- ambivalentduck
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Member for 16 years, 3 months, and 6 days
Last active Mon, Nov, 6 2023 07:30:38
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Feb 4, 2014ambivalentduck posted a message on Launch Giveaway!Favorite card: Doomsday. It gives you exactly what you need every time. With a little foresight, you can usually even end the game immediately after casting it. Vampiric Tutor's big brother.Posted in: Announcements
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Feb 4, 2014ambivalentduck posted a message on Launch Giveaway!Favorite card: Doomsday. No other card guarantees that you'll see exactly what you want for the rest of the game without helping out your opponents too.Posted in: Announcements
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That's another angle I explored and rejected. Jokulhaups, Wildfire/Burning, Devastation, and Apocalypse end the game in your favor IF nobody floats the mana to counter or kill Wanderer. This creates a point of weakness where you get pounced and hard when you're in no position to defend against it.
I've considered it repeatedly. The conclusion that I keep coming to is that it's a dead draw late and dead weight in an opener. It's not even a great cascade unless you exile 30+ cards with it. A best case scenario of sorts is to cast it leaving only...say...Kiki-Conscripts and then cast Wanderer. But that leads to the rest of the table "playing for second," which is just another way of saying that you lost.
Mystical is starkly better because of Tooth and Nail. I'd run Personal Tutor long before I ran Worldly. Brutalizer Exarch barely makes the cut and only because it can tuck non-critters and is ridiculously good at feeding Food Chain.
Image isn't particularly questionable since it's a 2 mana removal spell for the 3-4 CMC generals you're likely to encounter. Palinchron is more questionable, but only because this thing lacks ramp.
Also, Daze is cleanly better than Force Spike.
The current win rate is something like 80-90% in a 4 player game, 50-60% in a 3 player game.
8 Maelstrom Wanderer
Mana:
Lands (35)
5 Island
7 Forest
2 Mountain
1 Tropical Island
1 Breeding Pool
1 Stomping Ground
1 Taiga
1 Volcanic Island
1 Steam Vents
1 Hinterland Harbor
1 Polluted Delta
1 Bloodstained Mire
1 Misty Rainforest
1 Wooded Foothills
1 Windswept Heath
1 Flooded Strand
1 Arid Mesa
1 Scalding Tarn
1 Verdant Catacombs
1 Ancient Tomb
1 Blighted Woodland
1 Command Beacon
1 Command Tower
1 Kessig Wolf Run
Artifact Ramp (8)
0 Mana Crypt
1 Sol Ring
1 Mana Vault
2 Grim Monolith
3 Worn Powerstone
4 Thran Dynamo
5 Gilded Lotus
1 Carpet of Flowers
2 Mana Drain
2 Sakura Tribe Elder
2 Nature's Lore
2 Restore
3 Fabricate
3 Overgrowth
3 Thada Adel, Acquisitor
3 Tolaria West
3 Trinket Mage
4 Explosive Vegetation
4 Skyshroud Claim
4 Hunting Wilds
4 Garruk Wildspeaker
5 Tezzeret the Seeker
Extra turns (5):
2 Temporal Mastery
5 Capture of Jingzhou
5 Time Warp
5 Temporal Manipulation
6 Walk the Aeons
Removal (6):
3 Blood Moon
4 Glen Elendra Archmage
5 Devastation Tide
4 Wildfire
7 Cyclonic Rift
7 Blatant Thievery
Search/draw (8):
