get the help you need later, for what ever reason… or if player B turns his focus to you for helping player C. Only step in here if you can turn on the Mayael Engine (see Late Game). And protect it.[/spoiler]
Scenario 2: Player B is taking the fast approach against everyone on the board:[spoiler]A. Use politics to get the table to turn on this person, and then either apply removal if needed or turn on the Mayael Engine (move to Late Game).[/spoiler]Scenario 3: Player B is afraid of Timmy’s Mom and targets you:[spoiler] A: Don’t panic. Use politics to get help from the table if you can, and if you can’t use removal. All else fails, turn the Mayael Engine on.[/Spoiler] Scenario 4: There is a lot of removal / mass removal going around:[spoiler]A. Don’t play Mayael too early, keep your hideaways hidden. The lay and wait game will be your friend. [/spoiler]Scenario 5: Player B is playing heavy control / counter magic against you or the table:[spoiler]A. Be patient. Either let your opponents force out the counter spells, or draw them out yourself. If the opponent is playing heavy theft / control magic save the Mayael Engine for when someone else has higher threat than you. Consider Asceticism from the sideboard for the next time you play against this deck.
Ultimately Counter magic can defeat this deck (see Section 5: Weaknesses) especially if it’s recurred often… as blue is fully capable of. If this is the case, turn the Mayael Engine on early and attempt to eliminate that player.[/spoiler]Scenario 6: You are the only Timmy at a table full of Johnnys:[spoiler]A. Let them duke it out. Play the lay and wait game. Keep your threat low. Turn it on when there are few people left.
[/spoiler]Scenario 7: You’ve lost your board[spoiler]
A. Chances are you’ve also lost your leverage, so politics will not help you. If you are the only person who’s lost his board (because your enchantments / artifacts / small creatures were singled out) get Mayael out and start the engine. Time to start Late game. If everyone has lost their board because of All is Dust or something else, feel the tempo. If someone is countering the mass removal with aggro and you feel threatened, start the engine. If everyone’s tempo has been cut, resume the waiting game.[/spoiler]
The general rule that applies regardless of these scenarios is that you should gauge your involvement on the tempo and pace of the game. If people are turning the tables quickly, start Mayael out earlier and go ahead and move into Late game strategy. [/spoiler][/spoiler]
3.4 Late Game : full single card discussion[spoiler]
At this point it’s time to let Mayael, the Anima do her thing. This point of the game is to win. The following is a break down of every card and how it can be used to help achieve this goal. See Section 4, Combos to understand further how specific interactions work.
[B]Enchantments[/B]
[spoiler]
Sylvan Library – Allows you to see what is coming and to draw extra cards if you need them, and combos very well with Abundance.
Mirri’s Guile – Gives you a glimpse of what hopefully your cheaters would see when they pop.
Cream of the Crop – When you activate Mayael , play a creature, or pop a hideaway this card will help put another creature on top for your cheaters to see.
Survival of the Fittest– Further combos with Scroll rack, allows you to to tutor for what ever you need, place it on top with Scroll Rack and cheat it into play.
Lurking Predators – Cheats creatures into play
Awakening - Allows you to activate Mayael every turn.
Where Ancients Tread – Allows for direct damage every time you drop a creature.
Aura Shards – Allows for point removal every time you drop a creature.
Mirari’s Wake – Mana Doubling
Exploration - Allows for more land falls, combos with Admonition Angel. Allows for recurring hideaway lands with Crucible of Worlds
Greater Good – Turns removal into card draw
Abundance - An indirect library manipulation tool. helps you draw into mana when you need it. Combos very nicely with Sylvan Library.
Mayael’s Aria – Alternate Win Condition
Defense of the Heart – Dual creature tutor and cheat
[/spoiler]
[B]Big Creatures[/B]
[spoiler]
Removal:
Terastodon – Tripple Point Removal. Nice. Elephants are small by comparison to your army, ETB trigger
Woodfall Primus – Removes anything, recurs itself, offset by Mayael’s Aria, ETB trigger
Admonition Angel – Point removal, plays well with Primeval Titan
Steel Hellkite – Mass Removal if needed
Protection:
Angel of Salvation – Can save Mayael, flies, ETB trigger
Blazing Archon – Personal Protection, flies
Razia, Boros Angel – Protects Mayael, Flies
Platinum Emperion – Personal Protection (I’ve won games with this guy!)
Creature Protection / Buff:
Deathless Angel – repeatable creature protection, flies
Spearbreaker Behemoth – Repeatable creature protection, hard to destory
Windbrisk Raptor – who doesn’t want mass lifegain on a flying stick
Vigor - limited evasion, protection, buff, limited survival in one 6/6 package. Love it.
Disruption / Direct Damage:
Iona, Shield of Emeria – disables mono color. Flies. Borderline broken.
Scourge of Kher Ridges – mass destruction
Ryusei the Falling Star – rattle snake effect, board wiping
Bogardan Hellkite – direct damage, flies, haste, ETB trigger
Aggro / Beatdown:
Akroma, Angel of Wrath - big, evasion
Baneslayer Angel – cheap (can be direct casted), powerful, lifegaining, limited evasion
Mossbridge Troll – big, alternate win con with Mayael’s Aria, survival
Darksteel Colossus – big, survival
Godsire – Creates a mean army if left un touched, combos nicely with Seedborn Muse
Hellkite Charger – helps the team swing in for big damage
[S]Dragon Tyrant – Big, Mean, and flies[/S] [COLOR="Red"]Out[/COLOR]
Other Utility:
Primeval Titan – fetches land of any type, ETB trigger
Knollspine Dragon – hand fixing, flies, big, ETB trigger
Vorinclex, Voice of Hunger - Mana doubling is nice, and on big beat stick. In addition slows opponents down.
Krosan Tusker – land fixing early game, big late game
Yosei, the Morning Star – can cripple an opponent for 1 turn, flies
Hoarding Dragon – Tutors for a very useful artifact
Vigor - Protects against direct damage combos frequently seen in Izzet.
There are 28 creatures here, giving an optimal chance of striking one of them with Mayael. The chance of this goes up with Cream of the Crop or Scroll Rack.[/spoiler]
[B]Support Creatures[/B]
[spoiler]
Seedborn Muse - Allows you to activate Mayael every turn
Kiki-Jiki, Mirror Breaker – abuses all ETB triggers
Anger – Provides haste to the army
Bloom Tender – Covers half of Mayael’s Activation cost by himself.
