This card seems pretty awesome. The floor is +2 card advantage and lets you untap what you used to cast it (pick beginning phase, you untap, draw a card, and deny your opponent a draw). I think best case scenario you steal their combat so they can't kill you for a turn so you get an extra turn to assemble a lock/combo.
I think that the absolute worst case scenario is changing the power/toughness of a creature by one. Killing x/1s, getting an extra point of damage in, letting one of your guys survive combat, or blowing out a double block scenario.
After that, I think it gets really interesting. +1/+1 counters get pretty sweet. Planeswalkers can ult a turn early/get extra loyalty/produce more tokens. Commands/charms get very interesting.
If this card costed 2 and cantripped it would probably be awesome
I don't like Strionic Resonator because it doesn't do much on its own. It doesn't help us get to Wanderer faster, if we have it before Wanderer we need 10 mana to even use it, and as a cascade it is really meh. Also, I don't think it works like you think it works. Carpet of Flowers is a mana ability and cannot be targeted. You can use it with Kozy, but again you need 12 mana in order to use it. You cannot use it to copy Planeswalker abilities because they are activated abilities, not triggered abilities, unless you have an emblem that causes a triggered ability. Copying rebound does not do anything meaningful.
I would rather play an interactive spell like the new Spell Swindle.
Oooh, I've never played Copy Artifact, I gotta try that out...
Never cut Treachery unless your opponents literally don't play creatures. Even then, cascading into it and slapping it onto one of your own creatures just to untap 5 lands isn't the worst.
I always forget that Arcanis the Omnipotent has a second ability, but it comes into play occasionally. If you get infinite mana, like for example Palinchron + Phantasmal Image, you can play Arcanis and cast Wanderer for haste, then draw your deck by replaying Arcanis as many times as you would like.
I used to play Teferi, Temporal Archmage but I cut it for Zendikar Resurgent. Both are good. I could go either way. Chandra, Torch of Defiance is pretty sweet, and I cut Xenagos, the Reveler for her. As far as 4cmc ramp spells go, I would say that Frontier Siege is #2 after Skyshroud Claim. Enchantments are harder to kill, it diversifies your mana base so it can't be stopped by one particular card (Armageddon/Null Rod), can occasionally make 4 mana a turn, and on even more rare circumstances be used as removal. Would recommend.
If Sunbird's Invocation was any cast then it would combo with itself, or at least a clone of itself, and that would be unprintable. Ixalan already had one fix before the set released lol.
I like Scourge of the Throne alot. I cut Sphinx of Uthuun for Diluvian Primordial because, I like it, and casting stuff for free is generally better than drawing cards, and the body is about the same. My most recent favorite card is Ambassador Sphinx, which is admittedly cute and really bad, but it is ooh so much fun.
Maelstrom Wanderer is a crazy powerful general, even without context of the deck. Even if you never plan on casting him and make a generic, well-rounded Temur deck with a bunch of ramp spells, he is a great top end that helps you come back into the game after board wipes. If you build around him, certain draws can be absolutely devastating. As far as "battle cruiser" decks, he is probably one of the best commanders for the job because he allows you to push your curve up to accommodate awesome 7 drops, that you occasionally get for free.
He can also be built to support almost any theme. Some versions that I've played: Sphinx tribal, dragon tribal, eldrazi tribal, Maro tribal, Oops all spells, Oops almost all lands (Mind Over Matter, Temple Bell, Kozilek, Butcher of Truth + 96 lands, its funny exactly one time if you can keep your cool, and is unbelievably dull afterwards), Superfriends, clone/steal all the things, elfball, Panharmonicon, storm w/ Aetherflux Reservoir, wrath all the things, and I'm sure a few more. The basic list mostly stays the same for these lists: 34 lands, around 30 ramp spells, and fill in the rest with stuff thats on theme.
I stopped playing Tooth and Nail because my playgroup really dislikes it, but if I was still playing it I would probably use Dead Eye Navigator + Palinchron because it lowers the curve of the deck, and are both pretty good cascades on their own. Palinchron also combos with a bunch of other cards in the deck, like Gaea's Cradle, Phantasmal Image, Mana Reflection, and Zendikar Resurgent. It also lets you do more stuff if you cascade into it, and occasionally blocks.
