So, I love Warhammer 40k. So naturally, something that wanders the Maelstrom, heading a deck I like to think of as my own version of Chaos (the random results cards), reminded me of Huron Blackheart. Hence all the references to him and other aspects of Chaos.
A lot of these cards are my favorites in the colors and me making an attempt to follow my 'Chaos' theme, and ways to control those outcomes.
I've included only cards that Wanderer can Cascade into, except for Blasphemous Act, which I feel is necessary due to the lack of sweepers in these colors.
Now I bet you're thinking, "hey, Overwhelming Intellect looks pretty out of place here." Let me explain. It's there to draw me 8 cards when Wanderer Cascades into it, getting me 8 cards and a spell for 8 mana and keeping Wanderer in the Command Zone. "But don't you want Wanderer in play?" Only if I need to give things haste and/or kill someone. People generally avoid killing Wanderer because they don't want me to benefit from the advantage I get when casting him.
I'm not too sold on Summoning Trap, I added it when I had planned to play the 2 legendary Eldrazis, and ended up cutting them since I don't have many ways to deal with a Bribery'd Eldrazi.
1 Maelstrom Wanderer
Minions of the Maelstrom
1 Avenger of Zendikar
1 Balefire Dragon
1 Bloodbraid Elf
1 Body Double
1 Coiling Oracle
1 Consecrated Sphinx
1 Eternal Witness
1 Etherium-Horn Sorcerer
1 Kiki-Jiki, Mirror Breaker
1 Kira, Great Glass-Spinner
1 Phyrexian Ingestor
1 Phyrexian Metamorph
1 Sakashima's Student
1 Sakura-Tribe Elder
1 Shardless Agent
1 Sphinx Ambassador
1 Steel Hellkite
1 Sylvan Safekeeper
1 Teferi, Mage of Zhalfir
1 Thada Adel, Acquisitor
1 Trygon Predator
Chaos Artefacts
1 Crystal Shard
1 Oblivion Stone
1 Scroll Rack
1 Sensei's Divining Top
1 Sol Ring
1 Thran Dynamo
1 Mirri's Guile
1 Soothsaying
1 Treachery
Powers of the Wanderer
1 Beast Within
1 Chaos Warp
1 Evacuation
1 Intuition
1 Long-Term Plans
1 Mystical Tutor
1 Noxious Revival
1 Overwhelming Intellect
1 Spin into Myth
1 Summoning Trap
1 Worldly Tutor
Whispers of the Neverborn
1 All is Dust
1 Blasphemous Act
1 Boundless Realms
1 Bribery
1 Cultivate
1 Explosive Vegetation
1 Fabricate
1 Farseek
1 Hunting Wilds
1 Kodama's Reach
1 Life from the Loam
1 Nature's Lore
1 Primal Command
1 Ranger's Path
1 Skyshroud Claim
1 Spitting Image
1 Time Spiral
1 Tooth and Nail
1 Unexpected Results
1 Urban Evolution
1 Jace, the Mind Sculptor
1 Sarkhan Vol
1 Tezzeret the Seeker
Landscape of the Maelstrom
1 Arid Mesa
1 Breeding Pool
1 Command Tower
1 Evolving Wilds
9 Forest
1 Forgotten Cave
5 Island
1 Kessig Wolf Run
1 Lonely Sandbar
1 Misty Rainforest
1 Mosswort Bridge
5 Mountain
1 Mountain Valley
1 Scalding Tarn
1 Steam Vents
1 Stomping Ground
1 Terramorphic Expanse
1 Tolaria West
1 Tranquil Thicket
A lot of these cards are my favorites in the colors and me making an attempt to follow my 'Chaos' theme, and ways to control those outcomes.
I've included only cards that Wanderer can Cascade into, except for Blasphemous Act, which I feel is necessary due to the lack of sweepers in these colors.
Now I bet you're thinking, "hey, Overwhelming Intellect looks pretty out of place here." Let me explain. It's there to draw me 8 cards when Wanderer Cascades into it, getting me 8 cards and a spell for 8 mana and keeping Wanderer in the Command Zone. "But don't you want Wanderer in play?" Only if I need to give things haste and/or kill someone. People generally avoid killing Wanderer because they don't want me to benefit from the advantage I get when casting him.
I'm not too sold on Summoning Trap, I added it when I had planned to play the 2 legendary Eldrazis, and ended up cutting them since I don't have many ways to deal with a Bribery'd Eldrazi.
A few cards I'd still like to fit in here:
Gamble
Guided Passage
Karn Liberated
Sylvan Library
Temporal Aperture