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Maelstrom Wanderer - SMAAAAASH

Posted: Thu Jan 10, 2013 4:49 pm
by Azrael
:love: this deck, one of my more recent builds.

The cascade off Maelstrom Wanderer is ridiculously good/fun, even without the library manipulation, and the "Fervor" effect is just a complete beating. Worst case scenario is usually that you wind up ramping yourself into the next one or two recastings of Wanderer.

Lots of accel, lots of card draw, lots of beatsticks. Hasn't needed much in the way of interaction, aside from its creatures.

First time I cascaded against my typical EDH partner it flipped a Memnarch and a Godo, fetching Argentum Armor, swinging for 17. He figured that was probably a fluke, and it was in a sense, but there's an awful lot of those "fluke" draws packed into there and pretty few ways to whiff. Possibly the most enjoyable deck I've played in EDH.


nMaelstrom Wanderer

Critters-
[deck]
Bribery
Balefire Dragon
Consecrated Sphinx
Sphinx Ambassador
Inferno Titan
Rampaging Baloths
Roil Elemental
Memnarch
Godo, Bandit Warlord
Phyrexian Metamorph
Phantasmal Image
Thada Adel, Acquisitor
Kozilek, Butcher of Truth
Spitting Image
Jin-Gitaxias, Core Augur
Rite of Replication
Arcanis, the Omnipotent
Avenger of Zendikar[/deck]

Accel-

[deck]Kodama’s Reach
Cultivate
Skyshroud Ranger
Sakura Tribe Scout
Explosive Vegetation
Overgrowth
Gilded Lotus
Thran Dynamo
Doubling Cube
Exploration
Garruk Wildspeaker
Fabricate
Worn Powerstone
Mana Reflection
Hunting Wilds
Rofellos, Llanowar Emissary
Skyshroud Claim
Trinket Mage
Sol Ring
Oracle of Mul Daya[/deck]

Control-

[deck]Treachery
Pyroblast
Red Elemental Blast
Spin into Myth
Control magic
Vedalken Shackles[/deck]

Draw-

[deck]Nin, the Pain Artist
Recurring Insight
Scroll Rack
Jace The Mind Sculptor
Tidings
Future Sight
Harmonize
Concentrate[/deck]

Stuff-


[deck]Mindslaver
Time Warp
Walk the Aeons
Argentum Armor
Sword of Feast and Famine
Sword of Fire and Ice
Time Stretch
Insurrection
Orcish Settlers[/deck]

38 - Lands
[deck]Thawing Glaciers
Izzet boilerworks
Simic growth chamber
Gruul turf
Steam vents
Breeding pool
Stomping grounds
Tropical island
Volcanic island
Arid mesa
Windswept heath
Misty rainforest
Verdant catacombs
Bloodstained mire
Wooded foothills
Polluted delta
Flooded strand
Scalding tarn
Rootbound crag
Hinterland harbor
Command tower
Temple of the false god
Homeward path
Forgotten cave
Lonely island
26 Tranquil thicket
1 Soldevi Excavations
6 Forest
4 Island
1 mountain[/deck]

Posted: Sat Jan 12, 2013 6:24 pm
by Kaitscralt
Looks like a good time. Looking at anything from GTC for it yet?

Posted: Wed Jan 16, 2013 2:58 pm
by Azrael
The six mana mythic dragon that steals artifacts, for sure.

Zegana, possibly. Probably not Urban Evolution or the blue Primordial, but keeping an eye on 'em.

Posted: Fri Jan 18, 2013 2:10 am
by iamabadman
green one dude.

Posted: Fri Jan 18, 2013 4:48 pm
by Azrael
Yeah, that's in.

Posted: Wed Feb 27, 2013 5:05 am
by The Dark Guardian
I love this deck, and maybe when I am less lazy, I will actually post my own list. I had a few questions for you:

Is a good chunk of your list based off of your play group? I ask because of cards like Thada, REB, and Pyroblast?

You are running cards like Skyshroud ranger/exploration, but only running 38 lands. Does that burn at all, or are they doing work most games you draw them?

@Jin How rampant is bribery in your playgroup? I ask because it is quite rampant in mine group, and Jin is a huge loss for the deck, especially because of the lack of removal. I mean obviously, bribery is bad, but that is just a blowout if no one can remove it.

