This is my take on one of the wackiest commanders to come out of a commander set, Mairsil, the Pretender.

Mairsil Card

Legendary Creature - Human Wizard

When Mairsil, the Pretender enters the battlefield, you may exile an artifact or creature card from your hand or graveyard and put a cage counter on it.

Mairsil, the Pretender has all activated abilities of all cards you own in exile with cage counters on them. You may activate each of those abilities only once each turn.

Why Mairsil, the Pretender?

So Much Fun

If you have ever piloted Mairsil you know what kind of wacky and fun things you can do. It's tame enough that you can't simply go infinite at a whim but powerful enough that you can still set yourself up for an infinite combo or skip going infinite altogether and kill people through other means. You never know what kind of game you'll have (lots of people will say that's inconsistent and therefore isn't fun but I argue that means it's fair. Decks that constantly win get boring and decks that constantly lose definitely aren't fun and Mairsil is a happy medium).

Rings of Brighthearth

What is Our Strategy?

Mairsil. Long story short you need to abuse Mairsil. The entire deck is based around him. The idea is to get Mairsil out as quickly as possible and start exiling some artifacts and creatures and comboing off with him. We can freely put stuff in our graveyard and use Mairsil to exile them. Need to be careful with that though, if we can't reliably bounce or recast Mairsil to exile the cards from our graveyard then we risk something like Rest in Peace or Bojuka Bog. And even if we are careful, cards that target individual cards in our graveyard like Scavenging Ooze and Deathrite Shaman will really ruin our day. For the most part though if we already have something like Avatar of Woe exiled and caged then we can deal with those pesky creatures before they become too troublesome.

Shauku, Endbringer
Art credit to MCLT on Deviant Art

How Do We Win?

Combo

We combo. There's a number of ways to do this. Despite being able to use Mairsil's ability only once per turn there are work arounds. I consider these 'friendly' combos because they take setup and they can be interrupted. If it wasn't for the once per turn part of Mairsil the card would be broken and can combo off from two cards rather easily. Regardless of the combo, we'll definitely need Deadeye Navigator in play or Quicksilver Elemental caged. When bounced with Deadeye Mairsil becomes a new instance of himself and can use an ability that he already used that turn. An easy example is Deadeye, Mairsil, and Gilded Lotus will get you infinite mana of any color. Mind you need a haste enabler such as Anger in the Graveyard. Same thing can be achieved with Quicksilver Elemental, though I'll explain that one a bit more since it's less obvious.

Simply puy, Quicksilver Elemental provides a reset for Mairsil for one blue. You can use the abilities available to Mairsil once, then use the Quicksilver ability, then he can use them all over again including Quicksilver's ability. As in the Gilded Lotus example you can replace Deadeye with Quicksilver and add a caged creature like Horseshoe Crab and get infinite mana. With that infinite you can simply Hateflayer or Walking Ballista everyone to death or mill everyone with Knacksaw Clique.

If combo isn't an option somehow, making opponents life total 4 with the Tree of Perdition ability is rather amusing. Then just swinging in after (assuming you have a means to untap, which is not hard in this deck) for the kill is easy or even just use Hateflayer's ability.

Avatar of Woe

The Land and Ramp

All the mana rocks can be exiled with Mairsil, but shouldn't. Having the Gilded Lotus on Mairsil is great and abusable but there is no point in exiling the signets and Sol Ring. Keep those out so you can use them all freely as opposed to committing them to Mairsil who may only be able to tap once.

There's nothing too fancy about the lands and ramp. Most notable are the Rogue's Passage since in my Tree scenario the opponent may be able to simply block. Other lands of note are Riptide Laboratory and Minamo, School at Water's Edge. Riptide can return Mairsil to our hand for added protection or simply allows us to recast him to cage another thing. And Minamo is just an additional untap if needed.

Staff of Domination

The Rest

One of the best cards in the deck is going to be Rings of Brighthearth. Can be a little tricky to use though. Many people know Rings with Basalt Monolith is infinite colorless mana. Two things worth mentioning with that potential combo in this deck is that the color mana doesn't actually do too much for us (though infinite mana is infinite mana regardless) and it doesn't work if Basalt Monolith is caged with Mairsil. Lots of the time you will end up caging the Monolith but it may be worth it some games to not to due to the combo.

This decks needs wheel effects. With us being able to utilize our graveyard and us likely caging a lot of things in our hand we need to be able to put things in the graveyard but also refilling our hand. So running big wheels like Wheel of Fortune and Reforge the Soul is pretty key. We also run a good amount of card draw that also forces us to discard for the same reason.

Gilded Lotus
Art credit to Steamhat on Deviant Art

The Conclusion

Mairsil is wacky and is very hard to polite for new players. The combos can be odd and tough to understand. But if you're an experienced magic play and love nonsense decks then this may be a deck worth trying. There's so much you can do with it and my version here is simply my take on it. Lots of Mairsil players run Skithiryx, the Blight Dragon over Blighted Bat because of the addition of regeneration. You can find means to pump Mairsil and then blast people with a caged Spikeshot Elder. You can take people's stuff with Empress Galina or Olivia Voldaren. There's a lot of fun stuff you can do and it's really up to you to see how creative you can be.

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Revision 3 See all

(6 years ago)

-1 Havengul Lich main
+1 Pili-Pala main
Date added 6 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

51 - 0 Rares

21 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 3.53
Tokens Bird 2/2 U
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