Don't be fooled by the general-- this is not a Maelstrom Wanderer deck, this is a Sphinx-Bone Wand deck. We want to ramp as fast as possible, get this bad boy out and start the clown fiesta.

Ramp

There's 21 cards in this deck that accelerate our mana. Ramp is important to our game plan because we are going for the value late game. So rather than draw the game out with board clears or stax, we ramp ourselves ahead of everyone else (We do have a few sweepers just in case though).
I especially like Recross the Paths as a ramp spell for its randomness and potential. At best, it can get you Temple of the False God untapped, you and an opponent scry 1, and return to your hand. At worst, it's 3 mana for a tapped dual, you and an opponent scry 1, which isn't terrible. The scry gives a political edge too.

After we get our wand out (which is pretty consistent) our instant/sorcery ramp spells double as damage spells!

Getting the Wand

Since the wand isn't in the command zone, we have to find it from our deck. Relying on drawing it isn't consistent enough so we have to put in some contingency plans for finding it.
- Fabricate, Treasure Mage and Inventors' Fair can all find the wand directly.
- Hour of Promise and Traverse the Ulvenwald can find those cards, to find the wand.
- Maelstrom Wanderer gets the next 2 spells in the deck, which could be the wand itself or spells to find it.

There's also a bunch of graveyard recursion to get these back if it didn't work the first time.

Keeping the Wand

Now that the wand is out, someone has removal. FeelsBadMan. Naturalize, Return to Dust, a red player, there will be someone to kill the wand... But we came prepared!
- Remand delays a turn, or stops a combo. It's the only counterspell in the deck because it's not too bad to cascade into.
- Heroic Intervention fizzles most artifact removal.
- Eternal Witness and Seasons Past get it back if it was destroyed.
- Riftsweeper for exile removal. Refer to the previous section to get the wand back in hand.

Riftsweeper is also sometimes useful if you want Spelltwine, Mystic Retrieval, Volcanic Vision or some other exiled card you really like back in the deck.

Now that you've gotten the wand back and protected it, we reveal our true form! A Clown Fiesta Burn deck!

Shenanigans

Time to get back at those filthy artifact removers. Lets really stoke this Sphinx-Bone fire.
- Clever Impersonator and Mirage Mirror can become wands.
- Saheeli's Artistry can make token copies, and combos with Bloodwater Entity and Maelstrom Wanderer.
- Overblaze, which I had no idea even existed until recently doubles the wand's damage and can be spliced onto Kodama's Reach. Insult // Injury also works much better.
- Spelltwine and Knowledge Exploitation give more than one spell cast trigger and pile charge counters onto the wand.

The combo I mentioned above happened one game where I had a Saheeli's Artistry in hand, Bloodwater Entity and the Wand in play, and Maelstrom Wanderer in the command zone.
I cast Artistry targeting the Wand and the Entity.
Artistry resolves and the Entity's trigger goes on the stack returning the Artistry to the top of my library.
I cast Wanderer which cascaded into Artistry targeting Wand and Entity, then returned Artistry to the top. Then did it again.
I ended up with 4 Wands. I was a happy man.

Metallurgic Summonings and Avenger of Zendikar seemed like logical inclusions due to the amount of spells and land ramp we have.

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Date added 8 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

34 - 0 Rares

22 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 4.21
Tokens Beast 3/3 G, Construct */* C, Copy Clone, Eldrazi Spawn 0/1 C, Manifest 2/2 C, Plant 0/1 G, Treasure, Zombie 2/2 B
Folders Jumping point
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