Until the Conflux, most Nayans viewed life as a celebration. Resources were plentiful, conflict rare, and pleasure was a way to give thanks for the blessings of Progenitus. But one Nayan shouldered a heavy burden: Mayael the Anima. A young female elf, Mayael was chosen from a line of female druids who had proven a connection to the awesome gargantuans who walk the plane. The Cylian elves believe that the Anima is the only one who can understand the will of Progenitus; that she alone can tell them what they must do to satisfy his tempestuous nature.
I have been brewing the idea of Mayael for some time now and I finally got around to putting a list together that I feel comfortable with. I have chosen to go with a dragon subtheme in this build of Mayael with inspiration from Utvara Hellkite. He is a power house in that, when cheated into play with Mayael's ability, becomes a problem for our opponents very quickly. I have chosen many of the best dragons that help in different situations. After researching different options of Commanders that would work best for this I chose Mayael for the fact that she would give me many off color dragons that would fit what I wanted to do plus her cheating creatures ability made the decision for me. Angels are the second flying focus of the deck and I have picked the ones that are defensive in nature and protect the deck. I want to stay close to the overall theme of Mayael but add the flying power to shore up weaknesses and make potential threats to deal with.
RaikouRider's primer is a huge inspiration to this list and I want to give credit to him for some great ideas. I want to put a resource together that models what a dragon tribal theme looks like. I plan to cover notable interactions and synergies that come with Mayael and her play style.
What is worse than not having an answer in hand to deal with your opponents combo or out of control board state? Not having any threats of your own to put the pressure back on. Mayael opens this up with using the top five cards as an extra hand to find something to help protect you against their creatures. Plus almost all of the creatures in the list have some sort of extra value to them to make sure we get the best bang for our buck. I feel she will play well with the wild nature of our opponents and keep them from dominating the board. I'll discuss each card choice I am going with to help explain why I have chosen them to fit the final draft. Mayael's wing shards take flight. ENJOY!
Ever since 2011 when one of my friends made a 60 card deck centered around Mayael, I loved her effect of getting expensive creatures that are mostly unheard of playing in that type of a format. It wasn't until later that year when we got into commander with the 2011 precons and I made my first commander deck with Damia, Sage of Stone. This is what opened me up to the format to begin with. I have enjoyed building different styles of commanders since then but I always wanted to go back and look at one of my favorite creatures as a commander. So recently, about a year and a half or so, I finally decided to look into building Mayael. I have always been torn on what is the best way to build her and could never settle on a particular theme or synergies. With the recent return to Ravinia block I saw Utvara Hellkite and fell in love with a dragon theme and since they are mostly 5 power or more, it was a perfect fit. Now with Khans of Tarkir out, more options made my idea possible.
I have been testing her extensively since I got the list together and I have found a few key weaknesses to the deck as a whole. The fact that we use Mayael to put down our largest threats is a huge one. Meaning we have to protect her at all costs and this is not always easy. It is what convinced me to put in the amount of shroud and hexproof granting effects because if Mayael cannot stay on board we have a handful of over costed creatures that we cannot play reliably. Our boon with her is that she has 3 toughness so this helps to keep her alive longer in the early game. Another thing to help the deck out is having redundancy with her effect. Not having enough ways to get our creatures out is going to create a very slow game for us where we do not interact with the board state. This is why I put in other sources of cheating creatures in so that I'm not stuck with Mayael in the command zone. This deck has evolved a little over time and has become more resilient and is performing better each time I play her as I go about playing her a little differently each time. It's heavily dependent on which decks she is playing against. I hope everyone has fun looking into different options for her. She has so many directions she can be taken and each put a different twist of fun into her.
Mayael has this unique ability to be able to surprise our opponent by putting down a creature instantly from the top of our libraries. This can be used in many different ways. If we need to go in for an attack with something like Xenagos, God of Revels out, we can activate her and look for a creature that will lay down the hurt on our opponent. Anything dropping will get double the power and haste but when we hit a Gisela, Blade of Goldnight we now just pumped our entire board with double damage and she deals quadruple damage with the buff from Xenagos that turn. It swings the game in our favor. A second look at her can be a reactive standpoint. If someone tries anything targeting our board or throws down a wipe for our army we can respond with her ability to possibly pull out an Archetype of Endurance or Avacyn, Angel of Hope to stop what is about to happen. Having this flexibility is what drew me to Mayael. There are a multitude of ways and scenarios her ability will benefit our board state and this will enhance our playing to get the answers and threats that our opponent will never expect. Taking a look at other Naya Commanders, we do not get the style of play, while similar, that Mayael provides. Here are the other options we have available to us.
Marath, Will of the Wild- Has the token creating power wrapped into removal. Tokens of any size available and has a unique cast trigger. Fills similar roles as Mayael, although he is your tool for creatures, not a large number of fat and effective creatures.
Hazezon Tamar- If you like the tokens in mass and swarm style aggro, he is the way to go. With some cheats involved this can get out of hand quickly. Differences are small swarm versus Mayael's fat flyers, beasts, etc.
Rith, the Awakener- Dragons are always cool, especially if they like to hit your opponent and benefit you with an army. Another swarm style aggro if this is what suits you. Having evasion is just a plus.
Uril, the Miststalker- Out of the park voltron with this guy. If enchantress is your style, he's your guy. Built in protection is always a plus. He focuses on a one man army so if you like multiple creatures for security he may not be what your looking for.
Gahiji, Honored One- He is a different take on attacking your opponents. He helps anyone not attacking you. A rare breed of pillowfort (keeping yourself protected.) Aggressive creatures are the way to go in this build to get his buff so it will play similarly to Mayael. It's just a matter of how you get to the same end game.
Why you might like Mayael.
You like throwing down fatty after fatty.
Putting the pressure on your opponents EACH and EVERY turn.
Turning your creatures sideways and attacking for lethal before turn 10.
You like hearing, "OH GOD" from across the table.
Long games aren't your style.
Why Mayael might not be for you.
Infinite combos are natural to you.
Grinding out a win is insanely fun and thrilling.
You don't like the combat step.
Feeling inefficiency of cost is slowing you down.
Everything is better in the graveyard.
Dromoka, the Eternal- Baby Dromoka has the potential to beef up your other threats while still laying down some hurt on your opponents. The fact that this is amplified by the other dragons in the deck means it will trigger quite often and bolster 2 is a big pump with each dragon. Her second use is to help Mayael or any other small utility creature stay alive and become a larger threat.
Dragonlord Dromoka- Dragonlord Dromoka is a replacement for Spellbreaker Behemoth to keep your opponents off your back during your crucial combat phase. This also lets you activate Mayael on your turn with little worry of removal or responses.
Scourge of the Throne- Self explanatory, but extra combat means faster time clock with our fatties. Plus it's not hard to get this to trigger.
Yosei, the Morning Star- Yosei serves as a defense to opposing flyers or the player that is ahead and can stop our gameplan. Nothing like the combo player going off the turn before you can lay the finishing blow. I feel like this could be swapped for other options, but I really like the idea of having a defensive one.
Dragonlord Atarka- The utility of this is nice, kill opposing flyers, kill a pesky planeswalker in your way. But what I like most is the fact she has trample. A thumbs up over Bogardan Hellkite.
Scourge of Kher Ridges- Having the ability to wipe ground creatures is nice. Again this is going to get most creatures without affecting many of ours. And if need be, wipe flyers out for a good swing in.
Utvara Hellkite- Army of dragons with so many dragons in the build. This is one of the determining factors of why I decided to go this way with her. Plus the idea from other users made up my mind.
Baneslayer Angel- Offensive and Defensive at the same time. She can keep our life up while having relevant protection against other dragons or demons. The format is full of them.
Angel of Serenity- She is equipped to deal with your opponents biggest threats to get them out of the way or she can remove them from your graveyard to get back a beater or two. Never been disappointed with seeing her in any deck.
Gisela, Blade of Goldnight- Pretty easy to see why she is in here. Double damage is an asset with so many beaters. Plus it is a deterrent to attack you with fatties on board and their damage being halved.
Avacyn, Angel of Hope- Wrath proofs our board so when we draw into one it makes it game over.
Nylea, God of the Hunt- Another that I'm not completely sure will stay in, but giving trample to all my fatties makes her feel worth it. I won't really trigger her buff much but if it leads to a finish it may have its uses.
Xenagos, God of Revels- Granting Haste and doubling power seems imperative to our strategy. He feels like he fits the bill quite well.
Paleoloth- Recursion utility makes him a go to. I considered Eternal Witness for this and she is a staple among green decks, but I feel he goes the extra mile here. Triggering each time a 5/x enters feels like it will get me back what I need more often than she will one time.
Soul of Theros- Granting First Strike and Lifelink will help me to survive much longer. He helps to make blocking favorable for me.
Archetype of Endurance- Can't undervalue the fact your opponents can't deal with our threats. Hexproof on Mayael means she will go the extra mile for us and really put the hurt down.
Godsire- Feels like Naya. He is terrifying as a blocker and attacker. Plus his token generation is just overwhelming giants that help end the game that much faster.
Gruul Ragebeast- All our creatures become removal. Have to be careful as it is not a may, but most of our creatures will take out many common threats. Prophet of Kruphix in your way, nah!
Spearbreaker Behemoth- Makes our opponents hesitant on a board wipe when we get to keep most of our threats. A great deterrent for them. Or if we have a wipe in hand save our largest threats and wipe the board then go to town.
Terastodon- Anything not a creature slowing you down? This will knock it out and the elephants are negligible to your fatties. Really not much of a downside.