Azusa, Lost but Seeking – Allows for more land falls, combos with Admonition Angel. Allows for quickly recurring hideaway lands with Crucible of Worlds
Fauna Shaman - Further combos with Scroll Rack, allows you to to tutor for what ever you need, place it on top with the rack, and then play it through any of the many cheaters.
Melira, Sylvok Outcast - Blocks Poison, and combos very well with Greater Good & Woodfall Primus.
Eternal Witness – Single card graveyard return
[/spoiler]
[B]Artifacts[/B]
[spoiler]
Scroll Rack – Allows you to pull a fat creature out of your hand and on top of your library for the cheaters to see, a great trick to not get stuck playing fat creatures out of your hand.
Omen Machine - Blocks card draw, cheats creatures into play, and combos with Cream of the Crop, and other top deck manipulations.
Sol Ring – Mana Acceleration
Crucible of Worlds – Recurs lost land to Stripmine, recurs fetch lands, combos w/ Hideaway lands.
Sensei’s Diving Top – Gives you a glimpse of what hopefully your cheaters would see when they pop.
Timesifter – Combos with cheat & library manipulation for a lock-out.
Birthing Pod - Converts a dead creature into a slightly more powerful one. See detail below for creature chain.
[/spoiler]
[B]Sorcery[/B]
[Spoiler]
Austere Command – Mass Removal
Worldly Tutor – support creature tutor
Sylvan Tutor – support creature tutor
Primal Command – Utility
Tooth and Nail – Creature Tutor & Cheat
Genesis Wave – Mass Cheat
Green Sun’s Zenith – Tutor & Cheat
Idyllic Tutor – Enchantment Tutor
Skyshroud Claim – mana acceleration
Cultivate – mana acceleration
Creeping Corrosion – mass artifact removal
Praetor’s Counsel – mass graveyard return[/spoiler]
[B]Instant[/B]
[spoiler]
Allay – Recurring Enchantment removal
Constant Mists – Recurring Fog
Shattering Pulse – Recurring Artifact removal
Krosan Grip – Uncounterable Enchantment & Artifact Removal
Swords to Plowshares – Creature Removal
Path to Exile – Creature Removal
Condemn – Creature Removal
Titans Revenge – Large Direct Damage, combos with library manipulation
Momentous Fall – lifegain & card draw
Enlightened Tutor – Artifact or Enchantment Tutor
Wild Ricochet (if you are running it) – spell redirect & copy[/spoiler]
[B]Land[/B]
[Spoiler]
Forest - Basic Green, tetchable
Mountain - basic Red, fetchable, need for Anger
Plains - Basic White fetchable
Stomping Ground - RG Dual, fetchable
Temple Garden - GW Dual, fetchable
Sacred Foundry - RW Dual, fetchable
Savannah - GW dual, fetchable
Taiga - RG Dual, fetchable
Plateau - RW dual, fetchable
Fire-lit Thicket - RG fix
Wooded Bastion - GW fix
Rugged Prairie - RW fix
Grove of the Burnwillows - RG 2 color
Horizon Canopy - GW 2 color
Gruul Turf - RG double
Selesnya Sanctuary - GW double
Madblind Mountain - basic Red, library reset, supports Anger
Yavimaya Hollow - Regeneration
Miren, the Moaning Well - Lifegain
Strip Mine - Land removal
Wasteland - Land removal
Kor Haven - Combat damage Prevention
Maze of Ith - Combat damage prevention
Winding Canyons - Creature Haste
Hall of the bandit Lord - Creature Haste
Jungle Shrine - Tri color
Reflecting Pool - Tri Color
Wooded Foothills - RG Fetch
Windswept Heath - GW Fetch
Arid Mesa - RW Fetch
Grasslands - GW Fetch
Mountain Valley - RG Fetch
Krosan Verge - GW Fetch
[B]Hideaway Land Detail Discussion[/B]
[spoiler]
There is room for debate on the hideaway lands, however how you play them really comes down to what the game calls for. On the one hand running the hideaway lands early thins the deck which means Mayael will have a better chance at hitting someone useful (though on the counter, it means you might draw into fatties more – see Library / Hand Manipulation for a solution). On the other hand, saving hideaway lands for mid game increases the chances that you can hide something useful (especially if you are already in a Cream of the Crop rotation (ha! get it? crop rotation? ok seriously: see Combos, section 4) and can set up something good to hideaway). In addition, some people get a kick of strip mining your hideaway land while you’ve tucked something. If you are playing against someone you think that might do this, save your hideaways until you are confident you can pop them on the next turn.
That being said however, my general thoughts are as follows:[spoiler]Go ahead and drop the hideaway lands in the early game if:
A. You are short on land.
B. You really need that color
C. You already have drawn into a lot of library manipulation (see above)
D. Spinerock Knoll: Drop this land early if there is an opponent on the field who is doing a lot of direct damage early.
E. Mosswort Bridge: If for what ever reason you have to abandon the game plan and need to Mayael early and quickly (because someone wants you out of the game), play this early and pop it as soon as you can.
Because this is not a mana ramp strategy if you are at 6-8 mana and still holding on to the hideaway lands, with nothing else to drop it’s ok to save them until you can manipulate your library to set up for a good tuck. The Mosswort Bridge will pop very quickly once you get mayael going late game. If you can, save the bridge until then. Windbrisk Heights rarely gets popped, and if it does it will be late game, so try and save this one as well. Lastly, because theres a chance that when you play a hideaway land you might have poor choices to tuck something, it is preferable to play these lands when you have some control over the top deck choice via library manipulation. (you don’t want to end up having to tuck another land etc.)[/spoiler]Q: What do I tuck with the hideaway lands?[spoiler]A: This question is heavily dependent on situation, and on which land you are playing. It is important to realize the scenario that causes you to pop the land and how you can best take advantage of that. Obviously if you are lacking the ability to manipulate your library, tuck the best choice that’s available to you.
Because this is, after all a big creature deck, it is ideal to tuck expensive creatures. Alternate ways to cheat creatures in is what this deck does best.
For all the hideaway lands, the following options are all great choices. These should be chosen if there’s no clear cut strategy to chose, or if you need help in a particular way (see the single card discussion of fat creatures Late Game, or assisting enchantments Mid Game).
Primeval Titan
Darksteel Colossus
Terastadon
Woodfall Primus
Platinum Emperion
Lurking Predators
Mirari’s Wake
Seedborn Muse
[/spoiler]
Spinerock Knoll - Tucks a useful card that can be triggered on an opponents turn or yours.[Spoiler][B]Scenario A[/B]: an opponent has dealt someone else 7+ damage
Tuck something that can take advantage of this, Knollspine Dragon is a great choice if you aren’t concerned with what’s in your hand. Consequently if they are doing the damage with creatures, Blazing Archon is also a good choice. If you think this person can also point damage at you, Vengeful Archon is a good choice. If they are dealing direct damage to an ally you can tuck a Bogardan Hellkite. Try and tuck something that will help you against an opponent who is doing a lot of direct damage.