Birthing Pod is great, especially since you can pod Wanderer for Void Winnower. That card is very helpful against tons of decks. Also, sacrificing your commander is often a benefit.
Kozy is a fine card. I don't play it, but I wouldn't say its a bad choice. I would consider Ulamog, the Ceaseless Hunger better because exiling 2 things feels like its better than drawing 4. If you like the annihilator, I really love playing Bane of Bala Ged because you can cascade into it, you can clone it, and people have to read what it does all the time, which I think is awesome.
I used to play Mob Rule, and still slot it in sometimes. I like it more than Insurrection.
Expropriate is definitely better than Time Stretch. Hard to not win after casting either card, but I stopped playing both after Knowledge Exploitation such got popular in my area. I don't really play time magic anymore since my playgroup doesn't really like it, and honestly, I find it tedious. Its definitely good, just not as fun for me anymore.
Selvala's Stampede is basically dead if you don't have any permanents in hand, which could suck. Haven't tried it yet, but I have one. I'll test it out.
I would highly recommend upgrading to Shock Lands (Stomping Ground etc) one at a time. They are relatively cheap compared to other lands and you will probably get the most bang for your buck with them. If you get only one a week you'll have them all in no time. Plus, they are great for any type of deck you would want to build in the future. Shock lands, especially the green ones, make cards like Farseek and Wood Elves much better, as well as make any future fetch lands you get much more valuable.
If you consider EDH a good time and want to play many decks in the future, lands are your best investment for your $$$. In addition, they aren't going down in price any time soon, so you might as well get them sooner rather than later. In addition, if you don't like them you can always trade/sell them later, as those are high demand cards.
Ok, maybe a better example of linear commanders would be something like Lin-Sivvi, Defiant Hero, or maybe Shirei, Shizo's Deathtaker.
I actually think the most obvious build for Prossh, Skyraider of Kher is tons of mana dorks, mana rocks, and tutors for Food Chain + creature that wins with infinite etbs or ltbs (Purphoros, God of the Forge, Blood Artist). Grave Pact and Parallel Lives are actually pretty bad in that deck because they don't do anything on their own, don't win the game, and don't help you get Prossh out faster. I would agree that Prossh is by far the best Jund commander, and even the less optimal lists focusing on commander damage/grave pact/tokens lists are probably still better than other jund commanders. But I digress...
Having a commander with all upside isn't a bad thing. People like playing cards that are good. I am of the opinion that (almost) every new legendary creature should have something about it that makes it interesting to play in commander. There have been a bunch of awesome commanders that came out in the last few years that allowed for totally new playstyles and interactions. The Gitrog Monster, Tymna the Weaver, [card]Brago,
King Eternal[/card], Marchesa, the Black Rose, and The Locus God are all very unique in playstyle compared to past commanders in their respective color combinations.
I like playing commanders that are good. I like playing against commanders that are good. I don't see any problem with new legendary cards that scream "build around me" as long as it is different than the other decks that I see. If I see another UGx deck that just plays 'good stuff' I might barf, because that is what 'blue sky' commanders tend to do. I would rather play against decks that try to attack the game in new angles and utilize cool cards. I would honestly rather play against a Derevi, Empyrical Tactician stax with Stasis and Winter Orb over Wood Elves into Oracle of Mul Daya into Sun Titan, because it feels like the most generic deck ever.
I am all for new commanders shaking up the metagame. If you look at the t1 decks, many of them have like 60-70 cards in common, which I find supremely lame. I think that is more of a problem for commander than build-around-me commanders.
I would argue that many of the new commanders are 'blue sky' and really interesting. Mathas, Fiend Seeker, Kess, Dissident Mage, Mirri, Weatherlight Duelist, and Ramos, Dragon Engine can all be built many different ways. They encourage a certain type of play, but that can be as focused or as broad as you like. I think that some of the commanders are very focused, some are more 'blue sky', and some are inbetween. Also, more options for commanders are good for the game, and helps it from getting stale.