Woodfall Primus- All ups to this one. Can knock out two permanents that are making things difficult.
Blazing Archon- Anti attack me. It steers everyone away while we re-setup our board, or build it up more for an alpha strike.
Worldspine Wurm- One of the largest creatures to run outside of eldrazi. He lays down the pain while giving you 3 5/5's if he ever gets destroyed. Plus recycling him for more Mayael fun is great times.
Bloom Tender- Typically adds RGW which will pay for mayael or part of her ability. One of the best mana dorks in tri-color commanders imo.
Ulvenwald Tracker- Spot removal with the most abundant resource we have access to. He has always performed well in other decks for me.
Elvish Piper- Seems low profile and maybe not worth it at first glance, but having an additional Mayael effect is nice. Two fatties a turn is great. Even better with Seedborn Muse.
Seedborn Muse- That brings me to Seedborn Muse. Why not a Mayael trigger every turn?
Mayael Effects
Chord of Calling- One of the best creature tutors in the format. It brings out any fatty we need to deal with the current situation.
Defense of the Heart- This will always activate as there will usually be three creatures on one of your opponents board. Getting two creatures into play, Utvara and and any other dragon, or go after Seedborn Muse and Bloom Tender for more Mayael activations.
Quicksilver Amulet- Useful without Mayael on board. If she can't stick, this is a great backup for her. Remember redundancy is a good thing.
Lurking Predators- This card is practically made for Mayael. Your opponent casts a spell? Flip a fatty a good portion of the time. Even one of our other creatures would be good. This is a fantastic card.
See the Unwritten- Digging 8 cards will pretty easily find at least one creature. It serves as a one time Mayael unless we have ferocious which should be almost always. Then we get two for the price of one Mayael activation. Pretty sweet right?
Lightning Greaves- Best thing is to make sure Mayael can't be removed. She is a lightning rod for removal. Plus having haste is another great thing to get things rolling.
Swiftfoot Boots- Same as above, only hexproof can be useful in certain situations. Not really relevant on this deck, but at least wanted to note the difference.
Steely Resolve- Another useful means for shroud on Mayael or our many dragons, angels, or beasts in the deck. There are plenty of types to pick from here and will always be helpful. I feel it is one of the stronger options since we need something to protect from abilities as well.
Privileged Position- All around a stellar card. Remember redundancy? This one takes the cake for protection. Our opponents have to deal with this before any of our threats can be targeted.
Top Deck Manipulation
Mirri's Guile- Like Top, but allows only top rearranging. I feel adding one more option gives me the best early game support and is able to make sure Mayael has a target in the top 3 cards.
Worldly Tutor- Allows us to get any creature we want with Mayael for just one G. Makes the choices pretty easy off her activation.
Sensei's Divining Top- Always a good card in any deck. Even better here when we can make sure there is something to hit. Or we can use it to setup more mana or anything we need.
Scroll Rack- If we have a Mayael target in hand we can put it back on top to get off her ability. Pretty nice interaction here.
Greater Good- Turns any creature dying into card advantage. Usually nets 2+ cards off of it.
Mana Ramp
Green Sun's Zenith- Can tutor many of our creatures out as a cheat, or can ramp us by paying zero and fetching Dryad Arbor. Very helpful either way we decide to use it.
Sol Ring- Auto include in any deck. Same goes for this one too, unless anyone wants to build a deck with little to no staples which is just as valid a reason to run it or not run it.
Nature's Lore- One of the best ramp around. Get a basic or a dual land for versatility. All into play untapped. Very Nice!
Cultivate- a common 3cc ramp spell to push us ahead. Great for fixing our colors.
Mirari's Wake- A buff wrapped into essentially double mana to cast our fatties. Pretty hard to pass this up. Mana Reflection is another option, however it costs one more mana and doesn't add much to our build.
Removal
Path to Exile- Removes any threat we need out of the way. Solid.
Krosan Grip- I chose this over Return to Dust for the Split Second to avoid counterspells or other in response actions. This stops all that.
Austere Command- Versatility in this format is key. This saves our large creatures while wiping utility creatures. Or it can take care of artifacts or enchantments in our way. I very useful card to consider.
Terminus- great removal for us as we can shuffle our library consistently and get the creatures back through Mayael.
Warstorm Surge- With all of our creatures being mostly 5+ power this acts as creature removal or straight damage to our opponent.
Survival of the Fittest- Best creature tutor. Period. Throw something away to find a better answer or more of a threat to to any situation we come across. Great versatility lies in this card as any creature option is available.
Mayael's Role?
Mayael takes some timing to play right and in order to get the most out of our plays, we need to know when the best time to play and activate her are. I know the first thing most might want to do on turn three when we have all colors is to put her out on the field but this is not always a good idea due to her being a magnet for removal. Her ability costs 3RGW to activate meaning we either need a) fast mana ramp to set up for her activation or b) mana rocks such as Sol Ring on board to make the cost easily attainable. Either of these options is fine, but this is something we need set up prior to putting her out. So we have something that needs focus in order to set us up for our stomping behemoths to arrive. Other key things to remember are when the best time to activate her ability is and when the best time to play what is is in our hand. Until we build up more mana than her activation cost, we will be doing either or at this stage of play. Mayael can be used to proactively put down threats to defend against or attack our opponents. Or she can wait and respond to a spell or ability and hope for another outcome to protect our game plan. This will be something to analyze through the decks we play against.
Opening Hand
Our opening hand can vary greatly. What we are looking for are cards to set ourself up for Mayael.
We want mana. Look for at least 2-3 lands, a Sol ring, or any 2-4 cc ramp spell to get us started. Second is there a way to cheat out creatures? Hold onto these if at all possible. Try not to keep too many 6+ cc creatures. That is what Mayael is for. Last, we want to make sure we have ways to hold our opponents off. Keep removal so we are prepared to slow them down to keep ourselves ahead of the game.
Strengths
Mayael is able to come down early as long as the mana fixing in the deck is diverse enough to hit all colors relatively early. This allows her to be an early game deterrent to those aggressive builds. Of course she is not built for combat, so we want to minimize the times we use her for this purpose.
Her greatest strength is to throw down creatures that are threats to our opponents. For mana, this is possible and it can happen at instant speed, giving us flexibility of when we need to make it happen. Most times, we will be doing this on our turn but there are times we want to keep our options open and save mana for something pressing.
Next she has 3 toughness which can be a strength and a weakness. She blocks most early game creatures making her a good early game play if needed. Most times we want to play her later around turn 5 however.
Weaknesses
Mayael has weaknesses to her build as well. She is easily removed by a lightning bolt or anything similar with only having 3 toughness. Non combat damage will be her biggest issue to overcome as she has little to interact with this.
She is also prone to blowouts by overextending with her ability. It is easy to try and get multiple threats on board but we have to be careful and know when we have enough already on board so a sweeper will not take us down 3 pegs. We want to be able to rebuild but having 9 creatures on board limits our chance to get more when we need to rebuild. Keep the focus in mind and know when is enough to finish an opponent off.
Mayael Effects
We run multiple other effects like Mayael in the deck due to the fact that she will not always be on the board. She draws in removal. This will be a difficult game plan to administer if we cannot get the creatures that cost 6+ out of our hands. The solution to this is to run other effects that cheat creatures into play. Chord of Calling, Green Sun's Zenith, Tooth and Nail, Quicksilver Amulet are just a few options that will help keep the flow of our game going when Mayael bites the dust. And do not believe that it will not happen we have to be prepared for this.
Aggressive or Defensive?
Defence should be a priority in the early game. This is not a fast deck to play and we start to make our big plays around turn 6 or 7. So we have to survive until we can make this happen. Playing out cards like privileged position will help to set us up for the big plays to come. Hold removal for those swingy creatures coming our way. Path to Exile our own creature if need be if that one mana is holding us back from activating our general.
A defensive setup is a good place to be even on the attack. When we have a good line up of attackers, we want them to be protected from what can be thrown at them during combat. Avacyn and Archetype of Endurance make this possible. We always want a good mix of aggression with defence.
Aggression should happen about turn 7 if not earlier due to ramp. Our gameplan is to take out the other players as quickly as possible. We have many ways to do this. Mayael cheats them into play from our library, Elvish Piper and Quicksilver Amulet cheat them out of our hand. Once we get a few down, start taking people out.
When and what to get?
We have cards in the deck to search out what we need at different stages of the game. Early on mana will be important, ramp spells and creatures that generate mana will be a priority here. Setting up defense is second, cards such as Enlightened Tutor search out or protection enchantments. Third is threat pressence. Worldly Tutor and Chord of Calling will find them for us. We have utility built into the card choices and this helps at each stage to get what is needed at that time.
Early Game- Turns 1-5
In the early game, we want to focus mostly on building resources. Mana is the key to playing Mayael properly. Her ability costs 6 and this will be what we want to do most turns. Playing cards such as Nature's Lore, Cultivate, Bloom Tender, Skyshroud Claim, all of these will get us where we need to be by the time we are ready for Mayael. Ideally we want to hit Mayael by turn 4 or 5 so that if nothing else has been played, she will drop before we get the last mana to activate her. We want to use our answers to keep our opponent on the rocks. We do not want them to build up too much before we get the chance to play Mayael. It will spell bad news if they are ready for our large plays.
