MagicalHacker - Maelstrom Wanderer

Commander / EDH MagicalHacker

SCORE: 19 | 51 COMMENTS | 2987 VIEWS | IN 4 FOLDERS


PepsiAddicted says... #1

Njahahaha very nice +1

July 13, 2015 3:22 a.m.

MagicalHacker says... #2

So as you can tell, the deck has been completely changed (by about 10% really), and I chose to go with a meaner and more effective route. Here, in order to lose, my opponents need to counter 2 sorcery spells, but if my commander can die again, the combo is automatically reset. YAY FOR BEING A DOUCHENOZZLE.

September 14, 2015 2:02 a.m.

No duel lands/fetches/ect...?

September 19, 2015 4:31 p.m.

MagicalHacker says... #4

FAMOUSWATERMELON I have been having zero problems with the manabase as is, but there might be another reason to include them. So is there a reason it would be better to include those?

September 19, 2015 5:10 p.m.

Consistency, really. Your landbase as is leaves you with a chance (not a big one, but still a chance) that you won't be able to cast the Wanderer on T6 or 7, whereas fetches/duals/shocks will more or less guarantee that. Also, may I ask why you have more Mountains than other basics? You're not going to be hard casting the wraths anyways, are you?

September 19, 2015 5:19 p.m.

horatio13 says... #6

i'm confused, how does the combo work?

September 19, 2015 5:42 p.m.

MagicalHacker says... #7

FAMOUSWATERMELON, I agree that the chance is low, but I think that decreasing that already small change isn't worth the money (and life when it comes to fetches/shocks/painlands). If I draw into a spell, I am pretty sure there's no way to build the deck to get it back into the deck, so I can use it to just slow my opponents, since I will typically draw a land each turn, whereas it will most likely leave my opponents mana screwed and drawing dead (expensive) cards.

horatio13, well once I cast my commander, I will cascade into a board wipe + MLD spell. If that doesn't resolve, my next cascade trigger will get another one, so chances are that if an opponent can counter two sorceries in one turn, I'm F-ed either way.

Oh and cascade is on the stack, so I get a 7-powered hasty commander as the only permanent on the whole battlefield (if I get Apocalypse).

September 20, 2015 12:30 a.m.

Haha well if money is an issue, certainly don't add the expensive lands. But I see your point about the mountains.

September 20, 2015 8:18 a.m.

pryoplasm says... #9

Hickory Woodlot, Sandstone Needle and Saprazzan Skerry might be able to ramp up slightly, without adding much if anything to the budget.

September 20, 2015 9:48 a.m.

horatio13 says... #10

Thank you M a g i c a l H a c k e r i was confused about which resolved first.

September 20, 2015 10:02 a.m.

nfcnorth says... #11

Upheaval just because it fits the idea while getting around things like Avacyn, Angel of Hope.

September 26, 2015 2:16 p.m.

nfcnorth says... #12

oops forgot it was banned.

September 26, 2015 2:18 p.m.

MagicalHacker says... #13

Don't worry about it bro, I added it too and then remembered it was banned lol.

September 26, 2015 2:23 p.m.

nfcnorth says... #14

As someone who has cast Jokulhaups (I don't have it in any commander deck currently but I had it in a deck with Avacyn just to be that guy) I really don't know why it is not banned with Upheaval.

I mean it can be cheated around (Avacyn or a billion floating mana first) and is almost the same result as Upheaval when it resolves so the fact it is in the format and upheaval isn't kind of confuses me.

September 26, 2015 2:32 p.m.

MagicalHacker says... #15

The only difference is that you can force people to discard their hands after Upheavaling, which is bonkers since you will have all your lands to play with no problem.

September 26, 2015 2:55 p.m.

NarejED says... #16

So, the deck cannot physically win before turn six (assuming both City of Traitors and Ancient Tomb show up) without opponents playing group hug effects? This... isn't even playable, let alone ban-worthy. It looks like a fun prank to pull on someone, though!

September 28, 2015 9:27 p.m.

sonnet666 says... #17

@NarejED, I won with it once. It was funny.

September 28, 2015 9:47 p.m.

MagicalHacker says... #18

I've been able to cast the commander turn 4 before, but how many decks even kill you before turn six anyway? I'm sure there are some aggro decks that can, but most combo decks, practically all ramp decks, and any control deck that doesn't happen to have two counterspells the same turn I sneakily play MW (saving a 2 mana land for last to surprise them) is automatically a win. That said, there's only a handful of aggro decks in the format, and even of those, not all can kill you before turn 6.

Is it completely unbeatable? By no means! Is it hard to beat? I'd say yes.

September 28, 2015 11:44 p.m.

NarejED says... #19

Except, the deck does't come anywhere close to winning, even if it does resolve on turn 4. It gets a hasty beater out and wipes the board. You then have to hit each opponent three times in the face to actually kill anyone. Assuming even a sigle other player at the table knows what they're doing, there should be a next turn Condemn, Path to Exile, Swords to Plowshares, Rapid Hybridization, etc. Or the turn after that. or the turn after that. Etc, etc. It's definitely a cute one-time trick though.

September 28, 2015 11:58 p.m.

MagicalHacker says... #20

You do realize that doesn't stop this deck, right? Which is gonna happen first, my opponents will stabilize, or I get 10 mana? If you're not sure, look at the number of lands that bring me up to huge mana amounts.

September 29, 2015 12:03 a.m.

NarejED says... #21

Statistically, the opponents should stabilize long before you get enough mana to recast Wanderer. Assuming an average draw after wiping, you're looking at about seven turns before you can recast Wanderer. Even for very budget decks, that should be a wide enough window to rebuild their board state and win. Admittedly, I'm coming from a meta where turn three combo wins and Zur the Enchanter control lists are the norm, so I may be undervaluing the deck.

September 29, 2015 12:31 a.m.

MagicalHacker says... #22

Normally, I'd sympathize and say it's a meta thing, but when you are saying that even the average budget deck can go from 0 lands on field AND in hand AND 0 mana rocks AND 0 creatures on field to a restabilized board state in 7 or less turns that can go on to win, all while removing MW before it hits them thrice, I've got to wonder if we're both talking about magic the gathering.

September 29, 2015 12:39 a.m. Edited.

NarejED says... #23

It's happened every time I've allowed Wanderer to go off when I playtested it against my silly proxied up commander deck Hope is a Fleeting Thing. Admittedly it's not quite your average budget build, but I'm inclined to think that if one deck can rebuild 10/10 times in 7 turns, then 3, 4, or 5 players should have no trouble rebuilding enough to hate out Maelstrom if you try to cast him a second time.

September 29, 2015 12:56 a.m.

MagicalHacker says... #24

All I can say is that I've only seen it happen twice after playing it ~16 times on Magic Online (a budgeted version of it actually).

September 29, 2015 1:28 a.m.

Podma101 says... #25

It's silly and I couldn't love it more. Usually I despise land destruction but considering the composition of this deck I can't be mad lol. You could perhaps add a Corrupted Conscience in there to give MW infect to speed up your player kills by a turn, though you then potentially run the risk of no board wipes (in the case of CC and SJ). Just a thought, this deck is awesome no matter what.

October 6, 2015 8:44 p.m.

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