1 Mystic Remora
1 Mystical Tutor
2 Sylvan Library
3 Rhystic Study
3 Intuition
4 Greater Good
6 Arcanis the Omnipotent
6 Recurring Insight
5 Bribery
5 Malignus
6 Stolen Identity
7 Bane of Bala Ged
7 Knowledge Exploitation
9 Tooth and Nail
10 Kozilek, Butcher of Truth
Soft Combo (7):
2 Regrowth
2 Scroll Rack
3 Eternal Witness
3 Food Chain
6 Deadeye Navigator
6 Spelljack
7 Palinchron
Multiple (9):
3 Dack Fayden
3 Phyrexian Metamorph
4 Cryptic Command
4 Jace, the Mind Sculptor
4 Venser, Shaper Savant
5 Mystic Confluence
6 Brutalizer Exarch
6 Teferi, Temporal Archmage
7 Karn Liberated
First version
1 Maelstrom Wanderer
Mana:
5 Island
5 Forest
2 Mountain
1 Tropical Island
1 Breeding Pool
1 Stomping Ground
1 Taiga
1 Volcanic Island
1 Steam Vents
1 Rootbound Crag
1 Sulfur Falls
1 Hinterland Harbor
1 Polluted Delta
1 Bloodstained Mire
1 Misty Rainforest
1 Wooded Foothills
1 Windswept Heath
1 Flooded Strand
1 Arid Mesa
1 Scalding Tarn
1 Verdant Catacombs
1 Tower of the Magistrate
1 Command Tower
1 Strip Mine
1 Wasteland
1 Ancient Tomb
1 Mana Crypt
1 Sol Ring
1 Worn Powerstone
1 Thran Dynamo
1 Gilded Lotus
1 Tolaria West
1 Mana Drain
1 Sakura Tribe Elder
1 Nature's Lore
1 Trinket Mage
1 Wood Elves
1 Cultivate
1 Kodama's Reach
1 Fabricate
1 Explosive Vegetation
1 Skyshroud Claim
1 Hunting Wilds
1 Garruk Wildspeaker
1 Solemn Simulacrum
Extra turns:
1 Temporal Mastery
1 Time Warp
1 Temporal Manipulation
1 Walk the Aeons
1 Time Stretch
Removal:
1 Gilded Drake
1 Chaos Warp
1 Beast Within
1 Proteus Staff
1 Krosan Grip
1 Glen Elendra Archmage
1 Acidic Slime
Search/draw:
1 Sensei's Divining Top
1 Brainstorm
1 Mystical Tutor
1 Sylvan Library
1 Mulldrifter
1 Rhystic Study
1 Intuition
1 Fact or Fiction
1 Recurring Insight
1 Time Spiral
1 Bribery
1 Balefire Dragon
1 Terastodon
1 Tooth and Nail
1 Ulamog, the Infinite Gyre
Soft Combo:
1 Regrowth
1 Scroll Rack
1 Eternal Witness
1 Food Chain
1 Sneak Attack
1 Kiki-Jiki, Mirror Breaker
1 Deadeye Navigator
1 Mind's Desire
1 Spelljack
1 Palinchron
Multiple:
1 Phantasmal Image
1 Crystal Shard
1 Phyrexian Metamorph
1 Cryptic Command
1 Jace, the Mind Sculptor
1 Rite of Replication
1 Zealous Conscripts
1 Brutalizer Exarch
Some card-by-card notes for the non-staple entries.
Spelljack: One of the few counterspells that isn't a dead cascade. Counter Maelstrom and recast him (cascading again twice).
Food Chain: Soft "I win combo" with so many critters in this deck. You typically cast Maelstrom 4-5 times, getting 8-10 spells for free.
Intuition: Choose the opponent who hasn't seen the Food Chain soft combo before and stack it against obvious threats they've seen win games like Tooth and Nail and Consecrated Sphinx.
Let's all work together and get Maelstrom Wanderer banned. Ramp is already too good and a ramp outlet as a general puts it over the top. 'Geddons for life!
Let's say Q was: "Put a -1/-1 counter on ~this~."
Wouldn't that be worth a symbol to make putting on the counter a cost? To me, that fits with most of the evidence we have.
'Copy' seems more like it would be tacked onto a splice variant.
Edit: Wouldn't untap abilities automatically break Flame Fusillade and Hermetic Study?