Mid Game- Turns 6-10
Mid-game is where it starts to heat up. Mayael should be ready to go, responding to our opponent’s removal with options of our own. We want to lay down a protective board state where we have access to Archetype of Endurance for hexproof, Avacyn, Angel of Hope for indestructible, Spearbreaker Behemoth for the same as Avacyn. All will keep us in the game when sweepers are laid down, and removal is thrown our way. It will happen. Attacking a player for 20+ with four creatures is a death sentence very quickly. They will try and stop us. Putting down the offensive army is a main goal here. Atarka, World Render and any other dragon, notably Utvara Hellkite, will end the game quickly together. This is a dragon oriented build and this is the focus of much of my attacking force. It is important to put the pressure on as this is an extremely aggressive deck. Mayael fits between casual and competitive, finding the right card choices to push it to the latter will take testing. We take large strides and do not want to overextend our board position. This can cause us to be blown out very easily. What we need to keep an eye out for is not letting our opponent push past us in the aggression. We have to keep their board state in check to make it manageable. It is almost impossible to play archenemy against the table so keeping them in check will be to our advantage.
Late Game- Turns 10+
We want to have taken out a player and continue to work our way around the board to finish off others low on life. Our board state should look pretty solid with a good mix of attacking, defensive, and utility creatures at our disposal. Opponents will be aiming to shut us down with our army on the attack, so we need to keep up our guard in order to stay ahead of our opponents. Greater Good will help us do this and drawing 5+ cards will keep answers in hand. Survival of the Fittest will get us the right creature for the task. Sensei's Divining Top will make sure to keep the best possible card on top in a pinch so that we have access to it when we need it. Even cards like Tooth and Nail will get us what we are looking for. Entwining this will guarantee two creatures that will improve or further our board state. These are the types of plays we want to be doing, staying ahead until we take out the last player.
Avenger of Zendikar- Staple or not, I feel he doesn't add enough to the overall deck as i'm not focusing on token swarm. If anything if someone bribery's it from me they have chumps for days against my ground beaters. Still, there are other great targets for them to go after but i don't want to face off against one that blocks most of my offensive army.
Illusionist's Bracers- Felt like it is a waste of mana when we have Mayael to activate. It doesn't feel needed. I can only use it with one ceature at a time and it really has the most effect with only Mayael.
Return to Dust- I like Krosan Grip in this slot a little more for the Split Second. It stops Combo decks in its tracks and still takes care of the problem.
I feel Heliod isn't going to get me far. He hadn't performed well in the games I played or I wasn't enthusiastic about seeing him.
Mirri's Guile can help sift through options and having another in the list is always useful.
Godsire is going to the sideline for now while I see if Vigor holds his weight. Making my creatures bigger may prove more useful than populating a creature each turn. I'll wait and see.
Nylea was under performing for me where she was not really relevant to my board position. The trample was nice to have, but I rarely was happy to see her in my activation of Mayael. Stalking Vengeance has been recommended and with the amount of board wipes my play group has, it feels it will come in more handy when the situation arrives.
Update 6/8/16
Reconfigured the entire deck list. Multiple changes were made to make her more efficient than the previous iteration. I dropped a few cards that were not really making a large enough difference ro their effects were too specific to only a few cards.
I had thought about Mirri's Guile and I wasn't sure if it was too much or if I needed more top deck manipulation. I like the idea of having a third Sensei's Top effect, I'm just not sure what would be a good cut for it. I have enough in the creature department to warrant Heliod being cut and testing Mirri's Guile out. I would rather cut him for a creature if possible, but I could test out this change. Is there another cut you would recommend for Mirri's Guile over Heliod?
Totally, Sylvan Library is essentially a better version of Mirri's Guile because of the draw, but they both allow for top deck manipulation, which makes Mayael just nuts. Crystal Ball is another sifting agent although it's expense (mana-wise) and just a budget/weaker (by far) version of Top.
Totally, Sylvan Library is essentially a better version of Mirri's Guile because of the draw, but they both allow for top deck manipulation, which makes Mayael just nuts. Crystal Ball is another sifting agent although it's expense (mana-wise) and just a budget/weaker (by far) version of Top.
Ok, I'll try out Mirri's Guile in place of Heliod and look for another possible threat to add in to keep the creature balance where it is. I do like crystal ball, but I think the effect is probably not needed with the other options in the deck for now. I'll revisit it later if it looks like I need more sifting options. Thanks for the input
krosan verge
the eldrazi Titans were just reprinted and could be gotten cheapish dense foliage is better than Stella resolve and protects creatures from spot removal akroma's memorial to push final damage through
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krosan verge
the eldrazi Titans were just reprinted and could be gotten cheapish dense foliage is better than Stella resolve and protects creatures from spot removal akroma's memorial to push final damage through
Krosan Verge is an oversight on my part. I'll add it to the list.
As far as Dense Foliage goes, I don't agree that it's better than Steely Resolve. It protects all creatures from spells not just a type of creature but I have enough of the same type that I'd rather the shroud to protect from spells and abilities. Plus not being able to remove creatures with swords or path is not good imo.
Akroma's Memorial could be a consideration, but I feel it may be overkill and win more in this deck. With already highly agressive creatures I don't know that it would push it over the top. I'll keep it in mind. Thanks for the insight.
Really nice list! Here are some of other fatties i would like to suggest;
Thundermaw Hellkite, clears flyers out of your big fatties way,
Thunderfoot Baloth, Since you may have Mayael out most of the the time, Thunderfoot's Lieutenant ability makes your guys bigger and gives trample,
Tyrant's Familiar, Same reason as Thunderfoot, but Tyrant's ability is more limited,
Siege Behemoth, Rather your enemies like it or not, this guy is gonna make your forces get through,
Craterhoof Behemoth, Bigger,stronger creatures, but might hurt if it gets bribed from you,
Titania, Protector of Argoth, This one depends on how many fetch lands you will be running, but she pumps out more big dudes,
Vigor, Your enemies want to exchange blows, your guys will come out the bigger brawler.
Really nice list! Here are some of other fatties i would like to suggest;
Thundermaw Hellkite, clears flyers out of your big fatties way,
Thunderfoot Baloth, Since you may have Mayael out most of the the time, Thunderfoot's Lieutenant ability makes your guys bigger and gives trample,
Tyrant's Familiar, Same reason as Thunderfoot, but Tyrant's ability is more limited,
Siege Behemoth, Rather your enemies like it or not, this guy is gonna make your forces get through,
Craterhoof Behemoth, Bigger,stronger creatures, but might hurt if it gets bribed from you,
Titania, Protector of Argoth, This one depends on how many fetch lands you will be running, but she pumps out more big dudes,
Vigor, Your enemies want to exchange blows, your guys will come out the bigger brawler.
Thundermaw Hellkite may be more relevant in this build since it focuses on dragons. My initial thought on him was that he is a french vanilla beater, but he does serve to get flyers out of the way. I guess I feel that Baneslayer contributes more in the same slot as he would fill. I may try him out and see how he does, however to see if he pulls any weight.
Thunderfoot Baloth could be a good replacement for Nylea. It was hard to choose between the two but, his pump may serve more useful constantly as long as Mayael sticks around. But it is highly dependent on her staying on board.
Tyrant's Familiar feels like a worse Balefire Dragon. So I will probably pass on him.
Siege Behemoth feels like he could do some damage with the evasion he grants, I just don't know what would be a good cut for him.
No doubt Craterhoof Behemoth is a great finisher, he is probably win more here, but I will keep him in mind when making changes.
Titania doesn't feel like she fits in this type of a deck. She wants a more staxy deck to play around with.
Vigor is interesting. He doesn't do anything outright which is why I wouldn't want to play him. He can't really be too aggressive himself without the chance of losing him and his only effect he grants with it. The buff and protection could be nice but for now I will leave him out.
Thanks for all the suggestions. I will keep a few of these in mind when I look to update the list.
Is Sneak Attack excluded for financial reasons? Same questions for the Eldrazi.
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Is Sneak Attack excluded for financial reasons? Same questions for the Eldrazi.
No sneak attack is something available to me. I can swap it out of my Alesha deck to this one. I agree it will be a good addition. The eldrazi when cheated don't get the cast trigger and I feel like I have other beaters that suffice. But I will give them some thought if I need fatter creatures to throw into play.
I will second Sneak Attack
A few other cards off the top of my head that I play in my own Mayael of the Anima list are:
[cards]Skyshroud Claim
Platinum Emperion
Xenagos, God of Revels
Bloomtender
It That Betrays
Grand Abolisher
can give you a more detailed explanation later if you would like
A plus to Vigor is that death/damage to him shuffles it back into the library, like "good" eldrazis, so it could be tutored/Mayeal-ed out again.
That's a good point. I could try to test him out and see how well he plays out. Is there a good cut to add him?
Update
I haven't found a low impact card as of yet, but Nylea, God of the Hunt hasn't shown up to test out either, so I'm not sure how she does. I want to continue testing her out, but has there been any experiences with her positive or negative? She is on my watchlist but, I do want to at least play her before I make a judgement call.
Godsire seems a little weak. Mainly because it doesn't have trample, nor does the token. With Nylea or a trample enabler, the story is different however. Could cut it for Vigor as a test.
Godsire seems a little weak. Mainly because it doesn't have trample, nor does the token. With Nylea or a trample enabler, the story is different however. Could cut it for Vigor as a test.
I really like that idea. It brings the curve down if I need to cast plus his effect may work out better than populate a creature would. When I get more time I'll edit my list and test Vigor out.
If there are any other cuts I should consider let me know and what anyone suggests to put in their place.