Before, there were no options for a BWR commander except for Oros, the Avenger. Now there are 9, 7 of which are from non-standard products, and there are a total of 8 more possibilities if you include partners. It turns out, its fairly difficult to make 3 color legendary creatures in standard sets, and the annual Commander product is great for getting them out there.
Also, some of the pre-2012 legendary creatures are hyper-linear and aren't that great to play with/against. I'm looking at you, Hivis of the Scale...
A sweet commander for eggs is Mazirek, Kraul Death Priest. It lets you loop your eggs and make a huge army, often letting you kill with commander damage. A sweet card black gives you for eggs is Yawgmoth's Will, as it lets your big turn get double big. Without white you lose out on Second Sunrise and stuff, but at least the deck would be different than other stuff you'd see around.
I'd say its a better Mulldrifter.
After that, I think it gets really interesting. +1/+1 counters get pretty sweet. Planeswalkers can ult a turn early/get extra loyalty/produce more tokens. Commands/charms get very interesting.
If this card costed 2 and cantripped it would probably be awesome
Carpet of Flowers is a mana ability and cannot be targeted. You can use it with Kozy, but again you need 12 mana in order to use it. You cannot use it to copy Planeswalker abilities because they are activated abilities, not triggered abilities, unless you have an emblem that causes a triggered ability. Copying rebound does not do anything meaningful.
I would rather play an interactive spell like the new Spell Swindle.
Never cut Treachery unless your opponents literally don't play creatures. Even then, cascading into it and slapping it onto one of your own creatures just to untap 5 lands isn't the worst.
I always forget that Arcanis the Omnipotent has a second ability, but it comes into play occasionally. If you get infinite mana, like for example Palinchron + Phantasmal Image, you can play Arcanis and cast Wanderer for haste, then draw your deck by replaying Arcanis as many times as you would like.
I used to play Teferi, Temporal Archmage but I cut it for Zendikar Resurgent. Both are good. I could go either way.
Chandra, Torch of Defiance is pretty sweet, and I cut Xenagos, the Reveler for her. As far as 4cmc ramp spells go, I would say that Frontier Siege is #2 after Skyshroud Claim. Enchantments are harder to kill, it diversifies your mana base so it can't be stopped by one particular card (Armageddon/Null Rod), can occasionally make 4 mana a turn, and on even more rare circumstances be used as removal. Would recommend.
If Sunbird's Invocation was any cast then it would combo with itself, or at least a clone of itself, and that would be unprintable. Ixalan already had one fix before the set released lol.
Any thoughts on Dream Halls/Cloudstone Curio/Greater Good/Crystal Shard? Currently, the only way I have to manually reset Maelstrom Wanderer is Birthing Pod, and that only works once (to grab Void Winnower), and I guess Jace, the Mind Sculptor which I am thinking about cutting. They all have their merits. Dream Halls in particular sounds interesting because it could lead to a 1 card combo, but could also back fire gloriously.
Karn Liberated was cut from my list because it didn't impact the board enough for a 7 drop. I get alot more value out of Bane of Bala Ged and Balefire Dragon. Brutalizer Exarch is still sweet, but I could see dropping it.
I like Scourge of the Throne alot. I cut Sphinx of Uthuun for Diluvian Primordial because, I like it, and casting stuff for free is generally better than drawing cards, and the body is about the same. My most recent favorite card is Ambassador Sphinx, which is admittedly cute and really bad, but it is ooh so much fun.
I love playing Intuition in this deck. Sometimes, I just get gas, like Rishkar's Expertise, Tishana, Voice of Thunder, and Consecrated Sphinx. Sometimes I get beaters like Pathbreaker Ibex, Scourge of the Throne, and Malignus. Occasionally I go for the good ole triple Time Warp. I think my favorite thing to grab is Bribery, Ambassador Sphinx and Knowledge Exploitation, cuz that always leads to a fun game. Void Winnower + Possibility Storm + Teferi, Mage of Zhalfir could be a cool pile as well.
Has anyone tried out Sunbird's Invocation yet? It seems like a fun card.