[B]Scenario B[/B]: you are doing 7+ damage to someone else
Under this scenario, tuck something that will help you deal a little extra damage, alter the damage you do, or provide a defender if you have taped out your army. The Knollspine Dragon can fill this roll nicely, but in addition useful back up creatures can too.[/spoiler]Mosswort Bridge - Tucks a useful card that can be played upon dropping big creatures.[spoiler] Whenever possible pop the bridge at EOT prior to your turn. Popping the bridge occurs when you already have fat creatures on the board. Perhaps you need ways to protect that small army you assembling, if so you can tuck Spearbreaker Behemoth or Deathless Angel. You can buff your army by tucking a Windbrisk Raptor. Ironically, tucking the Mossbridge Troll under the Mosswort Bridge can win you the game if you have Mayael’s Aria out (see combos). [/spoiler] Windbrisk Heights - Tucks a useful card that can be played upon swinging with your creatures.[spoiler]Because this card requires you to have swung with three creatures, chances are this will be a late game pop. In this situation, chose a creature that will help you preserve your creatures to ensure win by damage, for a win solution (via mossbridge troll etc.) Also, because of the challenge of activating this card, it is ideal to avoid playing this card early game. [/spoiler] Recurring the Hideway lands: [spoiler] An option in this deck (see Section 4, Combos) is to take further advantage of these lands via Stripmine / Wasteland & Crucible of Worlds. This combo can be used if you have the free available mana and/or crucible of worlds out, or if you can’t seem to keep Mayael on the board. Reminder: It takes 2+ turns to make this combo useful so it’s not an optimal fall back plan. If you are running Azusa, Lost but Seeking or Exploration, and have Seedborn Muse or Awakening on the field, this combo can be very useful.[/spoiler][/spoiler][/spoiler][/spoiler][/spoiler]
[B][SIZE="3"]Section 4: Combos and specific card interactions[/SIZE][/B]
The below combos will prove useful throughout the game and the career of the deck. Many are situational and have limited use, but some are incredibly important.
Reminder: Library manipulation is the heart and soul of this Mayael, the Anima build. To that end, controlling the top 5 cards of your library are your most important combos. [Spoiler]
Cream of the crop + Creature ETB:[Spoiler]is the cornerstone of this build. Any time a creature comes into play you get the opportunity to stack the deck for the next time you need to cheat.
Further interactions:
Mayael the Anima / Lurking Predators / Gate to the Aether (creature) / Hideaway Lands (creature) + Cream of the Crop 'engine': Sets up the next time you need look at the top of your library. This helps with:
Mayael the Anima, Lurking Predators, Gate to the Aether / Omen Machine, Timesifter, and all [I]clash[/I] cards. [/spoiler]
Sylvan Library / Sensei's Divining Top / Mirri's Guile + [I]Clash[/I] effects: [spoiler] Use the library adjustment mechanics to put a big creature on top. This will help set you up to win a clash. Obviously it won't guarentee the win but it will help. Sensei's Divining Top is the best choice here because you can set up for the clash, and then reset for your next draw, so you don't draw into that creature.
[COLOR="Red"]Note[/COLOR]: In general with all stacking effects (including Cream of the Crop) remember that when you do this prior to your draw step you will draw into the creature you're looking to hit with Timesifter, Gate to the Aether / Omen Machine, Lurking Predators, or Clash effects, this doesn't effect Mayael. So place the target [I]second[/I], that's a key trick and if you screw it up late game you'll have lost a lot of tempo.[/spoiler]
Sylvan Library + Abundance: [spoiler] is an automatic draw 3 cards of the type you name. The is because Abundance is a replacement effect on Library's "draw" mechanic, you can chose what kind of card you want, and then keep them all at no loss of life to yourself.
Further Interaction with Omen Machine, three cards of your choice (mana / non mana) directly into play![/spoiler]
Mayael the Anima + Seedborn Muse / Awakening: [Spoiler]This allows you to bring a new creature into play during every players turn. Seedborn Muse is the partner of choice, however Awakening will do the job as well. Cream of the Crop magnifies the potency of this combo. [/spoiler]
Scroll Rack + Mayael the Anima:[spoiler]This not only lets you put large creatures in your hand onto your deck, but allows you to then cheat them directly into play with Mayael[/spoiler]
Survival of the Fittest / Fauna Shaman + Scroll Rack + Mayael the Anima: [Spoiler]Provided you have an expendable creature in your hand (Anger is your favorite option), this lets you tutor for any large creature in your deck, put it on top of your library, and then cheat it into play with Mayael. In a pinch, Sylvan Tutor &/or Worldly Tutor can do the same trick.[/spoiler]
Survival of the Fittest + Scroll Rack + Genesis Wave: [Spoiler] for any number of expendable creatures in your hand, you can tutor up that many creatures and cheat them all into play provided you have enough mana. [/spoiler]
Creature ETB + Aura Shards / Where Ancients Tread: [spoiler]For every creature drop, you can deal direct damage and then destroy something too.[/spoiler]
Wasteland / Strip Mine + Hideaway Lands + Azusa, Lost but Seeking + Crucible of Worlds: [Spoiler] This allows you to recur your hideaway lands every turn. With Cream of the Crop in play, this gives you the best chance of not missing the beat on a hideaway drop. With Seedborn Muse or Awakening in play, this lets you do it every turn.[/spoiler]
Seedborn Muse + Godsire: [spoiler]Produces an 8/8 every turn.[/spoiler]
Kiki-Jikki, Mirror Breaker + any creature with ETB effects: [spoiler] self explanatory [/spoiler]
Constant Mists + Crucible of Worlds:[Spoiler] Truely Constant Mists[/spoiler]
Azusa, Lost but Seeking / Exploration + Admonition Angel: [spoiler]Point removal every turn. With Crucible of Worlds & Constant Mists, you will never run out of land. [/spoiler]
Mossbridge Troll + Mayael's Aria: [spoiler]Alternate win condition if you have enough creatures on the field to pump Mossbridge Troll up.[/spoiler]
Melira, Sylvok Outcast + Woodfall Primus + Greater Good: [spoiler]Sacrifice Woodfall Primus to Greater Good to remove target non creature. Because of Melira, Sylvok Outcast, Woodfall Primus comes back with no wither counters on it. Rinse and repeat to draw a lot of cards and remove every non creature on the board.[/spoiler]
Birthing Pod Chain:[spoiler]
This chain includes all creatures in maindeck, sideboard, and section 7.
