This is my Maelstrom Wanderer deck. In its current super-Timmy iteration, the deck runs only a few answer, no mass LD (or sweepers in general, really), but has become nearly totally devoted to breaking out the fatties. For a MW deck, it doesn't aim to do very many broken things. The deck itself started off as the RUG C11 pre-con, and has been headed up by Riku of Two Relfections briefly, and Animar, Soul of Elements for a while until I got bored with the linear gameplay.
In playing this deck, you spend your first turns focusing on ramping and drawing, occasionally playing smaller utility creatures but generally not going aggro. Once this deck hits 8 mana, it can play out Maelstrom Wanderer to Cascade twice, hopefully into two other useful creatures, and that's when this deck starts tapping its beaters. This deck also usually maintains a rather large hand in all stages of the game, so cards like Overbeing and Niv 1.0 can be pretty useful. As for where I'm looking to take this deck is potentially optimizing the mana base to ensure mana consistency, as well as adding good cards that fit the strategy as I acquire them.
Of all my decks, this is likely the one that plays "Battlecruiser Magic" the best.
Soo..You describe this deck as not doing many broken this. Is this because you don't want it to? Cause if you do..then, let me introduce you to Food Chain.
You have under five ramp spells. Cut some of the inefficient cards (see above suggestions on what are your top cuts) and put in at least 5 more ramp cards, although I'd say in Wanderer decks you really want to go up to at least 15 ramp effects.
1 Maelstrom Wanderer
Lands
7 Island
10 Forest
4 Mountain
1 Evolving Wilds
1 Kazandu Refuge
1 Gruul Guildgate
1 Simic Guildgate
1 Izzet Guildgate
1 Highland Weald
1 Sulfur Falls
1 Rootbound Crag
1 Izzet Boilerworks
1 Simic Growth Chamber
1 Gruul Turf
1 Temple of the False God
1 Reliquary Tower
1 Skarrg, the Rage Pits
1 Kessig Wolf Run
Ramp/Card Advantage
1 Coiling Oracle
1 Cultivate
1 Kodama's Reach
1 Harrow
1 Guided Passage
1 Yavimaya Elder
1 Krosan Tusker
1 Seek the Horizon
1 Unexpected Results
1 Fathom Trawl
1 Urban Evolution
1 Zhur-Taa Ancient
1 Overbeing of Myth
1 Mulldrifter
1 Sturmgeist
1 Prime Speaker Zegana
1 Niv-Mizzet, the Firemind
1 Boundless Realms
1 Sphinx of Uthuun
1 Rapid Hybridization
1 Strionic Resonator
1 Tribute to the Wild
1 Hull Breach
1 Viashino Heretic
1 Fade into Antiquity
1 Aetherize
1 Phyrexian Metamorph
1 Pandemonium
1 Rite of Replication
1 Cinder Elemental
1 Prophet of Kruphix
1 Psychic Spiral
1 Silklash Spider
1 Acidic Slime
1 Magma Phoenix
1 Wrecking Ogre
1 Perplexing Chimera
1 Hoard-Smelter Dragon
1 Deadwood Treefolk
1 Magus of the Arena
1 Consecrated Sphinx
1 Hellkite Charger
1 Warstorm Surge
1 Phyrexian Ingester
1 Disaster Radius
1 Spearbreaker Behemoth
1 Artisan of Kozilek
1 Bloodbraid Elf
1 Thicket Elemental
1 Summoning Trap
1 Etherium-Horn Sorcerer
1 Arbiter of the Ideal
1 Rampaging Baloths
1 Progenitor Mimic
Straight Beats
1 Xenagos, God of Revels
1 Inferno Titan
1 Rubblehulk
1 Conquering Manticore
1 Allosaurus Rider
1 Simic Sky Swallower
1 Sphinx Ambassador
1 Tromokratis
1 Borborygmos
1 Balefire Dragon
In playing this deck, you spend your first turns focusing on ramping and drawing, occasionally playing smaller utility creatures but generally not going aggro. Once this deck hits 8 mana, it can play out Maelstrom Wanderer to Cascade twice, hopefully into two other useful creatures, and that's when this deck starts tapping its beaters. This deck also usually maintains a rather large hand in all stages of the game, so cards like Overbeing and Niv 1.0 can be pretty useful. As for where I'm looking to take this deck is potentially optimizing the mana base to ensure mana consistency, as well as adding good cards that fit the strategy as I acquire them.
Of all my decks, this is likely the one that plays "Battlecruiser Magic" the best.
Spiraling Embers, Electropotence, Kruphix, God of Horizons, Zealous Conscipts, Genesis Hydra, Scourge of Fleets
Soo..You describe this deck as not doing many broken this. Is this because you don't want it to? Cause if you do..then, let me introduce you to Food Chain.
Other than that, I would recommend cutting: Seek the Horizon, Zhur-Taa Ancient, Aetherize, Cinder Elemental, Psychic Spiral, Magma Phoenix, Perplexing Chimera, Artisan of Kozilek (can't be hit by Wanderer), and Rubblehulk
You seem to have a "play off the top of your library" theme, with that in mind, I'd recommend considering: Brainstorm, Chaos Warp, Fact or Fiction, Long-Term Plans, Mystical Tutor, Reweave, Spin into Myth, Steam Augury, Worldly Tutor, Crystal Ball, Proteus Staff, Scroll Rack, Sensei's Divining Top, Temporal Aperture, Djinn of Wishes, Galvanoth, Gamekeeper, Intet, the Dreamer, Oracle of Mul Daya, Riptide Shapeshifter, Shardless Agent, Clear the Land, Mind's Desire, Polymorph, Recross the Paths, Telemin Performance and Possibility Storm.
And if you want more "competitive" advice, additions such as Cyclonic Rift, just ask!
WUBRGProgenitus
URGMaelstrom Wanderer
WUBOloro, Ageless Ascetic
WURZedruu, the Greathearted
BRGProssh, Skyraider of Kher ($100)
GWUDerevi, Empyrial Tactician ($100)
UGKruphix, God of Horizons ($100)(retired)UTalrand, Sky Summoner (French 1v1, $100)