Posted: Wed Feb 27, 2013 2:33 pm
by Yannaria
yeah Jin is the shizz if bribery effects aren't popular in your group.
They are in mine
so is Lazav..

Posted: Tue Mar 19, 2013 9:52 pm
by Azrael
Updated Build:


1 Maelstrom Wanderer

39 Land
4 Forest
4 Island
1 Mountain
1 Rootbound Crag
1 Hinterland Harbor
1 Sulfur Falls
1 Exotic Orchard
1 Scalding Tarn
1 Flooded Strand
1 Arid Mesa
1 Misty Rainforest
1 Wooded Foothills
1 Verdant Catacombs
1 Bloodstained Mire
1 Windswept Heath
1 Polluted Delta
1 Breeding Pool
1 Stomping Ground
1 Steam Vents
1 Tropical Island
1 Volcanic Island
1 Taiga
1 Command Tower
1 Flooded Grove
1 Temple of the False God
1 Tranquil Thicket
1 Forgotten Cave
1 Lonely Sandbar
1 Thawing Glaciers
1 Simic Growth Chamber
1 Gruul Turf
1 Izzet Boilerworks
1 Homeward Path

25 Ramp
1 Exploration
1 Sakura Tribe Scout
1 Skyshroud Ranger
1 Sol Ring
1 Joraga Treespeaker
1 Bloom Tender
1 Rofellos, Llanowar Emissary
1 Lotus Cobra
1 Cultivate
1 Kodama's Reach
1 Palladium Myr
1 Nantuko Elder
1 Greenweaver Druid
1 Fyndhorn Elder
1 Worn Powerstone
1 Somberwald Sage
n1 Fabricate
1 Overgrowth
1 Thada Adel, Acquisitor
1 Thran Dynamo
1 Garruk Wildspeaker
1 Doubling Cube
1 Gilded Lotus
1 Mana Reflection
1 Sword of Feast and Famine

6 Extra Turns
1 Walk the Aeons
1 Knowledge Exploitation
1 Time Warp
1 Temporal Manipulation
1 Time Stretch
1 Temporal Mastery

17 Death
1 Pyroblast
1 Red Elemental Blast
1 Glen Elendra Archmage
1 Memnarch
1 Spitting Image
1 Roil Elemental
1 Godo, Bandit Warlord
1 Avenger of Zendikar
1 Phyrexian Metamorph
1 Rite of Replication
1 Rampaging Baloths
1 Hellkite Tyrant
1 Orcish Settlers
1 Argentum Armor
1 Balefire Dragon
1 Sphinx Ambassabor
1 Bribery

12 Draw
1 Scroll Rack
1 Sword of Fire and Ice
1 Arcanis, the Omnipotent
1 Magus of the Future
1 Future Sight
1 Jin-Gitaxias, Core Augur
1 Fact or Fiction
1 Harmonize
1 Consecrated Sphinx
1 Recurring Insight
1 Jace, the Mind Sculptor
1 Concentrate

Posted: Wed Mar 20, 2013 12:37 am
by Checkbox
Is 1/4 of the deck too much ramp? Even if you are making this deck to rumble with the best of them... that seems like way too much. (Admittedly, your general does cost 7... but still)

Posted: Wed Mar 20, 2013 2:53 am
by Azrael
Is 1/4 of the deck too much ramp? Even if you are making this deck to rumble with the best of them... that seems like way too much. (Admittedly, your general does cost 7... but still)
CC of eight, in fact.

I wrote a treatise in the other Maelstrom thread on it being very hard to over-ramp in this format, let alone this archetype.

So long as you're not running one drop accel like Farseek or Sakura Tribe Elder that lose effectiveness quickly over time, extra ramp slots will continue to pull their weight into the late game. There are very few times in EDH where you should find yourself with nothing to do with significant quantities of unused mana - the upward ceiling of how much you can accomplish per turn is (or should be) almost
always a shortage of mana, not cards, when it comes to blue (or black) decks. Especially when it comes to a deck that *loves* to quickly cast and recast its general, and isn't the least bit afraid of over-committing to the board, due to mass-haste.

If I find that the deck is running a little bit light on card supply, I might throw in Food Chain or Greater Good. Food Chain may be a good call regardless, especially now that I'm running some more cheap critters.