1 power: Bloom Tender, Azusa Lost but Seeking
2 power: Seedborn Muse, Kiki-Jiki, Mirror Breaker, Eternal Witness, Anger, Mayael the Anima, Tajuru Preserver, Melira, Sylvok Outcast
3 power: Glory
4 power: Hoarding Dragon, Brooding Saurian, Genesis
5 power: Steel hellkite, Blazing Archon, Deathless Angel, Spearbreaker Behemoth, Windbrisk Raptor, Ryusei, the Falling Star, Bogardan Hellkite, Baneslayer Angel, Mossbridge Troll, Hellkite Charger, Yosei, the Morning Star, Eternal Dragon, Dragon Mage, Hateflayer, Chancellor of the Annex
6 power: Vigor, Woodfall Primus, Admonition Angel, Scourge of the Kher Ridges, Akroma, Angel of Wrath, Primeval Titan, Krosan Tusker, Rampaging Baloths, Rorix Bladewing
7 power: Iona, Shield of Emeria, Knollspine Dragon, Vorinclex, Voice of Hunger, Vengeful Archon
8 power: Platinum Emperion, Godsire
9 power: Terastodon[/spoiler]
Useful Tooth & Nail Combinations:[spoiler]
Primeval Titan + Admonition Angel
Kiki-Jiki, Mirror Breaker + any creature with ETB effect - If you do this middle game with Seedborn Muse in play into Kiki-Jiki, Mirror Breaker + Primeval Titan, and nobody can deal with it quickly, the amount of mana you get from this will almost always get you the win. It's so hard to compete against the advantage that gets you.
Bogardan Hellkite + Knollspine Dragon[/spoiler]
[/spoiler]
[B][SIZE="3"]Section 5: Matchup Strengths & Weaknesses[/SIZE][/B][Spoiler]
Because this is a multiplayer format and deck and several people are involved taking down 1 person or winning the game it’s difficult to say how exactly this deck competes against the others. Because my strategies depend a lot on politics and cooperation, a successful win is also dependant on what other decks are on the field. What follows is a [i]rough[/i] outline of how this deck has played against various other strategies.
When you see (X,Y) in the weaknesses think of that as how often the deck’s strategy would fall apart against the opponent. For the strengths, think of it as how often this build could out-tempo and aggro in late game.
[COLOR="Red"]Note[/COLOR]: This is not a result of tournament play. About 60% of the games played have been online, so you have to consider that some people put a lot more power into a net deck then a real one (when they don’t have to buy Grim Tutor, Mana Crypt etc). This deck has gotten a lot of exposure to several opponents (Thada, Oona, Niv-Mizzet, Sek’Kuar, Radha, Darien, Lyzolda) in person and most of the numbers you see for those builds reflects that.
Remember : This is a multiplayer deck. Politics is a big key player so gaining assistance and working with people to take down common enemies is a big strategy.
[spoiler]
[Weaknesses] This is a non-competative build in the middle between competitive and casual. It doesn’t aim to compete against T1 decks, it doesn’t build around infinite combos and it has limited recursion and removal. Therefore it’s primary weakness is combo. The color strategies outlined below apply to multicolor decks that have a similar strategy.
1. Blue &/or Black fast disruption: Azami, Dagsson, Oona, Wrexial, etc. (1-5)
• Strategy: Mayael becomes aggro, bait the counterspells as best you can, politic with everyone else to focus on that person
2. Blue Theft: Memnarch, Thada, Empress Galina (2-5)
• Strategy: Wince when they play Bribery & Acquire. Keep up the threat, politic them off the field. Die gracefully. [Thanks Telekinesis] consider mainboarding Brooding Saurian
3. Blue / Multicolor artifact control: Sharuum and company (1-4)
• Strategy: Deal with planeswalkers asap. Aggro out
4. Blue/Red – disruption and burn: Niv-Mizzet, Tibor & Lumia, etc (0-4)
• Strategy: Similar to mono blue, bait and strike quickly
5. Jund, Graxis, Golgari creature control: Sedris, Savra, Sek’Kuar, etc. (3-3)
• Strategy: Avoid getting crippled by Gravepact etc. by protecting Spearbreaker Behemoth, Deathless Angel, or consider mainboarding Tajuru Preserver
6. Red Land Destruction + fast aggro: Rakka Mar, Kiki-Jiki, etc. (0-5)
• Strategy: wince, and try to be quick
7. Mono Green Ramp: Azusa, Omnath (2-2)
• Strategy: pick up the tempo, stay behind mono green and keep a board position that doesn’t make you their primary focus. [/LIST]
[Strengths] The strategies detailed in this primer have worked very well against the following decks, so I will not list any specific strategies for them. In general, decks and players who focus more on group play, multiplayer interactions, and slow pace are at a disadvantage vs. Mayael. Mayael in general tends to over power most casual decks that do not have a clear efficient win condition, so I won’t bother mentioning them.
1. Green/White weenie: Tolsimir, Darien (4-1)
2. Blue/Green control: Sygg etc. (4-2)
3. Green/Red or Red/White Stompy: Radha (6-2), Stonebrow (2-2), Brion (2-1)
4. Elf Tribal: Rhys, Ezuri (5-2)
5. Group Hug: Phelly (3-1)
6. Black/Red Control, Aggro, Fatties, etc: Kaervek, Lyzolda, Rakdos, Bladewing (10-3 over all)
7. Zombie Aggro: Adun (3-1) Tresserhorn (2-0)
[/Spoiler][/spoiler]
[B][SIZE="3"]Section 6: Cards Purposefully Not Included[/SIZE][/B][Spoiler]
Lets start out with the most important group of cards, big creatures:[Spoiler]
Blightsteel Colossus – Bribery or Acquire would hurt me pretty bad
Ulamog, the Infinite Gyre – See Blightsteel. Also slightly degenerate
Kozilek, Butcher of Truth – See Ulamog
Sundering Titan – See Kozilek
It that Betrays, Chancellor of the Forge – This deck doesn’t capitalize on his ability.
Akroma, angel of Fury – Just not enough oomph. She doesn’t live up to her white counterpart. One of the best parts of Red Akroma (her morph) is not what this deck’s strategy needs.
Angelic Arbiter – beater with limited evasion is nice, and it has table functionality. In general its okay I just not really an answer and it has high threat.
Spellbreaker Behemoth – Only helps when direct casting large creatures which this deck doesn’t do.