Have you thought of Illusionist's Bracers for Quicksilver Amulet? I've found that generals it t activated abilities have great synergy with it. (That and Rings of Brighthearth, which you have in the list). I think that late game, Quicksilver Amulet may be better if Mayael has been removed several times and is harder/more of a liability I (mana-wise) down the stretch and can become a surrogate Mayael ability.
Although I guess, it's possible to double wiff on her ability, adding to the Quicksilver side of the argument. Just a thought to marinade on.
How much are you set on keeping Reap and Sow? I think you could try out Skyshroud Claim. It fills the same curve slot and it gets you two forest cards to play (which seems OP considering that you're running duals). I also think that the LD is redundant next to Stripper Mine and Tectonic Edge.
Granted, you're playing a 99 card deck so the chance of drawing either isn't very high and also LD is always a good option to ping critical utility lands (Coffers, Cradle, Sanctum, Ruins and the like) that are in almost every build.
Have you thought of Illusionist's Bracers for Quicksilver Amulet? I've found that generals it t activated abilities have great synergy with it. (That and Rings of Brighthearth, which you have in the list). I think that late game, Quicksilver Amulet may be better if Mayael has been removed several times and is harder/more of a liability I (mana-wise) down the stretch and can become a surrogate Mayael ability.
Although I guess, it's possible to double wiff on her ability, adding to the Quicksilver side of the argument. Just a thought to marinade on.
Quicksilver Amulet is in the list currently. I am on the same page with having a backup Mayael Effect. I did go over Illusionist's Bracers on Notable exclusions. I like Rings of Brighthearth more, simply because I can use it on other creatures in the deck or other activated abilities outside of just the one creature the bracers is attached to. I have maybe a couple of activated creatures so it didn't feel like a better option to me.
How much are you set on keeping Reap and Sow? I think you could try out Skyshroud Claim. It fills the same curve slot and it gets you two forest cards to play (which seems OP considering that you're running duals). I also think that the LD is redundant next to Stripper Mine and Tectonic Edge.
Granted, you're playing a 99 card deck so the chance of drawing either isn't very high and also LD is always a good option to ping critical utility lands (Coffers, Cradle, Sanctum, Ruins and the like) that are in almost every build.
That's where I have trouble determining what is needed more. I can get two forests with Skyshroud Claim, so colorwise, I can fix what I need with duals. Or I can get one land, any land, so it can fix mana base or can get a utility land like Kessig Wolf Run or Yavimaya Hollow. Plus the added affect of destroying a problematic land like you said. It's a hard choice that I feel Reap and Sow can offer more utility when I need it. Skyshroud Claim is still on my to add list, I just need to find the right cut for the card.
Thanks for all the input. It is good to have options to consider to update the list more and test out useful effects.
Updated thread more to cover more options and making it more visual to help with some of the thumbing through. If anyone has any questions on options I chose, let me know. I'll be adding a strategy and tips section when I get more testing in with the deck.
I'm going to get a few games in tonight and add more updates as to what is working out and what may need to be considered for cuts. Again, any tips of your own that you experience can help the thread out and can be added to alternative options when I get the chance to add it in. Thanks for the support so far with ideas.
I got a few games in and went up against Dragonlord Ojutai voltron and Jenara, Asura of War enchantress. The game started out a little slow by turn 5 the Ojutai player was beating on the Jenara player before pillowfort was put up. I was able to get out Dromoka, the Eternal to defend against his flyer and kept him at bay for a few turns. I finally got Mayael to stick, and started flipping over Blazing Archon, Angel of Serenity, Archetype of Endurance and finally, Avacyn, Angel of Hope. Green sun for Vigor before this setup came about. Needless to say, the Ojutai player could not swing at me reliably and get through. Thankfully he drew an influx of land, so no mass wipe came about until I hit Avacyn. Mayael took this game as the Jenara player was being attacked and not ale to keep anything on board to defend against my creatures.
Vigor I feel was a good choice to swap in. It kept my Dromoka protected against Ojutai until I hit my other flyers and offensive capability. It was a good choice to test out. When I get more games in I will continue to update what is working.
I got to play against a sakashima, the imposter deck the other day and it was focused on cloning and bouncing. Mayael did very well, however she had problems with keeping creatures on board after activating her. I tried getting Archetype of Endurance out but it kept getting vensered bact to my hand. Is there a good way to contest this that anyone has tested out?
Sylvan Safekeeper can work depending on land situation and where you are in a game.
It's not a creature, but Asceticism has been a great protection spell. It acts as a creature centred version of Privileged Position.
Although, neither of these options get around cloning...
I really like the cards individually that you mentioned. Sylvan Safekeeper has made it into many decks and has been useful most times. I can try to slot him in here and see if that would help out. I have quite a few shroud and hexproof granting abilities, it just seems like I don't get them in time. The Sakashima player just changed his deck to the bounce theme and it has made it hard to keep creatures around as it is very effective at what it does. Asceticism has worked for me in the past it just feels expensive to keep it up with the regeneration and having to use Mayael's effect is quite expensive as well. What would be a good slot to try the safekeepers and Asceticism in? I'll rummage through the list and find something I feel I could live without also. Thanks for the suggestions, I'll look at testing them out.
For an update:
I played her again yesterday and was able to get her to sway the board position my way very quickly. I had Dragonlord Atarka to control a few creatures on board, namely Daxos of Meletis. I was able to hit Gisela, Blade of Goldnight off Mayael and that pretty much ended the game for my opponents. I had other flyers on board so it made it very difficult to block, plus I lucked into Archetype of Endurance to prevent any tricks. Overall, she is playing out pretty nicely and there are just a few times the bouncing/removing becomes a problem. But I feel that I can maybe remove a less impact creature for some more utility to protect Mayael and friends.
I've been playing a mayael list that follows a similar approach. There are a few things that you might want to try.
-Linvala, Keeper of Silence : there are a lot of problematic activated abilities that get countered by her.
-Hellkite Tyrant : free mana rocks are good mana rocks. Plus, you have a dragon theme so it should be double include
-Hoard-smelter Dragon : relevant ability, artifact hate is almost always welcome.
-Academy Rector : people like to wrath, and they wrath often. With that you get to pick up your mirari's wake / mana reflection. Can fetch gods and that archetype of endurance
-Aura shards : no idea why you are not playing this
-Temple of the False God: same as above.
-Vorinclex, Voice of Hunger : cast everything while screwing everyone else.
-Praetor's Counsel : because wipes happen and it's good to be able to get everything back!
Private Mod Note
():
Rollback Post to RevisionRollBack
G Azusa, Lost but Seeking G UG Tishana, Voice of Thunder GU UBW Sen Triplets WBU WUBGAtraxa, Praetors' Voice GBUW WUBRGJodah, Archmage Eternal GRBUW GWR Mayael the Anima RWG RWB Edgar Markov BWR WG Gaddok Teeg GW W Oketra the True W
--- My Decklist Folder
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Intoduction
Deck History
Why Play Mayael
The Deck List
Card Choices
Strategy
Currently Testing
Notable Exclusions
Change Log
What is worse than not having an answer in hand to deal with your opponents combo or out of control board state? Not having any threats of your own to put the pressure back on. Mayael opens this up with using the top five cards as an extra hand to find something to help protect you against their creatures. Plus almost all of the creatures in the list have some sort of extra value to them to make sure we get the best bang for our buck. I feel she will play well with the wild nature of our opponents and keep them from dominating the board. I'll discuss each card choice I am going with to help explain why I have chosen them to fit the final draft. Mayael's wing shards take flight. ENJOY!
I have been testing her extensively since I got the list together and I have found a few key weaknesses to the deck as a whole. The fact that we use Mayael to put down our largest threats is a huge one. Meaning we have to protect her at all costs and this is not always easy. It is what convinced me to put in the amount of shroud and hexproof granting effects because if Mayael cannot stay on board we have a handful of over costed creatures that we cannot play reliably. Our boon with her is that she has 3 toughness so this helps to keep her alive longer in the early game. Another thing to help the deck out is having redundancy with her effect. Not having enough ways to get our creatures out is going to create a very slow game for us where we do not interact with the board state. This is why I put in other sources of cheating creatures in so that I'm not stuck with Mayael in the command zone. This deck has evolved a little over time and has become more resilient and is performing better each time I play her as I go about playing her a little differently each time. It's heavily dependent on which decks she is playing against. I hope everyone has fun looking into different options for her. She has so many directions she can be taken and each put a different twist of fun into her.
Marath, Will of the Wild- Has the token creating power wrapped into removal. Tokens of any size available and has a unique cast trigger. Fills similar roles as Mayael, although he is your tool for creatures, not a large number of fat and effective creatures.
Hazezon Tamar- If you like the tokens in mass and swarm style aggro, he is the way to go. With some cheats involved this can get out of hand quickly. Differences are small swarm versus Mayael's fat flyers, beasts, etc.
Rith, the Awakener- Dragons are always cool, especially if they like to hit your opponent and benefit you with an army. Another swarm style aggro if this is what suits you. Having evasion is just a plus.
Uril, the Miststalker- Out of the park voltron with this guy. If enchantress is your style, he's your guy. Built in protection is always a plus. He focuses on a one man army so if you like multiple creatures for security he may not be what your looking for.
Gahiji, Honored One- He is a different take on attacking your opponents. He helps anyone not attacking you. A rare breed of pillowfort (keeping yourself protected.) Aggressive creatures are the way to go in this build to get his buff so it will play similarly to Mayael. It's just a matter of how you get to the same end game.
Why you might like Mayael.
You like throwing down fatty after fatty.
Putting the pressure on your opponents EACH and EVERY turn.
