Well bigger on the inside will be going into my Maelstrom Wanderer deck. had a rules question on it. I have several cards that can untap lands such as Garruk Wildspeaker and Kiora's Follower. If I use Bigger on the Inside lets say 3 times for example will my next spell have Cascade, Cascade, Cascade or will my next 3 spells have cascade?
Pretty light on spot removal. I run the following outside of what has already been posted.
Gilded Drake Take enemy commander or bomb for 2 mana.
Especially fun to steal a creature then bounce Gilded Drake right back to your hand with Jace, the Mind Sculptor ready to steal the next creature that threatens you. Cyclonic Rift Terrible cascade but gets the pass since its Cyclonic Rift Karn Liberated Being able to Exile any permanent or having a 10 loyalty PW looming over your opponents heads has been pretty strong. Especially if you are running a lot of extra turn effects.
I cut Beast Within a while back because the second part of the card normally reads its controller puts a chump blocker into play for Maelstrom Wanderer. I want to be hitting for 7 not being blocked by a blocker I just created.
I run the following that can "reset" Maelstrom Wanderer aka sac outlets or bounce.
Food Chain If you resolve with Maelstrom Wanderer out will usually result in a win. Venser, Shaper Savant ETB counterspell so as with most ETB creatures is great with Deadeye Navigator. Also another alternative win condition with infinite mana via Deadeye Navigator+Palinchron bounce all opponents permanents. High Market Sac outlet that taps for mana. As with all sac outlets can recast Maelstrom over and over with infinite mana. Temur Sabertooth I prefer this over Crystal Shard for two reasons. I like having a additional card to sac to Food Chain for 5 mana. I also like that you can use it multiple times a turn for not just Maelstrom but other ETB creatures you might have like Eternal Witness. Greater Good Quality sac outlets are at a premium as you need one in play to keep recasting Maelstrom Wanderer with infinite mana and this gets you 7 cards deep while getting your commander back in the command zone. Big fan of this card. Mystic Confluence Very versatile counter spell that can also bounce. At worst its draw 3 when you cascade which is still pretty decent. Cryptic Command Again one of the few non dead cascade counterspells that can also bounce. I especially like tapping all my opponents creatures at end of turn then swinging for lethal. For some reason people always forget about that mode. Evacuation One of the few instants in the deck but is a nice cascade card and can really solve a lot of problems for 5 mana. Jace, the Mind Sculptor Has been a powerhouse for me. Endless brainstorms setting up cascades and card advantage in general. Can bounce your Wanderer to recast but also get rid of opponents creatures such as a chump blocker preventing Maelstrom Wanderer from getting lethal.
Ive never really been a fan of Dream Halls as I think it is just too dangerous. Don't like spending 5 mana on a enchantment that can immediately benefit my opponents instant filled hands.
I agree Frontier Siege is excellent. Since Maelstrom Wanderer is a mostly sorcery speed deck only generating the mana during main phase is just fine. Generating 4 mana a turn for 4 mana investment is nice. If you cast it during your first main you will even get 2 of your mana back during your following second main.
In terms of ramp for Maelstrom I am pretty light in the 2 CMC slot as I really don't want to be spending 2 mana to take one turn off the casting clock for Maelstrom. I focus more on the broken mana rocks at 0-1CMC plus Carpet of Flowers and Joraga Treespeaker then jump up to 3-4CMC where there are a lot of great options that will get you ahead 2 turns.
Also have a few thoughts about some of the other cards being discussed.
Treachery Love this card. Many decks either don't function or perform poorly when their commander is stolen but there are other cards that do this as well. Its the second part in combination which makes the card great. Cascading into this, stealing opponents commander then untapping 5 lands you just used to cast Maelstrom is always a good time. Even if you didn't tap lands you can always just float mana in response and untap the lands.
Sphinx of Uthuun or Arcanis the Omnipotent? Both! I have both slotted in my list but I guess if I was forced to choose one it would be Sphinx because you get to dig 5 deep immediately even if Maelstrom is not out where Arcanis you have to wait unless you have another haste enabler. Both interact well with Deadeye Navigator, once again Arcanis needing haste. Arcanis can also draw and cast your whole deck if you have infinite mana from Deadeye Navigator+Palinchron with Wanderer or another haste source by just tapping, draw three then bounce itself and recast. Rinse and repeat cast your whole deck. Sphinx can do same thing essentialy except you will be putting some cards in the graveyard rather then casting every card in your deck but at that point it doesn't really matter as you will still be casting enough stuff to kill everyone.
Worn Powerstone Costs 3 gets you ahead 2 turns. Not amazing but still good enough to be included. Trinket Mage is better but I would run both.
Scroll Rack I also very recently cut this card as well. It was a hard cut but I found myself just wishing it was either ramp, draw, or a bomb most of the time so out it went.