Myojin of Life’s Web – See spellbreaker behemoth
Mycoid Shepherd – really underwhelming, Miren, the Moaning well does the job enough, and I can put a bigger fattier creature instead.
Twilight Shepherd – [fix courtesy of Genoin] Despite the fact that she does effectively gust your creatures away from a board wipe, they all go to your hand which doesn't help the play of this deck. Scroll rack would need to be on the field, and genesis wave would probably need to follow. Too situational.
Kalonian Behemoth, Terra Stomper, Krosan Skyscraper, Krosan Colossus, Autothtcon Wurm, Panglacial Wurm, Meglanoth – Yes they are big, no they don’t have a lot of utility. This deck doesn’t just play big creatures to have big creatures, it’s all about utility and multiple functionality.
Felidar Sovereign, Urabrask, the Hidden, & moltensteel dragon – Can’t be Mayael’d
Tornado Elemental – Kills a lot of my own creatures, not worth the mana investment through Deathless Angel / Spearbreaker to include this card.
Novablast Wurm - See Tornado Elemental
Chancellor of the Tangle: His first-hand ability really is rather useless. He does have some limited utility in that he can reach... but he's over all pretty one sided. Doesn't make the cut.
Inferno Titan – A little underwhelming compared to someone who can burn bigger like Scourge of Kher Ridges.
Sun Titan – Very few worthy targets for his ability
Plated Slagwurm – Not enough targets to take advantage of. Best in Mono-green
Flameblast Dragon – I prefer Titan’s Revenge.
Avenger of Zendikar & or Regal Force – two interesting cards that don’t add a ton of utility by themselves but more in combo with Tooth & Nail. The Avenger plays well with Primeval Titan, however a Mayael activation into one of these guys (especially regal force) is a little underwhelming when they can’t be played together.
Jugan, the Rising Star – Flying yes, utility? No. better in a weenie deck, not big enough.
Ancient Hellkite, Crimson Hellkite, Hellkite Igniter, Kilnmouth Dragon, Imperial Hellkite, Rimescale Dragon, Shivan Hellkite, Shivan Dragon, - All of these are fun fliers. Don’t get me wrong I love dragons but firebreathing isn’t enough utility to warrant inclusion in this deck. None of them make the cut.
Vagrant Plowbeasts – Underwhelming, not as good as Spearbreaker Behemoth[/spoiler]
Support Creatures that didn’t make the cut:[spoiler]
Brawn – Used to have this in here but most of my big creatures carry some sort of limited evasion, whether its flying or trample already. And if they don’t then they aren’t there to really be swinging with. It was mostly a dead draw, and even if it went to the yard it was underwhelming.
Birds of Paradise, Knotvine Mystic, Druid of the Anima, Oracle of Mul Daya – Underwhelming, die quickly. Knotvine Mystic would be the only one maybe worth it. The oracle gives away to your oppents what might be coming, and Azusa allows for more land than the oracle.
Fierce Empath – Don’t want big creatures in hand in this build, Worldly Tutor & Sylvan tutor are better for this build.
Elvish Piper – Causes a lot of threat, don’t want to play big creatures from the hand. Not the strategy of this build.
Acidic Slime – Good removal but can’t be Mayael’d and doesn’t assist the strategy
Squee, Goblin Nabob - You have to remember, the goal of this deck is not to have creatures in hand, therefore Survival of the Fittest is not a primary combo, it's secondary to fix your hand. In addition, a lot of people still react to it's threat level very quickly, so i usually don't get a lot of activations. I think Squee, Goblin Nabob would warrant a sideboard slot if Survival of the Fittest / Fauna Shaman assisted a game plan that put creatures in your hand. I just don't need that much assistance vs. someone who plays a Elvish Piper / Quicksilver Amulet / Myojin of Life's Web strategy.
Saffi Eriksdotter - [Thanks Angel-Pheonix] Saffi is really cool i like her, my issue is that Saffi by herself is 1 free removal prevention on 1 target. this is great if you are running a Voltron general, or if there are specific cards key to your success. Saffi gets much better the more small recursion you run (Reveillark, Sun Titan, Karmic Guide, etc.). None of my fat creatures are so important (other than mayael herself) that i think warrant a 1 removal protection, and i'm completely content with recasting mayael several times when needed. [/spoiler]
Artifacts, Enchantments, and Plansewalkers:[spoiler]
Quicksilver Amulet – See Elvish Piper
Steely Resolve – Asceticism is better. I would play that first.
Planeswalkers – None of them really fit the beef. [/spoiler][/spoiler]
[B][SIZE="3"]Section 7: Good cards that need play testing or warrant inclusion based on personal preference/meta[/SIZE][/B][Spoiler]
Rampaging Baloths – yes it combos with Primeval Titan and yes it’s a fatty with a little evasion. But it has limited utility, I could see swapping it for Godsire.
Vigor – [EDIT:] Currently in the Sideboard - see 3.4 for explanation. Further play testing will see if it gets mainboarded.
Rorix Bladewing – I really like this guy: haste, flyer, beater. He goes in and out of my sideboard depending on my mood.
Eternal Dragon – [Correction: Thanks Telekinesis] Could be swapped for Krosan Tusker. Will have to try this out.
Dragon Mage – An interesting guy, evasion yes, utility somewhat. I could see swapping him for Knollspine Dragon depending on play style, opponents, etc.
Lightning Greaves – Goes in and out of the sideboard depending on the meta
Rings of Brighthearth – An interesting card that I havn’t tried, but am interested in trying.
Asceticism – Comes in and out of the sideboard depending on the types of decks I’m playing against.
Privileged Position – See Asceticism, play this instead to protect enchantments etc.
Brooding Saurian - Helps against Theft (see weaknesses)
Tajuru Preserver - Helps against Sacrifice
Gate to the Aether - Cheats creatures into play, combos with Timesifter
High Market - Needs to be tested vs. Miren, the Moaning Well
Genesis - Needs to be tested.
Glory – I like this card’s ability I just don’t know how important it is. Needs to be tested
Recross the Paths - Needs to be tested vs. Cultivate
Spring Cleaning - Needs to be tested Vs. Allay
Redeem the Lost - Would tested vs. Glory
Woodland Guidance - needs to be tested vs. Eternal Witness.
Impromptu Raid - Needs to be tested for Aggro Package
Hateflayer - Needs to be tested for dual use large creature.
Vengeful Archon – Personal Protection, flies
Chancellor of the Anex: She's cool, and if you want a bit of prison/lock down in your deck she's an ok inclusion.
