Maybeboard


The *** next to card choices means they're cards I don't like/want to get rid of.

Birds of Paradise: RAMP

Bloom Tender: RAMP

Selvala, Heart of the Wilds: RAMP (and card draw)

Heliod, God of the Sun: Low cost unit, I can hit off Mayael or cast early. Vigilance is good

Nylea, God of the Hunt: Low cost unit, I can hit off Mayael or cast early. Trample is good

Iroas, God of Victory: Low cost unit, I can hit off Mayael or cast early. Menace is good. Pro damage on attacking creatures, also good.

Sigarda, Host of Herons: Arguably one of the biggest counters to this deck is sac effects. This stops that

Xenagos, God of Revels: Gives haste to someone I just brought in, with a big buff.

Seedborn Muse: You ever activate Mayael every persons turn?

Ilharg, the Raze-Boar: It's Sneak Attack on a stick that is hilarious with something a lot of my ETB effects

Hellkite Charger: Part 1 of my only infinite combo. Extra attack phases aren't terrible

Etali, Primal Storm: There is no explanation.

Hellkite Tyrant: To stop artifact shenanigans.

Steel Hellkite: It's okay. Removal on a stick.

Hydra Omnivore: For those 8 player pod games and you gotten beat em all

Gisela, Blade of Goldnight: Double damage?? Sign me up. Half damage against me?? works for me

Windbrisk Raptor: Lifesteal + Big Creatures = Lotta Life

Siege Behemoth: Stops Chump blockers and can go straight to the face

Dragonlord Atarka: 8/8 with some removal and it flies

***Elderscale Wurm: It stops me from dieing? Kinda

Balefire Dragon: Flying creature that can get rid of the majority of creatures on the ground

End-Raze Forerunners: Gives really good buffs everyone on ETB

Stonehoof Chieftain: Gives some good buffs on attack

Terastodon: Instant speed removal of 3 things on Mayael hit

Cyclops of Eternal Fury: Gives all my creatures haste

Scourge of Kher Ridges: Stops the token army

Godsire: Big boy that makes more big boys

Avacyn, Angel of Hope: I don't think I need an explanation

Iona, Shield of Emeria: See Avacyn

Kozilek, Butcher of Truth: Annihilator 4, anti-mill tactic, and it's a 12/12

***Worldspine Wurm: 15/15 that makes kinda big boys when he dies. and anti-mill

Blightsteel Colossus: 12/12, trample infect, indestructible. It speaks for it's self

It That Betrays: Annihilator 2 and ANY time a thing gets sacrificed it comes under my control. For any reason

Swords to Plowshares: Removal or last minute save myself on a fattie

Worldly Tutor: Tutoring Seedborn Muse Seems pretty good

Boros Charm: Giving a creature double strike out of the blue, or most commonly, saved from a board wipe

Chaos Warp: Removal or get rid of a bad piece on my side that needs to be better.

Beast Within: Removal and I can beat a 3/3 in my sleep

Congregation at Dawn: Search for Seedborn Muse into Avacyn, Angel of Hope feels pretty good.

Krosan Grip: Enchantments and artifacts suck

Nature's Lore: RAMP

Farseek: RAMP

Shamanic Revelation: Card draw and some life gain

Explosive Vegetation: RAMP

***Triumph of the Hordes: Makes blocking me that much more important

Selvala's Stampede: Gets the big creatures out of my hands and hopefully hits a fatty off top

Austere Command: All of these options can be good choices. Especially Mass artifact and enchantment removal

Mirri's Guile: Top deck manipulation is super important, especially when I run 1-2 few lands than I maybe should

Sylvan Library: When I get to many good cards in a row or to keep something on top while I wait for Mayael

***Pattern of Rebirth: Actively makes people think they shouldn't kill my Mayael

Mirari's Wake: Double mana is really nice.

Mana Vault: RAMP

Sol Ring: RAMP

Sensei's Divining Top: Top Deck manipulation

Lightning Greaves: Protection and haste are good combo's. Add it to a creature then put it back on Mayael after combat

Scroll Rack: Gets big creatures out of my hand back into my deck.

***Rings of Brighthearth: When getting only 1 creature isn't enough

Chromatic Lantern: Helps with Mana Fixing. RAMP

Commander's Sphere: RAMP, and card draw for late when my hand is dead

Sword of Feast and Famine: Part 2 of infinite combo but really good card on it's own too

Hammer of Purphoros: Gives creatures haste

Xenagos, the Reveler:RAMP, and chump, and brings my fatties
Temple of the False God: Adds 2 mana

Temple of Abandon and Temple of Plenty: Lands that I don't have anything better to replace with

***Thespian's Stage: Can copy Temple or something else for cool effects

Reflecting Pool: Helps with mana fixing

Command Tower: Yep

***Mosswort Bridge: Gives me a free cast on any spell early on.

Mystifying Maze: Gets rid of something I don't like

High Market: If someone tries to take control of one of my creatures

Slayers' Stronghold: Gives Vigilance Haste for super cheap

Strip Mine: To get rid of a good land

Kessig Wolf Run: Gives someone a buff and trample

***Kor Haven: Gives a fog effect for someone

Homeward Path: If someone tries to control my creatures

Boseiju, Who Shelters All: I have some good spells I don't want countered

Wasteland: See Strip Mine

Suggestions

Updates Add

There have been a lot of changes since I last updated this. When I get time I'll go through and update but right now this list is current.

Comments

Casual

90% Competitive

Revision 21 See all

(4 years ago)

+1 Archetype of Endurance main
-1 Mosswort Bridge main
Date added 8 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

24 - 0 Mythic Rares

50 - 0 Rares

15 - 0 Uncommons

3 - 0 Commons

Cards 100
Avg. CMC 4.52
Tokens Beast 3/3 G, Elephant 3-3 G, Enchantment Cleric 2/1 W, Enchantment Golem 3/3 C, Satyr 2/2 GR, Wurm 5/5 G w/ Trample
Folders EDH (Battlecruiser), For consideration, Commander, Heliod
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