Brutalizer Exarch I have been playing this card for many years and just cannot ever see cutting it. Has 2 very relevant ETB abilities. Just the fact that resolving this card allows me to immediately go find his best pal Deadeye Navigator makes the inclusion worth it for me. The interaction between the 2 is pretty bonkers. Another win condition using Deadeye Navigator+Palinchron infinite mana, just tuck everyone's non creature permanents.
Teferi, Temporal Archmage This is a card I don't see get talked about much but I have found extremely effective. Just the fact that it can pay 2/3'rds of its cost immediately even if you just have lands is nice. But when you have things out like Thran Dynamo, Gilded Lotus, Grim Monolith etc,etc things get out of hand pretty quick for your opponents. But even if you just have a Sol Ring and 3 land this card generates 5 mana a turn. The untap ability can also come in very handy against stax. Being able to untap permanents that you normally would not be able to untap with via oh lets say Winter Orb or Static Orb can really throw a wrench in the stax players gameplan. It can also dig through 2 cards a turn which can be nice late game if you find yourself in topdeck mode.
The last card that I wanted to bring up for discussion that I have found to be great but have not seen mentioned anywhere is Chandra, Torch of Defiance. If you have a poor manabase the double red might be hard but pretty much all of the abilities are relevant. Wanderer will find it's self with a ton of mana due to all the ramp we run so +1 to cast things off the top of our deck is great. +2 mana immediately for a 4 mana investment is the same as the coveted Skyshroud Claim. Yes you can only make double red instead of grabbing two dual lands, which is not as strong but Chandra is so versatile in other ways while remaining a effective ramp piece at the 4 CMC slot. I cut a Ranger's Path for Chandra so don't worry Skyshroud Claim is still in the deck and is still excellent, especially with Lotus Cobra. Even the ultimate is nice as you are doing 15 damage each time you cast Wanderer (2 cascade+MW). The -3 is less used but it is still repeatable creature removal which is at a premium in the deck.
I have not tested Sunbird's Invocation yet. I am not usually a fan of 6CMC enchantments that don't have a immediate impact. I am sure it would be good value long term but my meta is pretty competitive and I don't think I could consistently get enough out of it to warrant a inclusion.
I also like Regal Force. Your going to have a lot of tokens out on the field with this deck so its going to normally draw you quite a few cards. It's also a 5/5 elemental that will trigger Omnath when it hits the graveyard. A 5/5 body is also nice for those Where Ancients Tread and Warstorm Surge triggers.
has anyone done any testing with goblin bushwacker because i have found that he can be really effective as a one of to matron up when you need to win a race or that turn
Gilded Drake Take enemy commander or bomb for 2 mana.
Especially fun to steal a creature then bounce Gilded Drake right back to your hand with Jace, the Mind Sculptor ready to steal the next creature that threatens you.
Cyclonic Rift Terrible cascade but gets the pass since its Cyclonic Rift
Karn Liberated Being able to Exile any permanent or having a 10 loyalty PW looming over your opponents heads has been pretty strong. Especially if you are running a lot of extra turn effects.
For other interaction spells I still run Blatant Thievery as it can be just a absolute blowout. It is also a juicy Regrowth or Eternal Witness target.
I cut Beast Within a while back because the second part of the card normally reads its controller puts a chump blocker into play for Maelstrom Wanderer. I want to be hitting for 7 not being blocked by a blocker I just created.
Food Chain If you resolve with Maelstrom Wanderer out will usually result in a win.
Venser, Shaper Savant ETB counterspell so as with most ETB creatures is great with Deadeye Navigator. Also another alternative win condition with infinite mana via Deadeye Navigator+Palinchron bounce all opponents permanents.
High Market Sac outlet that taps for mana. As with all sac outlets can recast Maelstrom over and over with infinite mana.
Temur Sabertooth I prefer this over Crystal Shard for two reasons. I like having a additional card to sac to Food Chain for 5 mana. I also like that you can use it multiple times a turn for not just Maelstrom but other ETB creatures you might have like Eternal Witness.
Greater Good Quality sac outlets are at a premium as you need one in play to keep recasting Maelstrom Wanderer with infinite mana and this gets you 7 cards deep while getting your commander back in the command zone. Big fan of this card.
Mystic Confluence Very versatile counter spell that can also bounce. At worst its draw 3 when you cascade which is still pretty decent.
Cryptic Command Again one of the few non dead cascade counterspells that can also bounce. I especially like tapping all my opponents creatures at end of turn then swinging for lethal. For some reason people always forget about that mode.
Evacuation One of the few instants in the deck but is a nice cascade card and can really solve a lot of problems for 5 mana.
Jace, the Mind Sculptor Has been a powerhouse for me. Endless brainstorms setting up cascades and card advantage in general. Can bounce your Wanderer to recast but also get rid of opponents creatures such as a chump blocker preventing Maelstrom Wanderer from getting lethal.
Ive never really been a fan of Dream Halls as I think it is just too dangerous. Don't like spending 5 mana on a enchantment that can immediately benefit my opponents instant filled hands.