Urzatron - Urza's Mine, Urza's Tower, Urza's Power-Plant - This has been on my mind for a while mainly because it can be fetched instantly with a Tooth & Nail into Primeval Titan + Kiki-Jiki, Mirror Breaker. And after that having 7 mana on the board from 3 lands is quite nice. I just have no clue if i have land i could cut for them.
Vow of Duty - Use politics to your advantage. Force a nasty enemy creature to attack someone else.
Vow of Lightning - See vow of duty.
Vow of Wildness - see vow of duty.
[/Spoiler]
[B][SIZE="3"]Section 8: Changelog[/SIZE][/B][Spoiler]
Changes / Additions to this Primer
-------------------------------
Eternal Dragon text adjustment
Added Saffi Eriksdotter to section 6
Added Section 7, moved Changelog to Section 8
Re-adjusted cards worth play testing from section 6 to 7
Edited Vigor
Added Brooding Saurian, Tajuru Preserver, High Market, and Genesis to Section 7
Added Squee, Goblin Nabob to section 6
- Dragon tyrant
+ Vigor
Added Recross the paths, spring cleaning, redeem the lost, woodland guidance to section 7.
Clarified SDT mechanics and [I]clash[/I] effects in section 4.
Added the Urzatron to section 7.
- Sylvan Tutor
+ Congregation at Dawn
Added Impromptu Raid, and Hateflayer to section 7.
Edited Twilight Shepherd in section 6.
Linked to Tedv's article included in the header.
Updated decklist with the following changes and made the respective changes in each section for them.
+ Omen Machine
- Gate to the Aether (moved to section 7)
+ Vorinclex, Voice of Hunger
- Vengeful Archon (moved to section 7)
+ Melira, Sylvok Outcast
- Razia, Boros Angel (moved to section 7)
+ Birthing Pod
- Fauna Shaman (moved to section 7)
Added Urabrask the Hidden, Moltensteel Dragon, Chancellor of the Forge, and Chancellor of the Tangle to section 6.
Added Chancellor of the Annex to section 7.
Added vow of duty, vow of lightning, and vow of wildness to section 7
- Windbrisk Raptor
+ Sterling Grove
[/Spoiler]
List tags are malformed.
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed
Eternal Dragon can fetch any plains, not just basics.
If the deck is weak to stealing effects, why not run Brooding Saurian? Sure, it's not great in some matchups and it misses out on the 5 power, but it would help shore up a lot of weaknesses and it can be tutored for easily.
On that same note, no High Market? It's one of the few actual auto-include lands imo.
No Genesis or Squee, Goblin Nabob? They make Survival that much stronger.
Why isn't Greater Good mainboard?
Commander/EDH:
WU Hanna, Ship's Navigator WU
GW Saffi Eriksdotter GW
BW Selenia, Dark Angel BW
W Heliod, God of Sun W
Retired:
Jenara, Asura of War Thada Adel, Acquisitor Jaya Ballard, Task Mage Lin Sivvi, Defiant Hero Lyzolda, the Blood Witch Akroma, Angel of Wrath Nath of the Gilt-Leaf Tajic, Blade of the Legion Selvala, Explorer Returned Maga, Traitor to Mortals
Tiny Leaders:
W Mangara of Corondor W
Thanks for the feedback!
Eternal Dragon: Nice call on this. And after thinking about it i think i might like it a little better than Krosan Tusker (a better beater late game, recurrable, but you lose the cantrip). Will definitely have to replay test it.
I had forgotten about Brooding Saurian mostly because it can't be Mayael'd. In this deck it would be classified as a support creature and i have limited amount of space for them. That being said against a heavy blue meta or against people who love theft, this would be a great solution. It's definitely going to be play tested and probably warrants a spot on the sideboard over say.. Dragon Tyrant.
High Market vs. Miren, the Moaning well is an ongoing debate. I might sideboard it as an alternate. On the one hand you don't need an activation but you only get 1 life. On the other hand you get lots of life but have to keep 3 mana back. I would consider swapping them in play test to see which i like better but it will probably stay Miren. I usually end up keeping mana back, and with Awakening/Seedborn muse in play, Miren becomes strictly better.
I like Genesis a lot, it's good recursion but it's tough to determine what it should replace. It needs to be play tested, thanks for the suggestion. Ever since i sideboarded Fauna Shaman, my reliance on Survival of the Fittest has gone down. You have to remember, the goal of this deck is not to have creatures in hand, therefore Survival of the Fittest is not a primary combo, it's secondary to fix your hand. In addition, a lot of people still react to it's threat level very quickly, so i usually don't get a lot of activations. I think Squee, Goblin Nabob would warrant a sideboard slot if Survival of the Fittest / Fauna Shaman assisted a game plan that put creatures in your hand. I just don't need that much assistance vs. someone who plays a Elvish Piper / Quicksilver Amulet / Myojin of Life's Web strategy.
Good question on Greater Good. The answer lies within the question: under what circumstance would Greater Good be most useful? - When you have big creatures on the field. Greater Good allows you to capitalize when you know you are going to lose your creatures, and in the Late Game this only happens when they are forced to Exile or forced to Sacrifice. Because this is not as often as targeted for destruction (countered w/ indestructibility via Deathless Angel or Spearbreaker Behemoth), it doesn't make the starting squad and gets benched (i still have Momentous Fall or Miren, the Moaning Well if the creature loss is in fact inevitable). I would still rather play Tajuru Preserver (not on the sideboard list since it's the rarer case) if someone likes to make me sacrifice... as it lets me still keep my creatures around. The only reason Greater Good makes the sideboard instead of Tajuru Preserver is because i can swap it with Momentous Fall if there's just heavy destroy/exile effects that Angel/Behemoth/Miren can't keep up with.
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed
Saffi Eriksdotter?
Can she at least make the "Support Creatures that didn’t make the cut"?
Modern
RBig RedR
GMean GreenG
WWW AlliesW
BGScavengeBG
WUVenser SilenceWU
EDH
RWAurelia 1 vs 1RW
GWURoonGWU
GWSaffiGW
Thanks! I saw your deck, and a bunch of others that have been cropping up and i've written a lot to some of them, and i just wasn't interested in repeating myself a few more times....
So i wrote this instead! haha, took me 3 days.
Saffi is really cool i like her, my issue is that Saffi by herself is 1 free removal prevention on 1 target. this is great if you are running a Voltron general, or if there are specific creatures key to your success. Saffi gets much better the more constant recursion you run (Reveillark, Sun Titan, Karmic Guide, Raya Dawnbringer, Emeria, the Sky Ruin etc.). None of my fat creatures are so important (other than mayael herself) that i think warrant a 1 removal protection, and i'm completely content with recasting mayael several times when needed.
