Pookey13
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Commander
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Commander
Commander
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Board Wipes
Winds of Abandon
Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery

Board Wipes
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Card Draw
Garruk's Uprising
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Enchantment

Vaultborn Tyrant
Trample
Whenever this creature or another creature you control with power 4 or greater enters, you gain 3 life and draw a card.
When this creature dies, if it's not a token, create a token that's a copy of it, except it's an artifact in addition to its other types.
Whenever this creature or another creature you control with power 4 or greater enters, you gain 3 life and draw a card.
When this creature dies, if it's not a token, create a token that's a copy of it, except it's an artifact in addition to its other types.
Creature - Dinosaur

Card Draw
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Just Big
Aurora Awakener
Trample
Vivid — When this creature enters, reveal cards from the top of your library until you reveal X permanent cards, where X is the number of colors among permanents you control. Put any number of those permanent cards onto the battlefield, then put the rest of the revealed cards on the bottom of your library in a random order.
Vivid — When this creature enters, reveal cards from the top of your library until you reveal X permanent cards, where X is the number of colors among permanents you control. Put any number of those permanent cards onto the battlefield, then put the rest of the revealed cards on the bottom of your library in a random order.
Creature - Druid Giant

Ojer Kaslem, Deepest Growth
Trample
Whenever Ojer Kaslem deals combat damage to a player, reveal that many cards from the top of your library. You may put a creature card and/or a land card from among them onto the battlefield. Put the rest on the bottom in a random order.
When Ojer Kaslem dies, return it to the battlefield tapped and transformed under its owner's control.
Whenever Ojer Kaslem deals combat damage to a player, reveal that many cards from the top of your library. You may put a creature card and/or a land card from among them onto the battlefield. Put the rest on the bottom in a random order.
When Ojer Kaslem dies, return it to the battlefield tapped and transformed under its owner's control.
Legendary Creature - God


Xenagos, God of Revels
Indestructible
As long as your devotion to red and green is less than seven, Xenagos isn't a creature.
At the beginning of combat on your turn, another target creature you control gains haste and gets +X/+X until end of turn, where X is that creature's power.
As long as your devotion to red and green is less than seven, Xenagos isn't a creature.
At the beginning of combat on your turn, another target creature you control gains haste and gets +X/+X until end of turn, where X is that creature's power.
Legendary Creature Enchantment - God

Just Big
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Land
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Land
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Mayael Synergy
Mayael Synergy
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Pet Cards
Improvisation Capstone
Exile cards from the top of your library until you exile cards with total mana value 4 or greater. You may cast any number of spells from among them without paying their mana costs.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Pet Cards
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Protection
Gisela, Blade of Goldnight
Flying, first strike
If a source would deal damage to an opponent or a permanent an opponent controls, that source deals double that damage to that player or permanent instead.
If a source would deal damage to you or a permanent you control, prevent half that damage, rounded up.
If a source would deal damage to an opponent or a permanent an opponent controls, that source deals double that damage to that player or permanent instead.
If a source would deal damage to you or a permanent you control, prevent half that damage, rounded up.
Legendary Creature - Angel

Protection
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Ramp
Cavalier of Thorns
Reach
When this creature enters, reveal the top five cards of your library. Put a land card from among them onto the battlefield and the rest into your graveyard.
When this creature dies, you may exile it. If you do, put another target card from your graveyard on top of your library.
When this creature enters, reveal the top five cards of your library. Put a land card from among them onto the battlefield and the rest into your graveyard.
When this creature dies, you may exile it. If you do, put another target card from your graveyard on top of your library.
Creature - Knight Elemental

Overlord of the Hauntwoods
Impending 4— (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, create a tapped colorless land token named Everywhere that is every basic land type.
Whenever this permanent enters or attacks, create a tapped colorless land token named Everywhere that is every basic land type.
Creature Enchantment - Avatar Horror

Selvala, Heart of the Wilds
Whenever another creature enters, its controller may draw a card if its power is greater than each other creature's power.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
Legendary Creature - Elf Scout

Ramp
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Targeted Removal
Kogla and Yidaro
When Kogla and Yidaro enters, choose one —
• It gains trample and haste until end of turn.
• It fights target creature you don't control.
, Discard this card: Destroy up to one target artifact or enchantment. Shuffle this card into your library from your graveyard, then draw a card.
• It gains trample and haste until end of turn.
• It fights target creature you don't control.
, Discard this card: Destroy up to one target artifact or enchantment. Shuffle this card into your library from your graveyard, then draw a card.
Legendary Creature - Ape Dinosaur Turtle

Kogla, the Titan Ape
When Kogla enters, it fights up to one target creature you don't control.
Whenever Kogla attacks, destroy target artifact or enchantment defending player controls.
: Return target Human you control to its owner's hand. Kogla gains indestructible until end of turn.
Whenever Kogla attacks, destroy target artifact or enchantment defending player controls.
: Return target Human you control to its owner's hand. Kogla gains indestructible until end of turn.
Legendary Creature - Ape

Summon: Bahamut
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II — Destroy up to one target nonland permanent.
III — Draw two cards.
IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent.
Flying
I, II — Destroy up to one target nonland permanent.
III — Draw two cards.
IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent.
Flying
Creature Enchantment - Saga Dragon

Summon: Yojimbo
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Exile target artifact, enchantment, or tapped creature an opponent controls.
II, III — Until your next turn, creatures can't attack you unless their controller pays for each of those creatures.
IV — Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater.
Vigilance
I — Exile target artifact, enchantment, or tapped creature an opponent controls.
II, III — Until your next turn, creatures can't attack you unless their controller pays for each of those creatures.
IV — Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater.
Vigilance
Creature Enchantment - Saga Samurai

Targeted Removal
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Top Deck Manipulation
Top Deck Manipulation
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"attributes":{"background":"transparent","color":"#000000"},"insert":"General Overview"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"\tMayael is my favorite deck. I love that she takes the Timmy playstyle and elevates it slightly by turning your big stompy creatures into instant speed interaction. There’s a lot of ways to play Mayael. You could build her as a kindred deck (dragons, beasts, elementals, angels, eldrazi), you could make her mana curve look like a wall and load her with simply the biggest creatures in the game, you could have a rotating list of 5 power creatures so that every game feels different. I prefer to play her as a sort of toolbox. Except, more of a toolbox you reach into blind. This deck isn’t hyper competitive, you won’t be able to consistently find the creature you’re looking for, but we are running some of the best of the best when it comes to abilities. There’s randomness to this deck, but we try to control that chaos as best we can, and I think that give and take is why I enjoy this deck so much."},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"\tIn a vacuum, I have a specific line of play I like to go through with this deck. We hit our early ramp getting us to 5 mana as quickly as possible. Then, if we have the land in hand for 6 open mana, we play Mayael so that next turn we can play a ramp and pass and be ready to activate her. If we don’t, we continue to set up until the mana is available. We don’t play Mayael until we are sure the next turn she can be activated. If she isn’t removed, we continue to activate her ability each turn, building our board that way and making ourselves difficult to attack. Nobody likes attacking into a potential Avacyn or Gisela. If Mayael is removed, we pivot into playing the creatures we most likely stockpiled into our hand while she was out. Mayael acts as a crude sort of card advantage engine that way, which is another thing I like about her. Of course, games are full of interaction and back and forth plays, so it’s rare we get to just cast our commander and continue to pump out a big creature each turn. This is how I usually go into each game though, and what I think about when determining if an opening hand is keepable or not."},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"\tI love this deck, it could be the only deck I own and I’d never tire of playing it. I’ve created a version of this commander that suits my playstyle perfectly. It’s not for everyone, but if you’re looking for a weird mix of tool box and big stompy, then I think you’ll really enjoy this deck."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Ramp"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Sol Ring: I don’t run sol ring in most of my green decks these days, but I do run it here because Mayael deserves the best. And this card really is the best."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Farseek: I highly value two mana land ramp in this deck. Our gameplan doesn’t kick in until we hit 6 mana, so our early game should be focused on doing just that. Additionally when drawn in the late game we have a better chance of casting these spells and still having mana open for Mayael’s ability."},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Nature's Lore: See above"},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Rampant Growth: See above"},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Sakura-Tribe Elder: See above"},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Three Visits: See above"},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Cultivate: More ramp, but 3 mana is the most I’m willing to pay for a spell that just ramps. I used to run skyshroud claim, but once three visits became accessible it was easy to cut."},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Kodama's Reach: See above"},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Selvala, Heart of the Wilds: A lightning rod for removal, but if she sticks we are able to explode. She usually gives us the opportunity to play a creature from our hand and still have mana for Mayael’s ability. As far as her draw ability goes, I don’t really count on it. We play big creatures in this deck, but they aren’t always the biggest. There’s plenty of decks out there that are focused on making 20/20 creatures via +1 counters or number of lands played. When we get to trigger the draw, it’s just gravy."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Beanstalk Giant/Fertile Footsteps: With the way */* power and toughness works, 99% of the time this creature will be able to be grabbed off of Mayael's ability. This makes it's slightly more expensive rampent growth all the more worth it. Recently replaced Wayward Swordtooth, who for the same mana cost couldn't actually guarentee us an extra land."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Cavalier of Thorns: One of my favorite cards in the deck. When I saw it spoiled years ago I knew it was gonna be a Mayael staple. At 5 mana you can easily cast it and get yourself to that crucial 6 mana to make Mayael go off next turn. A great blocker with reach and 6 toughness. Can set up a Mayael target on it’s death. This card just feels like it was made for the deck."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Overlord of the Hauntwoods: I don’t get to play primeval titan, and this guy is the next best thing. Arguably, it may even be better than prime time, with it’s impending ability essentially allowing it to be used as a 3 mana ramp spell. This kind of ability is perfect with Mayael, giving us early game plays to make when we don’t have the mana just yet, and it makes me wish there were more options like this. Another great thing about this card, is the attack trigger. Mayael acts as a sort of roundabout way of granting haste, given that we usually activate her on our opponent’s turn just before our turn. Hauntwoods can net us two lands very quickly if we grab it off a Mayael activation."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Titania, Protector of Argoth: Titania does not go into every Mayael deck. That being said, she is a staple in my Mayael deck. Running all 9 fetchlands we can, and two of the “sacrifice this land, draw a card” lands, she is consistently a ramp spell that also brings 10 power onto the board. I can not think of a single game where she hasn’t been able to pull a land out of the graveyard. I’ve whiffed more with Cavalier of Thorns than her. Her tokens are also excellent targets for greater good."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Card Draw"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Up the Beanstalk: Premier green draw. One of the best green cards they’ve ever printed. It feels illegal. So good that I run it even though it doesn’t really work with Mayael’s game plan. Triggers off of 28 cards in the deck."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Garruk's Uprising: Another staple in most green decks. Green now has adopted Ferocious as evergreen without actually naming the ability in recent years, and it’s been excellent for us Mayael players. Anything that cares about 4+ power creatures cares about our deck. The evasion this enchantment grants as well is also very relevant. There’s less trample in the deck than you’d expect."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Valakut Awakening // Valakut Stoneforge: A wheel that I’m pretty sure was made for me and me alone. It is the perfect wheel for this deck, letting us return to the days of the Partial Paris mulligan and pluck the big fatties out of our hand to put back into our deck for our commander to use later. Works great with all our fetch lands as well, meaning you don’t have to say goodbye forever to whatever you put on the bottom of your deck. As a note, I do not count modal land spells in my land count. This is the only one we run at the moment, and using it as a land is more of an emergency scenario. It’s fantastic it has the ability to be a land, but it’s not something I want the deck to have to rely on most of the time."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Dragonborn Champion: I highly value 5 power creatures under 5 mana, especially when they have great abilities like this. It can come down early enough that someone at the table might not have a blocker yet, or doesn’t want to lose their commander to a chump block. Something to remember with these smaller Mayael targets, is that while they aren’t ideal to hit off of Mayael they are still better as a hit than a whiff. This creature replaces a card like elemental bond, that probably would draw me more cards, but Champion increases our odds to hit a creature with Mayael. There are 30 targets in the deck for Mayael, and we still whiff every game or two."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Greater Good: This card has been in and out of the deck a few times. On one hand, it’s expensive set up at 4 mana, and we don’t have any graveyard synergies to take advantage of the hefty discard price. On the other hand, it’s fantastic insurance against boardwipes and removal, and with the size of our creatures we know we can net at least two cards. It shined way brighter when sneak attack was in the deck, which is a card I am considering making room for again for it’s ability to close games. "},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Vaultborn Tyrant: It’s not often I see a new creature printed and make room for it in the deck on sight. Vaultborn Tyrant was one of those creatures though. It’s an excellent high impact card draw engine, but the best thing about it is that it’s a creature that doesn’t mind being Mayael’d into in response to a boardwipe. Netting two cards and 6 life and having a big 6/6 trampling beater after the dust settles is pretty decent for a 6 mana investment. The cherry on top is that it doesn’t specify nontoken, so all our titania tokens will net us some cards as well."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"The Great Henge: A card that would go into every green deck if it weren’t worth half your soul to pick up. We’ve got plenty of big creatures in the deck to make this 2 or 3 mana. I have this spell under card draw specifically though because I do not count it as ramp, that’s just another “cherry on top” moment. Having to have a 5 power creature in play to make this mana rock 4 mana isn’t reliable. It’s a fantastic draw engine though, and the discount usually means we can play it and activate Mayael if she’s already had a hit drop."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Top Deck Manipulation"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Enlightened Tutor: Now comes the part where we talk about what makes Mayael so fun to me; manipulating the randomness. Enlightened tutor is normally used to fetch up the rest of the artifacts or enchantments on this list. However, there are a few Mayael targets it can grab as well. Overlord of the Hauntwoods, Xenagos God of Revels, and Angel of the Ruins are all either enchantments or artifacts. In the typical game though, this spell is usually used to find Sylvan Library."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Mirri's Guile: If we can’t have Sylvan Library, this enchantment is the next best thing. It lets us stack our deck to keep the Mayael targets in the library while we pull out ramp, removal, or lands. Most of our top deck manipulation is all about keeping those big creatures on top of our library, but being able to consistently hit a land drop is also a huge advantage to these utility spells I rarely see talked about. Being able to hit a land drop from turn 1 to 7, while we are also ramping, leaves us with more resources in the late game than the average deck."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Sensei's Divining Top: Redundancy is the name of the game here. Top is great for it’s ability to be very difficult to remove. When you play with the same people long enough, they start to realize how important it is to remove our top deck manipulation. While it does cost a mana to use, top tends to stick around way longer than library or guile. "},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Worldly Tutor: The best tutor in the deck. Arguably the best card in the deck. Nothing feels better than casting this with a Mayael activation ready to go. In most situations, it’s an Avacyn in response to a boardwipe. This deck packs a lot of it’s answers onto the backs of 5 power creatures though, allowing us to feel very safe and sound in most scenarios. I find myself rarely using this spell when I’m ahead. I like to save it for those silver bullet scenarios when our opponent thinks they have us."