Turning your creatures sideways and attacking for lethal before turn 10.
You like hearing, "OH GOD" from across the table.
Long games aren't your style.
Why Mayael might not be for you.
Infinite combos are natural to you.
Grinding out a win is insanely fun and thrilling.
You don't like the combat step.
Feeling inefficiency of cost is slowing you down.
Everything is better in the graveyard.
Current
3 Mayael the Anima
Creature- 31
1 Ulvenwald Tracker
2 Bloom Tender
2 Lotus Cobra
2 Sakura-Tribe Elder
3 Eternal Witness
3 Reclamation Sage
4 Elvish Piper
4 Solemn Simulacrum
5 Baneslayer Angel
5 Seedborn Muse
5 Sigarda, Host of Herons
5 Thundermaw Hellkite
5 Titania, Protector of Argoth
5 Xenagos, God of Revels
6 Dawnbreak Reclaimer
6 Dragonlord Dromoka
6 Scourge of the Throne
7 Angel of Serenity
7 Atarka, World Render
7 Balefire Dragon
7 Dragonlord Atarka
7 Gisela, Blade of Goldnight
7 Omnath, Locus of Rage
7 Spearbreaker Behemoth
8 Archetype of Endurance
8 Avacyn, Angel of Hope
8 Utvara Hellkite
8 Terastodon
8 Woodfall Primus
9 Blazing Archon
9 Iona, Shield of Emeria
2 Survival of the Fittest
2 Sylvan Library
3 Fires of Yavimaya
4 Defense of the Heart
4 Greater Good
5 Mirari's Wake
5 Privileged Position
6 Lurking Predators
6 Warstorm Surge
Artifact- 6
1 Sensei's Divining Top
1 Sol Ring
2 Lightning Greaves
2 Scroll Rack
2 Swiftfoot Boots
4 Quicksilver Amulet
Instant- 6
1 Path to Exile
1 Swords to Plowshares
1 Worldly Tutor
3 Chaos Warp
3 Chord of Calling
3 Krosan Grip
Sorcery- 9
1 Green Sun's Zenith
2 Nature's Lore
3 Idyllic Tutor
4 Reap and Sow
4 Skyshroud Claim
6 Austere Command
6 See the Unwritten
6 Terminus
7 Tooth and Nail
Planeswalker- 1
4 Arlinn Kord
Land- 37
1 Ancient Tomb
1 Arid Mesa
1 Bloodstained Mire
1 Cavern of Souls
1 Clifftop Retreat
1 Command Tower
1 Dryad Arbor
1 Flooded Strand
2 Forest
1 Grove of the Burnwillows
1 Jungle Shrine
1 Kessig Wolf Run
1 Krosan Verge
1 Madblind Mountain
1 Marsh Flats
1 Misty Rainforest
2 Mountain
2 Plains
1 Plateau
1 Reliquary Tower
1 Rootbound Crag
1 Sacred Foundry
1 Savannah
1 Scalding Tarn
1 Stomping Ground
1 Strip Mine
1 Sunpetal Grove
1 Taiga
1 Tectonic Edge
1 Temple Garden
1 Verdant Catacombs
1 Windswept Heath
1 Wooded Foothills
1 Yavimaya Hollow
3 Mayael the Anima
Creature-30
1 Ulvenwald Tracker
2 Bloom Tender
4 Elvish Piper
5 Baneslayer Angel
5 Dromoka, the Eternal
5 Seedborn Muse
5 Sigarda, Host of Herons
5 Xenagos, God of Revels
6 Dragonlord Dromoka
6 Paleoloth
6 Scourge of the Throne
6 Soul of Theros
6 Vigor
6 Yosei, the Morning Star
7 Angel of Serenity
7 Atarka, World Render
7 Balefire Dragon
7 Dragonlord Atarka
7 Gisela, Blade of Goldnight
7 Spearbreaker Behemoth
7 Stalking Vengeance
8 Archetype of Endurance
8 Avacyn, Angel of Hope
8 Gruul Ragebeast
8 Scourge of Kher Ridges
8 Terastodon
8 Utvara Hellkite
8 Woodfall Primus
9 Blazing Archon
11 Worldspine Wurm
1 Mirri's Guile
2 Steely Resolve
2 Survival of the Fittest
2 Sylvan Library
4 Defense of the Heart
4 Greater Good
5 Mirari's Wake
5 Privileged Position
6 Lurking Predators
6 Warstorm Surge
Artifact-7
1 Sensei's Divining Top
1 Sol Ring
2 Lightning Greaves
2 Scroll Rack
2 Swiftfoot Boots
3 Rings of Brighthearth
4 Quicksilver Amulet
Instant-7
1 Enlightened Tutor
1 Path to Exile
1 Swords to Plowshares
1 Worldly Tutor
3 Chaos Warp
3 Chord of Calling
3 Krosan Grip
Sorcery-8
1 Green Sun's Zenith
2 Nature's Lore
3 Cultivate
4 Reap and Sow
6 Austere Command
6 See the Unwritten
6 Terminus
7 Tooth and Nail
1 Arid Mesa
1 Cavern of Souls
1 Clifftop Retreat
1 Command Tower
1 Dryad Arbor
4 Forest
1 Grove of the Burnwillows
1 Jungle Shrine
1 Kessig Wolf Run
1 Krosan Verge
1 Madblind Mountain
1 Mosswort Bridge
3 Mountain
4 Plains
1 Plateau
1 Reliquary Tower
1 Rootbound Crag
1 Sacred Foundry
1 Savannah
1 Stomping Ground
1 Strip Mine
1 Sunpetal Grove
1 Taiga
1 Tectonic Edge
1 Temple Garden
1 Windswept Heath
1 Wooded Foothills
1 Yavimaya Hollow
Dromoka, the Eternal- Baby Dromoka has the potential to beef up your other threats while still laying down some hurt on your opponents. The fact that this is amplified by the other dragons in the deck means it will trigger quite often and bolster 2 is a big pump with each dragon. Her second use is to help Mayael or any other small utility creature stay alive and become a larger threat.
Dragonlord Dromoka- Dragonlord Dromoka is a replacement for Spellbreaker Behemoth to keep your opponents off your back during your crucial combat phase. This also lets you activate Mayael on your turn with little worry of removal or responses.
Scourge of the Throne- Self explanatory, but extra combat means faster time clock with our fatties. Plus it's not hard to get this to trigger.
Yosei, the Morning Star- Yosei serves as a defense to opposing flyers or the player that is ahead and can stop our gameplan. Nothing like the combo player going off the turn before you can lay the finishing blow. I feel like this could be swapped for other options, but I really like the idea of having a defensive one.
Atarka, World Render- Nothing hurts worse then all dragons swinging for double damage. Not to mention if Scourge of the Throne is on the attack or Utvara Hellkite on board. A must answer in this build.
Balefire Dragon- One sided board wipe, nuff said.
Dragonlord Atarka- The utility of this is nice, kill opposing flyers, kill a pesky planeswalker in your way. But what I like most is the fact she has trample. A thumbs up over Bogardan Hellkite.
Scourge of Kher Ridges- Having the ability to wipe ground creatures is nice. Again this is going to get most creatures without affecting many of ours. And if need be, wipe flyers out for a good swing in.
Utvara Hellkite- Army of dragons with so many dragons in the build. This is one of the determining factors of why I decided to go this way with her. Plus the idea from other users made up my mind.
Baneslayer Angel- Offensive and Defensive at the same time. She can keep our life up while having relevant protection against other dragons or demons. The format is full of them.
Sigarda, Host of Herons- Anti edict is nice and keeps us from losing to Fleshbag Marauder and his ilk or All is Dust.
Angel of Serenity- She is equipped to deal with your opponents biggest threats to get them out of the way or she can remove them from your graveyard to get back a beater or two. Never been disappointed with seeing her in any deck.
Gisela, Blade of Goldnight- Pretty easy to see why she is in here. Double damage is an asset with so many beaters. Plus it is a deterrent to attack you with fatties on board and their damage being halved.
Avacyn, Angel of Hope- Wrath proofs our board so when we draw into one it makes it game over.
Nylea, God of the Hunt- Another that I'm not completely sure will stay in, but giving trample to all my fatties makes her feel worth it. I won't really trigger her buff much but if it leads to a finish it may have its uses.
Xenagos, God of Revels- Granting Haste and doubling power seems imperative to our strategy. He feels like he fits the bill quite well.
Paleoloth- Recursion utility makes him a go to. I considered Eternal Witness for this and she is a staple among green decks, but I feel he goes the extra mile here. Triggering each time a 5/x enters feels like it will get me back what I need more often than she will one time.
Soul of Theros- Granting First Strike and Lifelink will help me to survive much longer. He helps to make blocking favorable for me.
Archetype of Endurance- Can't undervalue the fact your opponents can't deal with our threats. Hexproof on Mayael means she will go the extra mile for us and really put the hurt down.
Godsire- Feels like Naya. He is terrifying as a blocker and attacker. Plus his token generation is just overwhelming giants that help end the game that much faster.
Gruul Ragebeast- All our creatures become removal. Have to be careful as it is not a may, but most of our creatures will take out many common threats. Prophet of Kruphix in your way, nah!
Spearbreaker Behemoth- Makes our opponents hesitant on a board wipe when we get to keep most of our threats. A great deterrent for them. Or if we have a wipe in hand save our largest threats and wipe the board then go to town.
Terastodon- Anything not a creature slowing you down? This will knock it out and the elephants are negligible to your fatties. Really not much of a downside.