I agree Frontier Siege is excellent. Since Maelstrom Wanderer is a mostly sorcery speed deck only generating the mana during main phase is just fine. Generating 4 mana a turn for 4 mana investment is nice. If you cast it during your first main you will even get 2 of your mana back during your following second main.
For the 2 slot I do run
Mana Drain
Lotus Cobra (Great with 9 fetchlands plus Skyshroud Claim and its equivalents)
Copy Artifact (I consider this ramp as there is almost always a Mana Crypt or Sol Ring in play but can also be a pretty versatile card.
Grim Monolith
Also have a few thoughts about some of the other cards being discussed.
Treachery Love this card. Many decks either don't function or perform poorly when their commander is stolen but there are other cards that do this as well. Its the second part in combination which makes the card great. Cascading into this, stealing opponents commander then untapping 5 lands you just used to cast Maelstrom is always a good time. Even if you didn't tap lands you can always just float mana in response and untap the lands.
Sphinx of Uthuun or Arcanis the Omnipotent? Both! I have both slotted in my list but I guess if I was forced to choose one it would be Sphinx because you get to dig 5 deep immediately even if Maelstrom is not out where Arcanis you have to wait unless you have another haste enabler. Both interact well with Deadeye Navigator, once again Arcanis needing haste. Arcanis can also draw and cast your whole deck if you have infinite mana from Deadeye Navigator+Palinchron with Wanderer or another haste source by just tapping, draw three then bounce itself and recast. Rinse and repeat cast your whole deck. Sphinx can do same thing essentialy except you will be putting some cards in the graveyard rather then casting every card in your deck but at that point it doesn't really matter as you will still be casting enough stuff to kill everyone.
Worn Powerstone Costs 3 gets you ahead 2 turns. Not amazing but still good enough to be included. Trinket Mage is better but I would run both.
Scroll Rack I also very recently cut this card as well. It was a hard cut but I found myself just wishing it was either ramp, draw, or a bomb most of the time so out it went.
Brutalizer Exarch I have been playing this card for many years and just cannot ever see cutting it. Has 2 very relevant ETB abilities. Just the fact that resolving this card allows me to immediately go find his best pal Deadeye Navigator makes the inclusion worth it for me. The interaction between the 2 is pretty bonkers. Another win condition using Deadeye Navigator+Palinchron infinite mana, just tuck everyone's non creature permanents.
Teferi, Temporal Archmage This is a card I don't see get talked about much but I have found extremely effective. Just the fact that it can pay 2/3'rds of its cost immediately even if you just have lands is nice. But when you have things out like Thran Dynamo, Gilded Lotus, Grim Monolith etc,etc things get out of hand pretty quick for your opponents. But even if you just have a Sol Ring and 3 land this card generates 5 mana a turn. The untap ability can also come in very handy against stax. Being able to untap permanents that you normally would not be able to untap with via oh lets say Winter Orb or Static Orb can really throw a wrench in the stax players gameplan. It can also dig through 2 cards a turn which can be nice late game if you find yourself in topdeck mode.
The last card that I wanted to bring up for discussion that I have found to be great but have not seen mentioned anywhere is Chandra, Torch of Defiance. If you have a poor manabase the double red might be hard but pretty much all of the abilities are relevant. Wanderer will find it's self with a ton of mana due to all the ramp we run so +1 to cast things off the top of our deck is great. +2 mana immediately for a 4 mana investment is the same as the coveted Skyshroud Claim. Yes you can only make double red instead of grabbing two dual lands, which is not as strong but Chandra is so versatile in other ways while remaining a effective ramp piece at the 4 CMC slot. I cut a Ranger's Path for Chandra so don't worry Skyshroud Claim is still in the deck and is still excellent, especially with Lotus Cobra. Even the ultimate is nice as you are doing 15 damage each time you cast Wanderer (2 cascade+MW). The -3 is less used but it is still repeatable creature removal which is at a premium in the deck.
I have not tested Sunbird's Invocation yet. I am not usually a fan of 6CMC enchantments that don't have a immediate impact. I am sure it would be good value long term but my meta is pretty competitive and I don't think I could consistently get enough out of it to warrant a inclusion.
Ah, finally I can afford to put this in my Maelstrom Wanderer EDH deck. Bonus with the black border.
Perilous Forays is a great card for this deck. With this and Omnath, Locus of Rage out you can infinite combo win with Lotus Cobra, Mana Echoes or Amulet of Vigor.
I also like Regal Force. Your going to have a lot of tokens out on the field with this deck so its going to normally draw you quite a few cards. It's also a 5/5 elemental that will trigger Omnath when it hits the graveyard. A 5/5 body is also nice for those Where Ancients Tread and Warstorm Surge triggers.
Craterhoof Behemoth is also a nice finisher with lots of Elemental's out.
This would get around life loss and unlike something along the lines of Necropotence you are not actually paying life to draw cards.
For the alpha strike I like a one off of Goblin Pryomancer over Goblin Bushwhacker