I'm not opposed to running Saffi in general it's just i have no way to really abuse her and i honestly wouldn't know what to cut. But i'll add her to the list of cards that didn't make the cut
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed
In comes Vigor, a big beater, limited evasion, blocks direct damage (protects mayael from burn), pumps, and has recurring survival. Definitely warrants inclusion to the sideboard. Further play testing will see if it gets mainboarded.
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed
Vigor is a nice addition. Very versatile creature.
Clash might really enhance the control aspect of your build. I'm curious to see how it tests.
Modern
RBig RedR
GMean GreenG
WWW AlliesW
BGScavengeBG
WUVenser SilenceWU
EDH
RWAurelia 1 vs 1RW
GWURoonGWU
GWSaffiGW
Marshal's Anthem is rather weak imo, i've only ever attempted to play it in mono W and it fell quite short. Vigor is definitely nice, he's currently mainboarded for play testing, need a few more games to get a feel for him (and i'de love to get him out there against Niv-Mizzet......)
I'm excited about clash too, i've swapped Recross the Paths for Cultivate. We'll see what happens!
in other news,
Just finished a brutal game against two mono red opponents and mono white. I ended up winning... and politics helped a little. The line between politics and generosity can be gray at times but i approve of people who make logical choices. Not just focus on someone for the hell of it.
In this game's case against Kiki-Jiki i was limited on the board, and he totally was able to out play me. However i was able to get a glimpse at some changes to the deck, mostly Eternal Dragon and i liked what i saw. Krosan Tuskar might get the hook.
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed
I hate to say it but Quicksilver Amulet may make it to the sideboard. If i can't keep Mayael on the Board or my enchantments this strategy is crippled.
Possible new sideboard to come
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed
Now Playing:
Legacy - The Gate
Modern - U/W Gifts Tron, U/W Tron
Standard - Nothing
Gate to the Aether is fun inside the Timesifter combo because every time you win a clash with Timesifter you can immediately put that creature into play. - Btw a note on the timesifter combo because you said you were thinking about trying it. It's really neat, it's fun and it definitely sums up everything that this deck is about. In my mind the interactions with it are really pretty cool and it all comes together if your opponents can't break the combo apart. That being said it's insanely frustrating to be an opponent stuck inside a timesifter loop from Mayael, so every time i've ever dropped it, most players auto-scoop if they have nothing to disrupt it with in that first turn. I run it in my sideboard if i know i'm going up against opponents that i need to lock out quickly or if i know it's going to be a competative game. Otherwise it rarely hits the board.
As far as aggro vs. passiveagressive i guess it reflects my nature. But also it's the way i like to play magic. There's no doubt that Mayael is probably better played as Aggro... But thats why i have an online Stonebrow, Krosan Hero deck. That gets my inner aggressive Timmy out
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed
Interesting. I might play with this in my Mayael build and see how it works.
I see you have Cream of the Crop as your rotation peice, (which btw is mispelled and doesn't link)
I am wondering what are the merits and drawbacks of also including Mirri's Guile and Scroll Rack.
Also, spells like Idyllic Tutor, Enlightened Tutor, Stoneforge Mystic, and Hoarding Dragon come to mind as viable methods to assembling this combo. Thoughts?
Modern
RBig RedR
GMean GreenG
WWW AlliesW
BGScavengeBG
WUVenser SilenceWU
EDH
RWAurelia 1 vs 1RW
GWURoonGWU
GWSaffiGW
Lolol sorry. "Creap" of the crop definitely doesn't make sense. The tutors are great though Idyllic only finds enchantments. Definitely helps finding your necessary combo pieces. Stoneforge Mystic finds equipments...sooo... i'm not sure how that helps..
Hoarding Dragon is nice, i'm working him into play testing because he can find mana rocks, top, gate, or timesifter. Which is nice, though it helps if you have a sac outlet. Since the Hoarding Dragon can't be Mayael'd he has limited use as a beater. He's a blocker and can block flying, and has a rattle snake like effect if he's hoarding something useful, but the slots for support creatures are limited. If you find that you are counting on artifacts heavily, i would say he's an auto-include. More tutoring is better.
Scroll Rack is incredible in this deck, this is an Auto-Include. The point of this deck is to have creatures on the top of your library. Scroll Rack solves the problem of what to do when you have creatures in your hand (get them out and back into your library), and on top of that it puts them right where Mayael, Lurking Predators, Gate to the Aether, Timesifter, and all the clash effects want to see them. (Scenario: someone plays Wheel of Fortune, you have creatures on top ready for a mayael activation and can't get rid of them so you draw into them. You have Scroll Rack in play, use it to put all those creatures you just drew, right back on top.)
Honestly Mirri's Guile should probably be mainboarded. It comes down to if you're having trouble getting some SDT like effects on the board. The more you're ability to manage your library the better, especially if you're up against a meta or group that like to remove enchantments & artifacts.
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed
In addition i've been toying with cards like:
Erratic Explosion
Explosive Revelation (if you prefer to have that card put in your hand.
With the massive amount of top-of-deck manipulation i have these could be damaging spells. Thoughts?
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed
With topdeck manipulation from the Scroll Rack, Impromptu Raid look pretty good. I think Mayael's ability popping creatures into play is much better though, especially if you have Lightning Greaves on the board to give the creature haste. With Timesifter in place, would you even want to activate Impromtu Raid? I would think setting up another clash win would take precedence.
The other spells look too aggresive for my taste in Mayael. Once you have the Timesifter/Scroll Rack engine online, they seem like dead cards. They do have more early-mid game potential though and might serve well in a more competitive environ.
In Mayael, I like any potentially open slots to be filled by protection, draw, tutor, and even lifegain since it takes a little while to assemble the scroll rack/timesifter/gate to the aether engine. Although, the cards you mentioned seem to be more consistant with the direction this build has been going - which seems to be less control and more aggro.
I think an aggro sideboard package using these cards might be in order here.
Modern
RBig RedR
GMean GreenG
WWW AlliesW
BGScavengeBG
WUVenser SilenceWU
EDH
RWAurelia 1 vs 1RW
GWURoonGWU
GWSaffiGW
i dont think those do enough(one shot). id rather run something like a Hateflayer instead.
Good arguments. My biggest interest in Impromptu Raid would probably be Plan B. But that might not even be better than just Quicksilver Amulet. A problem i've been having is when my enchantments & artifacts get removed.
