Maelstrom Wanderer. Everyone's seen him. If you're like me, you're probably bored to death of seeing him, because he always comes packing a package of generic ramp spells into faceless goodstuff.
But not here. This is a Wanderer deck made to approximate the Cascade-Hypergenesis combo that has graced Extended and occasionally Legacy.
Play low profile for the first few turns, drawing cards, dropping lands (ideally lands that can produce two or more mana), and passing. Get a manland online if you can to deter early attacks.
When you reach 8 mana (or have Eureka, Dream Halls, Show and Tell, or a cascade card in hand with the mana to cast it), the fun can begin. Cast your general and start flipping cards from your deck. With all of the cascade cards, the most likely target you'll hit is (eventually) Hypergenesis. Proceed to dump your hand into play, starting with lands and the least threatening creatures, and leading up to the most threatening. If you've got Stormtide Leviathan or Kedrekt Leviathan in hand, hold onto them unless somebody else can play out a better board position than you. These are your safety valves. If the first cascade doesn't give you Eureka or Hypergenesis, the second most likely should. There are a few combinations that result in neither, but for the most part you should be in good shape. You can sometimes even ship the second cascade without casting it to save it for later.
If you're cascading off of another card, keep your possibilities in mind. Outburst and Agent will always hit Hypergenesis. Bloodbraid will hit Hypegenesis or Show and Tell. Etherium-Horn Sculptor can also hit Dream Halls. It's generally better not to play an early cascader unless it can set up an amazing position for you, because the haste off of Wanderer lets you get in immediately with your Eldrazi and can often win the game right away.
Looking at the other possible cascade targets: Eureka is just another Hypergenesis Show and Tell is a one-card Hypergenesis Dream Halls can go real big for you, especially if you have Primal Surge, Kozilek, Enter the Infinite, Myojin of Seeing Winds, or similar in hand. Remember that you can pitch any colored card to it to cast your general if you haven't already. Garruk, Caller of Beasts can be a Show and Tell for a green creature. Otherwise, he can stock up your hand with additional threats. If you can ever get him to ult, he can become extremely dangerous given the other creatures in the deck. Mind's Desire is a bit of a crapshoot card. Best-case scenario with it, you hit it as the second cascade card and get a decent-sized Storm count, and can get a few free fatties off of it. Worst case, it's your first cascade off of Wanderer, and you see a mere two cards. With over half the deck as lands, there's a decent shot that's a complete whiff. Still, when it goes big, it goes real big. Hitting any of the Dream Halls targets is particularly nice. Tooth and Nail can let you drop two guys straight into play or fetch up two extras to drop in on your next Hypergenesis. As a second cascade you can sometimes even do both with lands you dropped off of a Hypergenesis on the first cascade.
So, that's the deck. It's not the most competitive thing out there, but it's unique and it creates exciting gamestates every time. A lot of my losses have come from surprising opposing drops off of Hypergenesis (Godhead of Awe + Massacre Wurm makes me sad) or other crazy plays (Krosan Gripping my Dream Halls in response to Enter the Infinite with Howling Mine out). And when the deck wins, it tends to win big.
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I like the idea, In my wanderer build, I'm running a hypergenesis with excellent results, it's more of a good stuff build with top deck manuplatation, that I tend to play more like a midrange deck, but I have considered adding Eureka for a hardcastable redundancy, for more entertainment.
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But not here. This is a Wanderer deck made to approximate the Cascade-Hypergenesis combo that has graced Extended and occasionally Legacy.
Basics (15)
7 Forest
7 Island
1 Mountain
Ramplands (12)
1 Havenwood Battleground
1 Syluvenite Temple
1 Dwarven Ruins
1 Sandstone Needle
1 Hickory Woodlot
1 Saprazzan Skerry
1 Ancient Tomb
1 City of Traitors
1 Crystal Vein
1 Fungal Reaches
1 Temple of the False God
1 Terrain Generator
Manlands (5)
1 Khalni Garden
1 Kher Keep
1 Treetop Village
1 Mishra's Factory
1 Blinkmoth Nexus
Fixing Lands (16)
1 Command Tower
1 Windswept Heath
1 Polluted Delta
1 Misty Rainforest
1 Scalding Tarn
1 Flooded Strand
1 Arid Mesa
1 Bloodstained Mire
1 Wooded Foothills
1 Verdant Catacomb
1 Breeding Pool
1 Stomping Ground
1 Steam Vents
1 Volcanic Island
1 Tropical Island
1 Taiga
1 Temple of Abandon
1 Temple of Mystery
1 Temple of Epiphany
1 Eye of Ugin
1 Spinerock Knoll
1 Mosswort Bridge
1 Halimar Depths
1 Cavern of Souls
1 Reliquary Tower
Cascade Targets (11)
1 Hypergenesis
1 Violent Outburst
1 Shardless Agent
1 Show and Tell
1 Bloodbraid Elf
1 Eureka
1 Dream Halls
1 Etherium-Horn Sculptor
1 Mind's Desire
1 Garruk, Caller of Beasts
1 Tooth and Nail
Eureka Targets (28)
1 Vorinclex, Voice of Hunger
1 Utvara Hellkite
1 Craterhoof Behemoth
1 Tidal Force
1 Terastodon
1 Tidespout Tyrant
1 Avatar of Slaughter
1 Akroma, Angel of Fury
1 Skarrg Goliath
1 Decree of Silence
1 Bloodfire Colossus
1 Bogardan Hellkite
1 Kedrekt Leviathan
1 Stormtide Leviathan
1 Nullstone Gargoyle
1 Artisan of Kozilek
1 Inkwell Leviathan
1 Kozilek, Butcher of Truth
1 Omniscience
1 Spawnsire of Ulamog
1 Greater Gargadon
1 Jin-Gitaxias, Core Augur
1 Pathrazer of Ulamog
1 Worldspine Wurm
1 Ulamog, The Infinite Gyre
1 Darksteel Colossus
1 It That Betrays
1 Blightsteel Colossus
1 Blasphemous Act
1 Decree of Annihilation
1 Myojin of Seeing Winds
1 Enter the Infinite
1 Primal Surge
The way the deck generally runs is this:
Play low profile for the first few turns, drawing cards, dropping lands (ideally lands that can produce two or more mana), and passing. Get a manland online if you can to deter early attacks.
When you reach 8 mana (or have Eureka, Dream Halls, Show and Tell, or a cascade card in hand with the mana to cast it), the fun can begin. Cast your general and start flipping cards from your deck. With all of the cascade cards, the most likely target you'll hit is (eventually) Hypergenesis. Proceed to dump your hand into play, starting with lands and the least threatening creatures, and leading up to the most threatening. If you've got Stormtide Leviathan or Kedrekt Leviathan in hand, hold onto them unless somebody else can play out a better board position than you. These are your safety valves. If the first cascade doesn't give you Eureka or Hypergenesis, the second most likely should. There are a few combinations that result in neither, but for the most part you should be in good shape. You can sometimes even ship the second cascade without casting it to save it for later.
If you're cascading off of another card, keep your possibilities in mind. Outburst and Agent will always hit Hypergenesis. Bloodbraid will hit Hypegenesis or Show and Tell. Etherium-Horn Sculptor can also hit Dream Halls. It's generally better not to play an early cascader unless it can set up an amazing position for you, because the haste off of Wanderer lets you get in immediately with your Eldrazi and can often win the game right away.
Looking at the other possible cascade targets:
Eureka is just another Hypergenesis
Show and Tell is a one-card Hypergenesis
Dream Halls can go real big for you, especially if you have Primal Surge, Kozilek, Enter the Infinite, Myojin of Seeing Winds, or similar in hand. Remember that you can pitch any colored card to it to cast your general if you haven't already.
Garruk, Caller of Beasts can be a Show and Tell for a green creature. Otherwise, he can stock up your hand with additional threats. If you can ever get him to ult, he can become extremely dangerous given the other creatures in the deck.
Mind's Desire is a bit of a crapshoot card. Best-case scenario with it, you hit it as the second cascade card and get a decent-sized Storm count, and can get a few free fatties off of it. Worst case, it's your first cascade off of Wanderer, and you see a mere two cards. With over half the deck as lands, there's a decent shot that's a complete whiff. Still, when it goes big, it goes real big. Hitting any of the Dream Halls targets is particularly nice.
Tooth and Nail can let you drop two guys straight into play or fetch up two extras to drop in on your next Hypergenesis. As a second cascade you can sometimes even do both with lands you dropped off of a Hypergenesis on the first cascade.
So, that's the deck. It's not the most competitive thing out there, but it's unique and it creates exciting gamestates every time. A lot of my losses have come from surprising opposing drops off of Hypergenesis (Godhead of Awe + Massacre Wurm makes me sad) or other crazy plays (Krosan Gripping my Dream Halls in response to Enter the Infinite with Howling Mine out). And when the deck wins, it tends to win big.
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!