He can also be built to support almost any theme. Some versions that I've played: Sphinx tribal, dragon tribal, eldrazi tribal, Maro tribal, Oops all spells, Oops almost all lands (Mind Over Matter, Temple Bell, Kozilek, Butcher of Truth + 96 lands, its funny exactly one time if you can keep your cool, and is unbelievably dull afterwards), Superfriends, clone/steal all the things, elfball, Panharmonicon, storm w/ Aetherflux Reservoir, wrath all the things, and I'm sure a few more. The basic list mostly stays the same for these lists: 34 lands, around 30 ramp spells, and fill in the rest with stuff thats on theme.
Birthing Pod is great, especially since you can pod Wanderer for Void Winnower. That card is very helpful against tons of decks. Also, sacrificing your commander is often a benefit.
Kozy is a fine card. I don't play it, but I wouldn't say its a bad choice. I would consider Ulamog, the Ceaseless Hunger better because exiling 2 things feels like its better than drawing 4. If you like the annihilator, I really love playing Bane of Bala Ged because you can cascade into it, you can clone it, and people have to read what it does all the time, which I think is awesome.
I used to play Mob Rule, and still slot it in sometimes. I like it more than Insurrection.
Expropriate is definitely better than Time Stretch. Hard to not win after casting either card, but I stopped playing both after Knowledge Exploitation such got popular in my area. I don't really play time magic anymore since my playgroup doesn't really like it, and honestly, I find it tedious. Its definitely good, just not as fun for me anymore.
Selvala's Stampede is basically dead if you don't have any permanents in hand, which could suck. Haven't tried it yet, but I have one. I'll test it out.
If you consider EDH a good time and want to play many decks in the future, lands are your best investment for your $$$. In addition, they aren't going down in price any time soon, so you might as well get them sooner rather than later. In addition, if you don't like them you can always trade/sell them later, as those are high demand cards.
I actually think the most obvious build for Prossh, Skyraider of Kher is tons of mana dorks, mana rocks, and tutors for Food Chain + creature that wins with infinite etbs or ltbs (Purphoros, God of the Forge, Blood Artist). Grave Pact and Parallel Lives are actually pretty bad in that deck because they don't do anything on their own, don't win the game, and don't help you get Prossh out faster. I would agree that Prossh is by far the best Jund commander, and even the less optimal lists focusing on commander damage/grave pact/tokens lists are probably still better than other jund commanders. But I digress...
Having a commander with all upside isn't a bad thing. People like playing cards that are good. I am of the opinion that (almost) every new legendary creature should have something about it that makes it interesting to play in commander. There have been a bunch of awesome commanders that came out in the last few years that allowed for totally new playstyles and interactions. The Gitrog Monster, Tymna the Weaver, [card]Brago,
King Eternal[/card], Marchesa, the Black Rose, and The Locus God are all very unique in playstyle compared to past commanders in their respective color combinations.
I like playing commanders that are good. I like playing against commanders that are good. I don't see any problem with new legendary cards that scream "build around me" as long as it is different than the other decks that I see. If I see another UGx deck that just plays 'good stuff' I might barf, because that is what 'blue sky' commanders tend to do. I would rather play against decks that try to attack the game in new angles and utilize cool cards. I would honestly rather play against a Derevi, Empyrical Tactician stax with Stasis and Winter Orb over Wood Elves into Oracle of Mul Daya into Sun Titan, because it feels like the most generic deck ever.
I am all for new commanders shaking up the metagame. If you look at the t1 decks, many of them have like 60-70 cards in common, which I find supremely lame. I think that is more of a problem for commander than build-around-me commanders.
Mathas, Fiend Seeker, Kess, Dissident Mage, Mirri, Weatherlight Duelist, and Ramos, Dragon Engine can all be built many different ways. They encourage a certain type of play, but that can be as focused or as broad as you like. I think that some of the commanders are very focused, some are more 'blue sky', and some are inbetween. Also, more options for commanders are good for the game, and helps it from getting stale.
Before, there were no options for a BWR commander except for Oros, the Avenger. Now there are 9, 7 of which are from non-standard products, and there are a total of 8 more possibilities if you include partners. It turns out, its fairly difficult to make 3 color legendary creatures in standard sets, and the annual Commander product is great for getting them out there.
Also, some of the pre-2012 legendary creatures are hyper-linear and aren't that great to play with/against. I'm looking at you, Hivis of the Scale...