![]() You simply play your cards, play your commander, and run over your opponents. There is no need for grand strategizing or politics. It may not look like it on paper, but when you play it, you will be blown away by how easy it is to win. ![]() I call him the most powerful green creature of EDH, since the format is so artifact-heavy. He usually comes down and destroys 6+ permanents, significantly altering the course of the game. And hey, let’s not forget about the most destructive green creature in EDH, Bane of Progress. I can’t even cascade into him, since he is eight mana. He doubles our mana and ices over our opponents’ lands when they use them. And yeah, I put one of the most toxic creatures in EDH in my deck… Vorinclex, Voice of Hunger. Koma, Cosmos Serpent can literally lock certain opponents out of the game by tapping down their lands and even shutting down their planeswalkers on their upkeep. But for the most part, our badass creatures are more than enough to mess with our opponents’ game-plans. We have a few more traditional spells to interact with our opponents, like Force of Vigor and the classic Aether Gale. Other creatures like World Breaker and Bane of Bala Ged give us repeatable ways to remove our opponents’ threats. Some of our creatures, such as Phyrexian Ingester and Kogla, the Titan Ape let us get rid of problematic creatures when they ETB. And well, everyone knows that the triple-mana Nyxbloom is uber-strong.ĭespite this deck being focused on ramping and stomping, there is a large amount of disruption in it. He can easily make 40+ mana in any combination of colors from a single combat. ![]() I couldn’t believe when I saw his textbox. ![]() Our most powerful rampy/stompy creatures in the deck are probably Klauth, Unrivaled Ancient and Nyxbloom Ancient. We have a few such dual-purpose creatures. Cards like Goreclaw, Terror of Qal Sisma and Ashaya, Soul of the Wild serve as both rampy and stompy cards. Casting mana-efficient ramp cards like Farseek and Three Wishes pushes us towards Maelstrom Wanderer quickly and stealthily. ![]() So our deck is primarily split between ramp spells and big creature spells. You want to recast him, so he can quickly build your board up with more threats! You will most definitely have the mana to recast him 90% of the time. Why do we prioritize casting Maelstrom Wanderer whenever we have the mana to, you ask? Well, not only does he usually get us two stompy threats onto the battlefield for free, but he also gives all of our creatures haste, including himself! I can’t tell you how many games that I have played when I cast Maelstrom, get creatures like Pathbreaker Ibex and Siege Behemoth, and proceed to kill a player who asks “Wait, how do they have haste!?”.Īnd if Maelstrom Wanderer dies, no problem. If you have good creatures to play before you can cast him, then play them! All of our creatures are good, and most of them make great offensive threats. You simply play lands, ramp spells if you have them, and then play Maelstrom Wanderer. Now I know who freakin’ fun it is to play the big ole cascading crab! I hated it with a passion for years, since I mainly played mono-blue decks with little to no creatures. That deck was deceptively powerful, and won almost every game it was a part of. All it did was ramp into Maelstrom Wanderer, who then cascaded into big, powerful creatures. One of the first commander decks that I went up against was a Maelstrom Wanderer deck. ![]()
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