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Maelstrom wanderer edh
Maelstrom wanderer edh










maelstrom wanderer edh

It's also possible to cut Ranger's Path for a silver-bullet answer to your meta. Devastation, All is Dust, Diluvian Primordial, and Karn Liberated are all fighting for the slot Primordial occupies. This deck probably isn't perfect, what might you change?ĭepending on your environment, you might want more answers to the graveyard and enchantress strategies. Again, there's some value to only being second best. Tier 1.5 decks like Maelstrom Wanderer, Krenko, and "enchantress" (usually Jenara) often fare better simply because they can lock things down or combo out out of the blue despite initially being a lower threat. While some opening hands support playing archenemy, there's some value to being less conspicuous. In practice, playing these decks puts a target on your forehead. "5C" is general-agnostic and is essentially "good stuff" + Hermit Druid combo. Animar can toss out enormous threats relatively early, while backed by a strong toolbox control strategy. Azami quickly gains monstrous card advantage (into one of several combos + extra turns) back by blue countermagic. The Sharuum deck sports powerful tutoring, proactive control, and strong combos.

maelstrom wanderer edh

In a vacuum, Sharuum, Azami, Animar, and "5c" are probably the best.

#Maelstrom wanderer edh free#

The "right answer" is something like Mindbreak Trap, which still lets you resolve a free spell and cascade again next turn. Particularly if your threat is taking an extra turn, you have a decent chance of killing someone before they can do anything AND dropping additional threats. This makes it very difficult to both counter your beater and your threat. The odds favor at least one threat hitting. Your nonland deck is roughly 2/3 threats to 1/3 dead-ish cascades.not that more ramp is a bad cascade, but you'd rather win. Nobody wants to waste their own tempo countering your ramp, but eventually you use all of that tempo to drop a hasty beat stick who draws and casts two spells for you. This particular strategy is very hard to interact with. Generally, you want proactive answers that prevent combos from being assembled and turns from being taken, but you do not want people wasting removal on something like Stranglehold that could instead be preventing that first person from comboing off. Stealing tempo from individual players can be very wise if you're good at estimating who will be fastest and attempt to win first (ie. Glen Elendra Archmage) only buys you a fraction of a turn since stopping one player simply enables the next. Anything that prevents someone from winning (ie. Sylvan Primordial, Time Warp effects) buys you tempo at the table's expense and is very good.

maelstrom wanderer edh

Anything that moves the entire table back a turn (ie. Some strategies for this are better than others. The rest of the time, you just want to ramp as hard and as fast as you can into a game-ending threat of your own. You want to be able to stop someone from going off maybe.50% of the time. Generally speaking, the first person who tries to do so will fail and the second or third will finally succeed. Someone will start taking all of the turns, assemble a winning combo, etc. Figure the game is essentially over by turn 4. Throwing this up mostly as an example of what competitive EDH decks look like.Ĭompetitive EDH games are short.












Maelstrom wanderer edh