Woodfall Primus- All ups to this one. Can knock out two permanents that are making things difficult.
Blazing Archon- Anti attack me. It steers everyone away while we re-setup our board, or build it up more for an alpha strike.
Worldspine Wurm- One of the largest creatures to run outside of eldrazi. He lays down the pain while giving you 3 5/5's if he ever gets destroyed. Plus recycling him for more Mayael fun is great times.
Bloom Tender- Typically adds RGW which will pay for mayael or part of her ability. One of the best mana dorks in tri-color commanders imo.
Ulvenwald Tracker- Spot removal with the most abundant resource we have access to. He has always performed well in other decks for me.
Elvish Piper- Seems low profile and maybe not worth it at first glance, but having an additional Mayael effect is nice. Two fatties a turn is great. Even better with Seedborn Muse.
Seedborn Muse- That brings me to Seedborn Muse. Why not a Mayael trigger every turn?
Chord of Calling- One of the best creature tutors in the format. It brings out any fatty we need to deal with the current situation.
Defense of the Heart- This will always activate as there will usually be three creatures on one of your opponents board. Getting two creatures into play, Utvara and and any other dragon, or go after Seedborn Muse and Bloom Tender for more Mayael activations.
Quicksilver Amulet- Useful without Mayael on board. If she can't stick, this is a great backup for her. Remember redundancy is a good thing.
Lurking Predators- This card is practically made for Mayael. Your opponent casts a spell? Flip a fatty a good portion of the time. Even one of our other creatures would be good. This is a fantastic card.
See the Unwritten- Digging 8 cards will pretty easily find at least one creature. It serves as a one time Mayael unless we have ferocious which should be almost always. Then we get two for the price of one Mayael activation. Pretty sweet right?
Tooth and Nail- Same as Defense of the Heart but harder to answer before it goes off. Probably the best creature tutor in commander.
Lightning Greaves- Best thing is to make sure Mayael can't be removed. She is a lightning rod for removal. Plus having haste is another great thing to get things rolling.
Swiftfoot Boots- Same as above, only hexproof can be useful in certain situations. Not really relevant on this deck, but at least wanted to note the difference.
Steely Resolve- Another useful means for shroud on Mayael or our many dragons, angels, or beasts in the deck. There are plenty of types to pick from here and will always be helpful. I feel it is one of the stronger options since we need something to protect from abilities as well.
Privileged Position- All around a stellar card. Remember redundancy? This one takes the cake for protection. Our opponents have to deal with this before any of our threats can be targeted.
Mirri's Guile- Like Top, but allows only top rearranging. I feel adding one more option gives me the best early game support and is able to make sure Mayael has a target in the top 3 cards.
Worldly Tutor- Allows us to get any creature we want with Mayael for just one G. Makes the choices pretty easy off her activation.
Sensei's Divining Top- Always a good card in any deck. Even better here when we can make sure there is something to hit. Or we can use it to setup more mana or anything we need.
Scroll Rack- If we have a Mayael target in hand we can put it back on top to get off her ability. Pretty nice interaction here.
Sylvan Library- Same as Sensei's Top
Greater Good- Turns any creature dying into card advantage. Usually nets 2+ cards off of it.
Green Sun's Zenith- Can tutor many of our creatures out as a cheat, or can ramp us by paying zero and fetching Dryad Arbor. Very helpful either way we decide to use it.
Sol Ring- Auto include in any deck. Same goes for this one too, unless anyone wants to build a deck with little to no staples which is just as valid a reason to run it or not run it.
Nature's Lore- One of the best ramp around. Get a basic or a dual land for versatility. All into play untapped. Very Nice!
Cultivate- a common 3cc ramp spell to push us ahead. Great for fixing our colors.
Reap and Sow- Allows us to get any land for utility purposes. Kessig Wolf Run, Yavimaya Hollow, or some builds that use Contested Cliffs. It is a great utility to have. Plus it destroys opposing Gaea's Cradles.
Mirari's Wake- A buff wrapped into essentially double mana to cast our fatties. Pretty hard to pass this up. Mana Reflection is another option, however it costs one more mana and doesn't add much to our build.
Path to Exile- Removes any threat we need out of the way. Solid.
Swords to Plowshares- Same as above.
Chaos Warp- Removal for any situation. It could backfire but usually not a downside to get rid of an Avacyn, Angel of Hope.
Krosan Grip- I chose this over Return to Dust for the Split Second to avoid counterspells or other in response actions. This stops all that.
Austere Command- Versatility in this format is key. This saves our large creatures while wiping utility creatures. Or it can take care of artifacts or enchantments in our way. I very useful card to consider.
Terminus- great removal for us as we can shuffle our library consistently and get the creatures back through Mayael.
Warstorm Surge- With all of our creatures being mostly 5+ power this acts as creature removal or straight damage to our opponent.
Enlightened Tutor- This gets all of our important enchantments such as Survival of the Fittest to fetch any creature we need,
Lurking Predators for free creatures off our opponents spells, or getting draw power through Greater Good.
Survival of the Fittest- Best creature tutor. Period. Throw something away to find a better answer or more of a threat to to any situation we come across. Great versatility lies in this card as any creature option is available.
Rings of Brighthearth- I went with this option over Illusionist's Bracers because it is usable with more than one creature at a time or with my other activated abilities like Survival of the Fittest and Greater Good. The mana investment isn't bad for the copy.
Mayael's Role?
Mayael takes some timing to play right and in order to get the most out of our plays, we need to know when the best time to play and activate her are. I know the first thing most might want to do on turn three when we have all colors is to put her out on the field but this is not always a good idea due to her being a magnet for removal. Her ability costs 3RGW to activate meaning we either need a) fast mana ramp to set up for her activation or b) mana rocks such as Sol Ring on board to make the cost easily attainable. Either of these options is fine, but this is something we need set up prior to putting her out. So we have something that needs focus in order to set us up for our stomping behemoths to arrive. Other key things to remember are when the best time to activate her ability is and when the best time to play what is is in our hand. Until we build up more mana than her activation cost, we will be doing either or at this stage of play. Mayael can be used to proactively put down threats to defend against or attack our opponents. Or she can wait and respond to a spell or ability and hope for another outcome to protect our game plan. This will be something to analyze through the decks we play against.
Opening Hand
Our opening hand can vary greatly. What we are looking for are cards to set ourself up for Mayael.
Sample Opening Hands:
Sol ring, forest, Plateau, Enlightened Tutor, Dragonlord Atarka, Worldspine Wurm, mountain This would be a pretty good hand to start off with. If partial paris mulligans are allowed, I would drop Dragonlord Atarka and Worldspine Wurm to get them back into the deck for cheaper options.
Forest, Plains, Nature's Lore, Elvish Piper, Balefire Dragon, Krosan Grip, Ulvenwald Tracker- This one I'd keep, putting in any large creature in Balefire Dragon's place would fit as well. Having Elvish Piper in hand will let us cheat him out easily.
Green/Red Dual or Green/White Dual, mountain, plains, Mirri's Guile, Gisela, Blade of Goldnight, Baneslayer Angel, Enlightened Tutor- Here we would probably mulligan Gisela and Banslayer to find better options and cheaper options.
Yavimaya Hollow, Forest, Forest, Mountain, Quicksilver Amulet, Dragonlord Atarka, Vigor- This hand is a keeper even though we lack one of our colors. Having 4 mana will let us drop Quicksilver Amulet then proceed to play Dragonlord Atarka and Vigor the following turns.
We want mana. Look for at least 2-3 lands, a Sol ring, or any 2-4 cc ramp spell to get us started. Second is there a way to cheat out creatures? Hold onto these if at all possible. Try not to keep too many 6+ cc creatures. That is what Mayael is for. Last, we want to make sure we have ways to hold our opponents off. Keep removal so we are prepared to slow them down to keep ourselves ahead of the game.
Strengths
Weaknesses
We run multiple other effects like Mayael in the deck due to the fact that she will not always be on the board. She draws in removal. This will be a difficult game plan to administer if we cannot get the creatures that cost 6+ out of our hands. The solution to this is to run other effects that cheat creatures into play. Chord of Calling, Green Sun's Zenith, Tooth and Nail, Quicksilver Amulet are just a few options that will help keep the flow of our game going when Mayael bites the dust. And do not believe that it will not happen we have to be prepared for this.
Aggressive or Defensive?
Defence should be a priority in the early game. This is not a fast deck to play and we start to make our big plays around turn 6 or 7. So we have to survive until we can make this happen. Playing out cards like privileged position will help to set us up for the big plays to come. Hold removal for those swingy creatures coming our way. Path to Exile our own creature if need be if that one mana is holding us back from activating our general.
A defensive setup is a good place to be even on the attack. When we have a good line up of attackers, we want them to be protected from what can be thrown at them during combat. Avacyn and Archetype of Endurance make this possible. We always want a good mix of aggression with defence.
Aggression should happen about turn 7 if not earlier due to ramp. Our gameplan is to take out the other players as quickly as possible. We have many ways to do this. Mayael cheats them into play from our library, Elvish Piper and Quicksilver Amulet cheat them out of our hand. Once we get a few down, start taking people out.
When and what to get?
We have cards in the deck to search out what we need at different stages of the game. Early on mana will be important, ramp spells and creatures that generate mana will be a priority here. Setting up defense is second, cards such as Enlightened Tutor search out or protection enchantments. Third is threat pressence. Worldly Tutor and Chord of Calling will find them for us. We have utility built into the card choices and this helps at each stage to get what is needed at that time.