I definitely think Impromptu Raid fits in the aggro package, and i like the idea of selling it to the sideboard, i'll have to mull-over that thought.
I agree that those 2 burn spells seem a little bit A. one-shot and underwhelming and B. a little aggressive for my build. Which is why i havn't run them. I was mulling over if they might be better than Titan's Revenge & Where ancients tread. But i just don't think so.
Hateflayer definitely needs to be considered and play tested. Adding it to my primer. I could sub out Steel Hellkite for it. I don't know if i'de go out of my way yet to say that it's an auto-include. But its definitely an option needing attention.
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed
Does this perhaps warrant opening a slot for Argivian Find and Mine Excavation?
My Mayael build has Regrowth and Recollect and I've been wondering if it needs even more recursion.
Modern
RBig RedR
GMean GreenG
WWW AlliesW
BGScavengeBG
WUVenser SilenceWU
EDH
RWAurelia 1 vs 1RW
GWURoonGWU
GWSaffiGW
Depends on the meta/group i would say. I would almost rather run Privileged Position... however it's high costed and is a tempo loss to drop it (so then you talk about adding more mana doubling effects...). Open the Vaults may just be better...Other option would be a graveyard shuffle effect either through an Eldrazi Titan, or Elixer of Immortality. Or there's always Praetor's Counsel end game to deal with the loss.
At the end of the day the deck roster list doesn't have a huge amount of spots available to accommodate for this. This is definitely one of the weak spots in the build, which is why i try to prevent the loss of enchantments through politics. And this works much better IRL. too many people are illogical online.
Yeah i know but hateflayer a 5/5 creature i havn't devoted any time to in any deck. I'de like to test it out, see what happens and come to a conclusion on it. yes where ancients tread is awesome (it's in my sideboard), the biggest downside is the tempo loss you get when you drop it, Best to drop it in the middle game, it doesn't draw very much threat when you don't have Mayael in play.
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed
I was reluctant to sub out much of the angel flavor like Razia, Iona, and Twilight in favor of more aggressive creatures, but I did. I couldn't bring myself to remove Admonition though, and it wasn't until now that I noticed you still have a slot for her.
Whether it was my old Mayael build or this new one, Admonition Angel remains a champ. Again she was complimented by Deathless Angel who also protects Mayeal. I want Razia back in though I think.
Gate to Aether ended up being a group hug card. I'm not 100% on this one. Without Timesifter or a very heavy creature build it's doesn't seem advantageous.
The difference in our builds:
Mine replaces your "answer" slots with lifegain spells.
So instead of:
Allay
Aura Shards
Austere Command
Shattering Pulse
Krosan Grip
Swords to Plowshares
Path to Exile
Condemn
I have:
Beacon of Immortality
Invincible Hymn
Boon Reflection
Well of Lost Dreams
Dawnglow Infusion
Storm Herd
Felidar Sovereign
Test of Endurance
...Need to get Mayael's Aria workin. Windbrisk Raptor is in there too.
I also have Basilisk Collar where you have Crucible of Worlds. Not sure how I like it though.
You have some good creature fetching and extra topdecking I am considerng:
Sylvan Library
Cream of the Crop
Survival of the Fittest
Lurking Predators
Defense of the Heart
Primal Command
Tooth and Nail
In these slots I have:
Comet Storm
Energy Bolt
Reflect Damage
Rolling Thunder
Wild Ricochet
Fork
Reverberate
I'm thinking this burn package will have to come out to optimize the Timesifter combo. I'll be sad to see it go. There used to be like 7 more burn spells that worked well with Vexing Shusher and Tamanoa. I just don't know if Mayael can support that many slots for burns though, especially when trying to set up Timesifter.
I think I'll keep most the lifegain package with high cmc as opposed to going to spot removal. Let the other players remove and bounce and wipe. Plus I love having an alt wincon I can tutor for.
Control is not my game with Mayael, although maybe one day I'll come to regret that.
Last night I was able to go from 10 to 88 life with only one opponent left. I passed turn and lost to a totally unfun infinite turn combo. Dropping a binder of pegasus tokens into play would have been much more fun I think..
Anyways, thanks for this primer. I've been following it and my Mayael deck has improved quite a bit. I like this different approach must better than the "shroud/protect Mayael and pop out a beatstick every turn". It still has that of course, but seems much more dynamic and plays a little different each time. Kudos!
Modern
RBig RedR
GMean GreenG
WWW AlliesW
BGScavengeBG
WUVenser SilenceWU
EDH
RWAurelia 1 vs 1RW
GWURoonGWU
GWSaffiGW
I like Razia, she's in my sideboard and she acts as optional protection if you need it. Iona is a house man, but she also draws hate. I can see not running her if you're not a fan of the lockdown she can provide (some people just think its mean). See section 6 for why i really don't like Twilight Shepherd. But to each his her own!
Yes, you're definitely right on the ball with Admonition Angel. She combos well with PTitan through Tooth & Nail. In addition if you can recur the fetch lands with Crucible of Worlds, and with Azusa, lost but seeking or Exploration in play, you can usually get a lot of mileage out of her.
Yeah Gate to the Aether is a last ditch effort, unless you're setting up the Timesifter lock. I don't usually drop it till late game. If you have a cream of the crop rotation set up, usually you can out-drop your opponents, but obviously against some decks it's just not a good idea.
Lifegain is a sore thumb in EDH. on the one hand, voltron aggro decks could care less if you have 200 life, it still only takes 21 GD to kill you. Similary, poison could are less too and that's even more of a problem at 10 PC. As an alternate win con i can sort of see it's value... though i would include cards that let you drop Test of Endurance or Felidar Sovereign EOT (Vedalken Orrery etc.), and i can see that Well of Lost Dreams could play in as card draw for you. I just dont know how strong of Plan B it is. I almost like Mayael's Aria better as a primary fall back, though it falls prey to board whipe.
You've got a lot of packages and plans going on. I think it might help to pick a few and optimize them. Lifegain, Burn, Timesifter, and big fatties (thru Mayael's Aria). There are some cards that let you synergize them all together (i've talked about a few burn spells that play off the big creatures theme, and you have Where Ancients Tread etc.) Timesifter is a great finisher and needs support to pull it off. Alternatively you can throw an entire package into the sideboard and swap it in every now and then for a chance of pace.
Let me know how the lifegain alt win con works out for you over the long run. Definitely worth trying it out!
You're welcome! i had a blast writing it. This is by far my favorite deck to play, and there's just so much you can do with it. There's definitely something to be said for the strength and power of Aggro... but this is just more interesting to play imo.
Thanks!
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed