
It means how many cards are available to you as resources. Here's something about the dynamics of a wanderer deck that I realized along the way, which made me pilot and build the deck much more effectively: "card advantage" does NOT just mean the number of cards in your hand. Speaking of bad flips, ] is a terrible flip and I also cut it. It often means that you won't be doing anything until turn three at least, but it also mean that if the game goes past turn three, you're probably going to win. Flipping sakura-tribe elder just felt so bad, I wanted high impact all the time. He's a bit pricey, but not nearly as much as he used to be.Ĭlosing thoughts: I decided to make my deck without any ramp that ramped less than two. Tick him down, bounce wanderer back to your hand for a nice 8-mana cast. ] seems like a card tailor-made for a wanderer deck, even though he tends to be low-impact in most other decks. Tezzeret can Zero to search for that, which is nice. He can minus four to fetch the pod for obvious reasons, or ] as the need arises. Adding ] would be a really good idea, too. If you make sure your deck has a nice handful of five-cost creatures, pod can reliably fetch the GOAT and rake in some easy wins. Sac wanderer, bring the Eldrazi out, wait for your turn to come back around, cast wanderer again. In the nine mana slot, we have one of the best fatties to ever grace Elder Dragon Highlander: the mighty ]. Tutoring a creature from your library is one of the craziest effects in the game.


Being able to sac wanderer back to the command zone is nice if you're high on mana and low on card advantage. It fills several roles that make it a perfect card for a Wanderer deck. I was surprised not to see this gem in your list. If you can tutor the GOAT from your library, it gets pretty bonkers.

You can't cascade into craterhoof, hoof isn't repeatable, and you need a big board to make hoof effective. When you flip him off the top, somebody is getting killed that turn. When your field has haste, however, he's a ] on steroids. He was greatly feared in my meta, and was known only as The GOAT. Somebody already mentioned him here, but didn't exactly emphasize how ridiculously powerful he is. I see from your post that you don't have the same constraints, so I'll just recommend to you a plethora of cards that seriously overperform in a Wanderer deck. So, I had a wanderer deck for about half of last year that ran extremely smoothly, in a meta that heavily frowned upon combo wins and, for the most part, extra turns. And it's gonna be long, because I'm procrastinating on a research paper. I love Wanderer, and I love talking about ways to build him. The majority of my decks are control and comboish so tapping creatures to attack for the win is unheard of outside my Voltron and Tribal Elves decks.Īlright, listen up. Hopefully I open a Craterhoof from MM3 but besides that I am not sure where to go. I was really looking for this deck to be quick and to use its advantage of ramp and draw to just overwhelm people. However with only 19 creatures and only a handful of which that can provide threats right away I am unsure if that is the most viable option. Here is my real problem though, I do not know how this wins besides just swinging a few creatures towards my opponents. The previous advice I got was to add more card advantage (may have gone over board) and drop most of the one-of effects that arent part of my strategy. We always play 3-4 players with games usually going over 10 turns (at the power level this deck will play at) For example, a 1/1 red Elemental creature token created by Young Pyromancer and a 4/4 green Elemental creature token created by Walker of the Grove are both named "Elemental.After getting the MW deck second hand I tried to focus it a bit and trying to figure out how it could work for multiplayer.

The name of a token is the same as the subtypes it was created with unless the token is a copy of another permanent or the effect that created the token specifically gives it a different name. If the target is legal but not destroyed (most likely because it has indestructible), you do destroy other permanents with the same name. If the target permanent is an illegal target by the time Maelstrom Pulse tries to resolve, the spell won't resolve. Other permanents with the same name will be destroyed even if they have hexproof or protection.