Early Game- Turns 1-5
In the early game, we want to focus mostly on building resources. Mana is the key to playing Mayael properly. Her ability costs 6 and this will be what we want to do most turns. Playing cards such as Nature's Lore, Cultivate, Bloom Tender, Skyshroud Claim, all of these will get us where we need to be by the time we are ready for Mayael. Ideally we want to hit Mayael by turn 4 or 5 so that if nothing else has been played, she will drop before we get the last mana to activate her. We want to use our answers to keep our opponent on the rocks. We do not want them to build up too much before we get the chance to play Mayael. It will spell bad news if they are ready for our large plays.
Mid Game- Turns 6-10
Mid-game is where it starts to heat up. Mayael should be ready to go, responding to our opponent’s removal with options of our own. We want to lay down a protective board state where we have access to Archetype of Endurance for hexproof, Avacyn, Angel of Hope for indestructible, Spearbreaker Behemoth for the same as Avacyn. All will keep us in the game when sweepers are laid down, and removal is thrown our way. It will happen. Attacking a player for 20+ with four creatures is a death sentence very quickly. They will try and stop us. Putting down the offensive army is a main goal here. Atarka, World Render and any other dragon, notably Utvara Hellkite, will end the game quickly together. This is a dragon oriented build and this is the focus of much of my attacking force. It is important to put the pressure on as this is an extremely aggressive deck. Mayael fits between casual and competitive, finding the right card choices to push it to the latter will take testing. We take large strides and do not want to overextend our board position. This can cause us to be blown out very easily. What we need to keep an eye out for is not letting our opponent push past us in the aggression. We have to keep their board state in check to make it manageable. It is almost impossible to play archenemy against the table so keeping them in check will be to our advantage.
Late Game- Turns 10+
We want to have taken out a player and continue to work our way around the board to finish off others low on life. Our board state should look pretty solid with a good mix of attacking, defensive, and utility creatures at our disposal. Opponents will be aiming to shut us down with our army on the attack, so we need to keep up our guard in order to stay ahead of our opponents. Greater Good will help us do this and drawing 5+ cards will keep answers in hand. Survival of the Fittest will get us the right creature for the task. Sensei's Divining Top will make sure to keep the best possible card on top in a pinch so that we have access to it when we need it. Even cards like Tooth and Nail will get us what we are looking for. Entwining this will guarantee two creatures that will improve or further our board state. These are the types of plays we want to be doing, staying ahead until we take out the last player.
Vigor > Godsire
Stalking Vengeance > Nylea, God of the Hunt
Illusionist's Bracers- Felt like it is a waste of mana when we have Mayael to activate. It doesn't feel needed. I can only use it with one ceature at a time and it really has the most effect with only Mayael.
Return to Dust- I like Krosan Grip in this slot a little more for the Split Second. It stops Combo decks in its tracks and still takes care of the problem.
- Heliod, God of the Sun
- mountain
+ Mirri's Guile
+ Krosan Verge
I feel Heliod isn't going to get me far. He hadn't performed well in the games I played or I wasn't enthusiastic about seeing him.
Mirri's Guile can help sift through options and having another in the list is always useful.
Update 8/5/15
- Godsire
+ Vigor
Godsire is going to the sideline for now while I see if Vigor holds his weight. Making my creatures bigger may prove more useful than populating a creature each turn. I'll wait and see.
Update 8/27/15
- Nylea, God of the Hunt
+ Stalking Vengeance
Nylea was under performing for me where she was not really relevant to my board position. The trample was nice to have, but I rarely was happy to see her in my activation of Mayael. Stalking Vengeance has been recommended and with the amount of board wipes my play group has, it feels it will come in more handy when the situation arrives.
Update 6/8/16
Reconfigured the entire deck list. Multiple changes were made to make her more efficient than the previous iteration. I dropped a few cards that were not really making a large enough difference ro their effects were too specific to only a few cards.
WBR Alesha's Death Brigade WBR
WWW Brigid the Battlefield Saboteur WWW
UB Wydwen, the Biting Gale UB
I never really got good mileage out of Heliod.
(W/U)(B/R)GForm of Progenitus, Shape of a Scrubland
BRGJund Tokens with Prossh, the Magic Dragon Foil
URGAnimar, the RUG CleanerFoil
RRRFeldon of the Third Path 2.0 Foil
BG(B/G)Not Another Meren DeckFoil
UR(U/R)Mizzix, Y Control and X Burn Spells
(W/U)(B/R)GHarold Ramos - The 35 Foot Long Twinkie (In +1/+1 counters)
UB(U/B)Dragonlord Silumgar
I had thought about Mirri's Guile and I wasn't sure if it was too much or if I needed more top deck manipulation. I like the idea of having a third Sensei's Top effect, I'm just not sure what would be a good cut for it. I have enough in the creature department to warrant Heliod being cut and testing Mirri's Guile out. I would rather cut him for a creature if possible, but I could test out this change. Is there another cut you would recommend for Mirri's Guile over Heliod?
WBR Alesha's Death Brigade WBR
WWW Brigid the Battlefield Saboteur WWW
UB Wydwen, the Biting Gale UB
(W/U)(B/R)GForm of Progenitus, Shape of a Scrubland
BRGJund Tokens with Prossh, the Magic Dragon Foil
URGAnimar, the RUG CleanerFoil
RRRFeldon of the Third Path 2.0 Foil
BG(B/G)Not Another Meren DeckFoil
UR(U/R)Mizzix, Y Control and X Burn Spells
(W/U)(B/R)GHarold Ramos - The 35 Foot Long Twinkie (In +1/+1 counters)
UB(U/B)Dragonlord Silumgar
Ok, I'll try out Mirri's Guile in place of Heliod and look for another possible threat to add in to keep the creature balance where it is. I do like crystal ball, but I think the effect is probably not needed with the other options in the deck for now. I'll revisit it later if it looks like I need more sifting options. Thanks for the input
Updates
- Heliod, God of the Sun
+ Mirri's Guile
WBR Alesha's Death Brigade WBR
WWW Brigid the Battlefield Saboteur WWW
UB Wydwen, the Biting Gale UB
the eldrazi Titans were just reprinted and could be gotten cheapish
dense foliage is better than Stella resolve and protects creatures from spot removal
akroma's memorial to push final damage through
pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
Krosan Verge is an oversight on my part. I'll add it to the list.
As far as Dense Foliage goes, I don't agree that it's better than Steely Resolve. It protects all creatures from spells not just a type of creature but I have enough of the same type that I'd rather the shroud to protect from spells and abilities. Plus not being able to remove creatures with swords or path is not good imo.
Akroma's Memorial could be a consideration, but I feel it may be overkill and win more in this deck. With already highly agressive creatures I don't know that it would push it over the top. I'll keep it in mind. Thanks for the insight.
WBR Alesha's Death Brigade WBR
WWW Brigid the Battlefield Saboteur WWW
UB Wydwen, the Biting Gale UB
Thundermaw Hellkite, clears flyers out of your big fatties way,
Thunderfoot Baloth, Since you may have Mayael out most of the the time, Thunderfoot's Lieutenant ability makes your guys bigger and gives trample,
Tyrant's Familiar, Same reason as Thunderfoot, but Tyrant's ability is more limited,
Siege Behemoth, Rather your enemies like it or not, this guy is gonna make your forces get through,
Craterhoof Behemoth, Bigger,stronger creatures, but might hurt if it gets bribed from you,
Titania, Protector of Argoth, This one depends on how many fetch lands you will be running, but she pumps out more big dudes,
Vigor, Your enemies want to exchange blows, your guys will come out the bigger brawler.
Thundermaw Hellkite may be more relevant in this build since it focuses on dragons. My initial thought on him was that he is a french vanilla beater, but he does serve to get flyers out of the way. I guess I feel that Baneslayer contributes more in the same slot as he would fill. I may try him out and see how he does, however to see if he pulls any weight.
Thunderfoot Baloth could be a good replacement for Nylea. It was hard to choose between the two but, his pump may serve more useful constantly as long as Mayael sticks around. But it is highly dependent on her staying on board.
Tyrant's Familiar feels like a worse Balefire Dragon. So I will probably pass on him.
Siege Behemoth feels like he could do some damage with the evasion he grants, I just don't know what would be a good cut for him.
No doubt Craterhoof Behemoth is a great finisher, he is probably win more here, but I will keep him in mind when making changes.
Titania doesn't feel like she fits in this type of a deck. She wants a more staxy deck to play around with.
Vigor is interesting. He doesn't do anything outright which is why I wouldn't want to play him. He can't really be too aggressive himself without the chance of losing him and his only effect he grants with it. The buff and protection could be nice but for now I will leave him out.
Thanks for all the suggestions. I will keep a few of these in mind when I look to update the list.
WBR Alesha's Death Brigade WBR
WWW Brigid the Battlefield Saboteur WWW
UB Wydwen, the Biting Gale UB
GBRJundGBR
URWJeskai NahiriURW
My Legacy Deck:
URBGrixis DelverURB
My EDH Decks:
GJarad, Golgari Lich LordB
GRhys, The RedeemedW
RWArchangel AvacynRW
UWDragonlord OjutaiUW
A few other cards off the top of my head that I play in my own Mayael of the Anima list are:
I can give you a more detailed explanation later if you would like
No sneak attack is something available to me. I can swap it out of my Alesha deck to this one. I agree it will be a good addition. The eldrazi when cheated don't get the cast trigger and I feel like I have other beaters that suffice. But I will give them some thought if I need fatter creatures to throw into play.
Bloom Tender, lurking predators,and xenagos, god of Revels are in the list.
Platinum emperion feels like he doesn't do enough. I'm trying to keep oppressive creatures in the list not just something to stall.
It that betrays doesn't feel like it fits in here unless I run the other eldrazi to make use of his ability.
Grand abolisher is substituted with Dragonlord Dromoka. I wanted to keep my 5/x creature count high so less likely to fizzle mayael's ability.
Skyshroud Claim may be added. My ramp may prove a little lacking but after a few more playtests, I'll determine if it's needed.
WBR Alesha's Death Brigade WBR
WWW Brigid the Battlefield Saboteur WWW
UB Wydwen, the Biting Gale UB
(W/U)(B/R)GForm of Progenitus, Shape of a Scrubland
BRGJund Tokens with Prossh, the Magic Dragon Foil
URGAnimar, the RUG CleanerFoil
RRRFeldon of the Third Path 2.0 Foil
BG(B/G)Not Another Meren DeckFoil
UR(U/R)Mizzix, Y Control and X Burn Spells
(W/U)(B/R)GHarold Ramos - The 35 Foot Long Twinkie (In +1/+1 counters)
UB(U/B)Dragonlord Silumgar
That's a good point. I could try to test him out and see how well he plays out. Is there a good cut to add him?
Update
I haven't found a low impact card as of yet, but Nylea, God of the Hunt hasn't shown up to test out either, so I'm not sure how she does. I want to continue testing her out, but has there been any experiences with her positive or negative? She is on my watchlist but, I do want to at least play her before I make a judgement call.
WBR Alesha's Death Brigade WBR
WWW Brigid the Battlefield Saboteur WWW
UB Wydwen, the Biting Gale UB
(W/U)(B/R)GForm of Progenitus, Shape of a Scrubland
BRGJund Tokens with Prossh, the Magic Dragon Foil
URGAnimar, the RUG CleanerFoil
RRRFeldon of the Third Path 2.0 Foil
BG(B/G)Not Another Meren DeckFoil
UR(U/R)Mizzix, Y Control and X Burn Spells
(W/U)(B/R)GHarold Ramos - The 35 Foot Long Twinkie (In +1/+1 counters)
UB(U/B)Dragonlord Silumgar
I really like that idea. It brings the curve down if I need to cast plus his effect may work out better than populate a creature would. When I get more time I'll edit my list and test Vigor out.
If there are any other cuts I should consider let me know and what anyone suggests to put in their place.
WBR Alesha's Death Brigade WBR
WWW Brigid the Battlefield Saboteur WWW
UB Wydwen, the Biting Gale UB
Although I guess, it's possible to double wiff on her ability, adding to the Quicksilver side of the argument. Just a thought to marinade on.
(W/U)(B/R)GForm of Progenitus, Shape of a Scrubland
BRGJund Tokens with Prossh, the Magic Dragon Foil
URGAnimar, the RUG CleanerFoil
RRRFeldon of the Third Path 2.0 Foil
BG(B/G)Not Another Meren DeckFoil
UR(U/R)Mizzix, Y Control and X Burn Spells
(W/U)(B/R)GHarold Ramos - The 35 Foot Long Twinkie (In +1/+1 counters)
UB(U/B)Dragonlord Silumgar
Granted, you're playing a 99 card deck so the chance of drawing either isn't very high and also LD is always a good option to ping critical utility lands (Coffers, Cradle, Sanctum, Ruins and the like) that are in almost every build.
(W/U)(B/R)GForm of Progenitus, Shape of a Scrubland
BRGJund Tokens with Prossh, the Magic Dragon Foil
URGAnimar, the RUG CleanerFoil
RRRFeldon of the Third Path 2.0 Foil
BG(B/G)Not Another Meren DeckFoil
UR(U/R)Mizzix, Y Control and X Burn Spells
(W/U)(B/R)GHarold Ramos - The 35 Foot Long Twinkie (In +1/+1 counters)
UB(U/B)Dragonlord Silumgar
Quicksilver Amulet is in the list currently. I am on the same page with having a backup Mayael Effect. I did go over Illusionist's Bracers on Notable exclusions. I like Rings of Brighthearth more, simply because I can use it on other creatures in the deck or other activated abilities outside of just the one creature the bracers is attached to. I have maybe a couple of activated creatures so it didn't feel like a better option to me.
That's where I have trouble determining what is needed more. I can get two forests with Skyshroud Claim, so colorwise, I can fix what I need with duals. Or I can get one land, any land, so it can fix mana base or can get a utility land like Kessig Wolf Run or Yavimaya Hollow. Plus the added affect of destroying a problematic land like you said. It's a hard choice that I feel Reap and Sow can offer more utility when I need it. Skyshroud Claim is still on my to add list, I just need to find the right cut for the card.
Thanks for all the input. It is good to have options to consider to update the list more and test out useful effects.
WBR Alesha's Death Brigade WBR
WWW Brigid the Battlefield Saboteur WWW
UB Wydwen, the Biting Gale UB
I'm going to get a few games in tonight and add more updates as to what is working out and what may need to be considered for cuts. Again, any tips of your own that you experience can help the thread out and can be added to alternative options when I get the chance to add it in. Thanks for the support so far with ideas.
WBR Alesha's Death Brigade WBR
WWW Brigid the Battlefield Saboteur WWW
UB Wydwen, the Biting Gale UB
I got a few games in and went up against Dragonlord Ojutai voltron and Jenara, Asura of War enchantress. The game started out a little slow by turn 5 the Ojutai player was beating on the Jenara player before pillowfort was put up. I was able to get out Dromoka, the Eternal to defend against his flyer and kept him at bay for a few turns. I finally got Mayael to stick, and started flipping over Blazing Archon, Angel of Serenity, Archetype of Endurance and finally, Avacyn, Angel of Hope. Green sun for Vigor before this setup came about. Needless to say, the Ojutai player could not swing at me reliably and get through. Thankfully he drew an influx of land, so no mass wipe came about until I hit Avacyn. Mayael took this game as the Jenara player was being attacked and not ale to keep anything on board to defend against my creatures.
Vigor I feel was a good choice to swap in. It kept my Dromoka protected against Ojutai until I hit my other flyers and offensive capability. It was a good choice to test out. When I get more games in I will continue to update what is working.
WBR Alesha's Death Brigade WBR
WWW Brigid the Battlefield Saboteur WWW
UB Wydwen, the Biting Gale UB
WBR Alesha's Death Brigade WBR
WWW Brigid the Battlefield Saboteur WWW
UB Wydwen, the Biting Gale UB
It's not a creature, but Asceticism has been a great protection spell. It acts as a creature centred version of Privileged Position.
Although, neither of these options get around cloning...
(W/U)(B/R)GForm of Progenitus, Shape of a Scrubland
BRGJund Tokens with Prossh, the Magic Dragon Foil
URGAnimar, the RUG CleanerFoil
RRRFeldon of the Third Path 2.0 Foil
BG(B/G)Not Another Meren DeckFoil
UR(U/R)Mizzix, Y Control and X Burn Spells
(W/U)(B/R)GHarold Ramos - The 35 Foot Long Twinkie (In +1/+1 counters)
UB(U/B)Dragonlord Silumgar
I really like the cards individually that you mentioned. Sylvan Safekeeper has made it into many decks and has been useful most times. I can try to slot him in here and see if that would help out. I have quite a few shroud and hexproof granting abilities, it just seems like I don't get them in time. The Sakashima player just changed his deck to the bounce theme and it has made it hard to keep creatures around as it is very effective at what it does. Asceticism has worked for me in the past it just feels expensive to keep it up with the regeneration and having to use Mayael's effect is quite expensive as well. What would be a good slot to try the safekeepers and Asceticism in? I'll rummage through the list and find something I feel I could live without also. Thanks for the suggestions, I'll look at testing them out.
For an update:
I played her again yesterday and was able to get her to sway the board position my way very quickly. I had Dragonlord Atarka to control a few creatures on board, namely Daxos of Meletis. I was able to hit Gisela, Blade of Goldnight off Mayael and that pretty much ended the game for my opponents. I had other flyers on board so it made it very difficult to block, plus I lucked into Archetype of Endurance to prevent any tricks. Overall, she is playing out pretty nicely and there are just a few times the bouncing/removing becomes a problem. But I feel that I can maybe remove a less impact creature for some more utility to protect Mayael and friends.
WBR Alesha's Death Brigade WBR
WWW Brigid the Battlefield Saboteur WWW
UB Wydwen, the Biting Gale UB
-Linvala, Keeper of Silence : there are a lot of problematic activated abilities that get countered by her.
-Hellkite Tyrant : free mana rocks are good mana rocks. Plus, you have a dragon theme so it should be double include
-Hoard-smelter Dragon : relevant ability, artifact hate is almost always welcome.
-Academy Rector : people like to wrath, and they wrath often. With that you get to pick up your mirari's wake / mana reflection. Can fetch gods and that archetype of endurance
-Aura shards : no idea why you are not playing this
-Temple of the False God: same as above.
-Vorinclex, Voice of Hunger : cast everything while screwing everyone else.
-Praetor's Counsel : because wipes happen and it's good to be able to get everything back!
UG Tishana, Voice of Thunder GU
UBW Sen Triplets WBU
WUBGAtraxa, Praetors' Voice GBUW
WUBRGJodah, Archmage Eternal GRBUW
GWR Mayael the Anima RWG
RWB Edgar Markov BWR
WG Gaddok Teeg GW
W Oketra the True W
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