Maybeboard


I've been playing Mayael for about 7 years now, and this is the evolution of my personal build for the deck. She's easily my favorite commander, a Timmy's dream come true. She can struggle in higher power games since she requires a bit of luck to really get going before other decks can combo off, but outside of that she's an incredibly fun commander. I have a great time playing this deck in all but the most competitive tables.

There's tons of ways to build her, and many card choices come down to your group's meta. The creatures in the deck are the most interesting decision points as you'll be cheating them out frequently with Mayael's ability, and I recommend finding a mix that works for you. This version of the deck is meant to be a higher-power build and can be oppressive when playing against more casual decks. Generally I've aimed to make each creature either a must-kill threat or something that will help us accelerate out of control, and tried to limit the number of creatures that are "just" big beatsticks.

Individual Card Notes:

Angel of Serenity - Combination of minor graveyard hate, removal, and recursion makes this a very flexible pick. Flying is also a premium ability in this deck, as getting run over by faster decks with a lot of flyers is a real concern.

Archetype of Endurance - Making your stuff untouchable is extremely valuable as you'll often be the target of removal due to the high density of major threats you can stick.

Avacyn, Angel of Hope - Making everything indestructible is obviously super powerful, and sticking this in combination with Archetype of Endurance can usually guarantee a win without mass exile wipes.

Blazing Archon - This 1-card pillow fort can save you against faster decks which will target you once they know how much of a threat you are, or against a table that's ganged up against your crazy board.

Blightsteel Colossus - Massive, unkillable, and able to one-shot on an open board, this is one of the few beatsticks I'm always happy to play.

Dragonlord Dromoka - Flying with a big butt, and the lifelink is more relevant than you might think. But most importantly, it shuts down any countermagic or instant speed removal your opponents were planning to use. If you hit this with Mayael before combat on a turn when you were going to do a big swing, it can save you from getting blown out by interaction. It usually makes the cut in my deck in any meta.

Emrakul, the Promised End - It's just a flying beater with minor protection in most cases, but I love Emmy and I usually include this for fun even though there's probably better picks. If you don't love her like I do, I highly recommend cutting this one.

Ulamog, the Ceaseless Hunger, Ulamog, the Infinite Gyre, Kozilek, Butcher of Truth - They're mostly beatsticks, but they're the good kind of beatstick. Annihilator 4 is crazy strong and forces the defender to choose between their board and falling behind on mana for the rest of the game. Nothing feels better than hitting the combo player with Newlamog and watching them lose their combo pieces. Overall, each titan requires premium removal to clear, and can take over a game on their own. The main downsides of them are the fact that they're hard to cast if they hit your hand and that they paint a target on your back. But I always run my sweet noodly bois.

It That Betrays - I love playing the Eldrazi titans and this guy combos well with them. Worst case he's a must-kill threat that will chip away at your opponent's board while getting you advantage. Also shuts down most sacrifice combos or strategies while on board.

Etali, Primal Storm - If he gets to swing, he provides a ton of value. I've had games where stax has locked me out of using Mayael and sticking him can turn the game around.

Gisela, Blade of Goldnight - Double damage for your opponents, half for you. She can turn a slightly scary board into a 1-shot swing easily. Always include.

Ilharg, the Raze-Boar - As the game goes on, you'll usually end up with a bunch of expensive creatures clogging up your hand. This is a great way to take advantage of that, and his death trigger lets you guarantee a good hit on your next Mayael flip.

Nyxbloom Ancient - Getting a ton of mana can allow you to dump your had which might normally be clogged with plays that are a bit too slow or weak to countermagic. As the game goes on, hitting this guy with Mayael can allow you to drop a second huge threat on the same turn with a couple of extra lands, getting you some immediate value while setting up a crazy next turn if he survives. The times he's a game winner outweigh when he's dead for me.

Stonehoof Chieftain - He's just a beatstick on his own, but enables your board to breakthrough without fear of being chumped or destroyed. Great for breaking through stalls, and hard to remove.

Spellbreaker Behemoth - We came here to smash, not ask permission for our spells to resolve.

Void Winnower - A bit situational, but it's huge and has a 50% chance of ruining an opponent's plays. Also works well against token decks that spam chump blockers.

Vigor - Fair decks hate this guy. All of a sudden blocking just makes your guys bigger and direct damage doesn't work. At worst this guy eats a premium removal spell rather than another of your threats.

Balefire Dragon - If he gets through, he can wipe most of an opponent's board. He doesn't always make the cut for me, but is certainly a viable option.

Woodfall Primus - Non-creature removal on a stick is very valuable, and being able to float into a second pop is great. This guy is often right on the edge of inclusion, but usually makes the cut.

Vorinclex, Voice of Hunger - You do more things, they do less things. I love this guy and always include him. Worst case someone has to immediately spend removal on him and ends up with less mana next turn.

Sigarda, Host of Herons - If someone is running Dictate of Erebos or other forced sac shenanigans, she can win you the game on her own. Otherwise she's kinda useless. Very meta dependent, but I usually run her in a vacuum.

Serra's Emissary - Having mass protection from creatures (or whatever you're most worried about) is great, and can let you easily slip in for lethal or save you from an alpha strike.

Old Gnawbone - Tons of mana is almost always good in this deck, and this gives it to you immediately when it hits the board assuming you can swing in with something.

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98% Casual

Competitive

Date added 4 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

23 - 0 Mythic Rares

42 - 0 Rares

16 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 5.40
Tokens Beast 3/3 G, Elephant 3-3 G, On an Adventure, Treasure, Wurm 5/5 G w/ Trample
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