Sunday, December 12, 2010

Mayael the Anima Commander/EDH Deck

Mayael the Anima
Here's a legend with a nifty ability just ripe to use as a commander. Mayael the Anima has a low mana cost and a powerful ability - six mana can net you some of the largest creatures ever to see play!

Since this is a Commander deck, we already know what colors we have to choose from. Green is king of the beasts, while red and white have some great additions as well as removal options.

Mayael's throwing a party of the biggest and baddest, so let's see who's on the guest list!

Commander: Mayael the Anima

Lands (38)
  • 10x Forest
  • 9x Mountain
  • 4x Plains
  • Boros Garrison
  • Drifting Meadow
  • Grasslands
  • Gruul Turf
  • Jungle Shrine
  • Kazandu Refuge
  • Mirrodin's Core
  • Naya Panorama
  • Oran-Rief, the Vastwood
  • Selesnya Sanctuary
  • Skarrg, the Rage Pits
  • Slippery Karst
  • Smoldering Crater
  • Terramorphic Expanse
  • Vitu-Ghazi, the City Tree
Lots of nonbasic lands here, as it's important to get one of each color of mana out to play the commander early. Feel free to use whatever you have here to get the job done.

Creatures (30)
  • Arctic Nishoba
  • Ashen Monstrosity'
  • Balefire Liege
  • Bloodfire Colossus
  • Crash of Rhinos
  • Craw Giant
  • Furnace Dragon
  • Gorger Wurm
  • Hammerfist Giant
  • Hearthcage Giant
  • Hellkite Charger
  • Iron-Barb Hellion
  • Krosan Tusker
  • Living Hive
  • Living Inferno
  • Morselhoarder
  • Paleoloth
  • Razia, Boros Archangel
  • Rootbreaker Wurm
  • Root Elemental
  • Rorix Bladewing
  • Roughshod Mentor
  • Rumbling Slum
  • Sparkcaster
  • Stalking Vengeance
  • Symbiotic Wurm
  • Tornado Elemental
  • Verdant Force
  • Wild Wurm
  • Woolly Thoctar
This is a veritable who's who of big dudes! Everyone save for the Balefire Liege is applicable to Mayael's ability, and most of them just cause havoc once they hit the table. You'll notice that some of the red creatures also come with direct damage abilities to sweep away the sea of puny creatures your opponents are playing.

Spells (14)
  • Burst of Speed
  • Congregation at Dawn
  • Desert Twister
  • Disintegrate
  • Fireball
  • Hull Breach
  • Hurricane
  • Journey of Discovery
  • Kaervek's Torch
  • Regrowth
  • Relentless Assault
  • Shattering Pulse
  • Tanglesap
  • Worldly Tutor
Pretty commonplace stuff here - some removal and retrieval, with a couple of minor boosts for creatures.

Other Permanents (17)
  • Aether Rift
  • Altar of Dementia
  • Aura Shards
  • Chromatic Sphere
  • Defense of the Heart
  • Expedition Map
  • Explorer's Scope
  • Fires of Yavimaya
  • Lightning Greaves
  • Mayael's Aria
  • Rings of Brighthearth
  • Sensei's Divining Top
  • Trailblazer's Boots
  • Wayfarer's Bauble
  • War Cadence
  • Where Ancients Tread
  • Zuran Orb
The enchantments and artifacts in this deck either facilitate getting creatures into play or giving you some effect for getting them into play. Included are some landfetch to keep the mana flowing and decent equipment for your creatures. Of important note is Mayael's Aria and Altar of Dementia, which both provide alternate win conditions should your opponent stalemate your attacks.

With some of the alternate ways of getting your big baddies into play, you can lay some immediate threats on the table fast. There's a lot of land in the deck in the event you have to actually hard-cast your creatures, and a number of removal cards to keep any problems off the table.

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