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Scroll Rack: Once a staple for most EDH decks, Scroll Rack rarely sees play now. It will always have a home in this deck though. There aren’t a lot of cards that let us put cards from our hand on top of our library in the colors of Naya, and Scroll Rack’s repeatable nature probably makes it the best card of the bunch anyway. Our commander also solves a slight problem you usually have with this card as well. It’s easy to sort of lock yourself into a rotation of cards you don’t really want to see at the moment with this card. However, Mayael lets you put one big creature on top alongside 4 cards you don’t want and happily sends those 4 cards to the bottom of your library. It’s a nice little synergy situation that keeps the top of your library fresh."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Sylvan Library: The best top deck manipulator in my opinion. If you don’t see a big creature in the top 3, you can increase your chances of hitting one by drawing a few more cards at the cost of some life. Granted, 8 life for two cards is a terrible rate, but when you need those cards it feels like a perfectly reasonable transaction. The only life point that matters is the last one after all. "},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Mayael Synergy"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Rings of Brighthearth: Some Mayael decks will have 7 or 8 cards in this section to really make Mayael’s ability explosive. I prefer to focus on a more consistent, grindy, and reactive game plan with Mayael so I just run the two best. Rings of Brighthearth is a phenomenal card with our commander. Getting an extra creature for 2 mana is a steal. It’s tutorable with Enlightened Tutor as well. I only drop this card when I know I can afford to become public enemy number 1 to the table though. It’s a lightning rod for removal of either the card itself or your commander, so play with caution. If unanswered you can really run away with the game."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Seedborn Muse: The most explosive Mayael card in the deck. Allows us to even do the rare Mayael activation on our own turn. There are few games where I’ve been allowed to keep a Seedborn Muse on the table for an entire turn cycle, netting 3 creatures off of Mayael, and didn’t come out ahead. A contender with Worldly Tutor for best card in the deck."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Utility"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"A kind of catch all category for two cards that didn’t feel like they fit anywhere else, but are very important in their own ways."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Naya Charm: I love this card. I love that I get to play this card in my Naya deck with my commander being from the plane of Naya herself, and I love that it is very powerful. Every mode on this card is usable for very different reasons. 3 damage can take out plenty of creatures in this game. Instant speed regrowth is a very powerful effect. Most often though, I find myself using the last mode. It’s perfect for offense and defense. Decks that go wide are often the biggest problem for our handful of big creatures to get through. Tapping the token swarm down to either go in for the KO, or to give us an extra turn to find the boardwipe, are both amazing options. If you’re in Naya, you should be running this card."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Greenwarden of Murasa: Eternal witness is a staple in green. This is an eternal witness that can be hit off Mayael. That alone is enough to me, but it’s ability to regrowth again as it dies puts it in the highly valued category of “creatures we are happy to see in response to a boardwipe”. Not always your favorite thing to see in a Mayael activation, but the scenarios where you really need to see it outweigh the rest in my opinion."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Protection"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Playing the biggest and baddest creatures we can doesn’t tend to make you friends with the rest of the table. Luckily, there are a lot of cards that protect us from the storm of removal and interaction that we tend to draw."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Heroic Intervention: The green counterspell. We hold up our mana on most turns, so it can be hard for your opponents to tell if you’ve got it or not. Good in every green deck, and good in this green deck."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Marisi, Breaker of the Coil: A 4 mana 5 power creature, as stated previously with dragonborn champion, is valuable in my opinion. Marisi is a really fun creature beyond that as well, boasting two very strong abilities. Being able to have our combat phase to ourselves feels great. More importantly though, goading your opponents can really help you close out the game or keep you alive. We run a lot of flyers in this deck which helps trigger this ability a lot easier."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Sigarda, Host of Herons: One of those cards that reminds me of how good it is every once and a while. Protection from edict effects is a very niche form of protection, but it’s huge when it happens. I hit her with Mayael in response to a Cataclysm one game years ago, and because of that I will probably never take her out of the deck. Not as strong as other creatures, but at worst she’s a big flying hexproof blocker, and there’s a lot of cases where that is good enough."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Gisela, Blade of Goldnight: Gisela pulling double duty of being a piece of protection and a game ender makes her one of the more highly valued Mayael hits in any scenario. 10 power with first strike can take out most attacking threats coming our way, and she’s probably one of our opponents biggest fears to see after we say “Before blocks, I’ll activate Mayael.”"},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Serra's Emissary: Another card that was love at first sight when I saw it spoiled. I used to run a few of the angels that protected you from losing the game if your life would drop to 0, and those were fun when they worked! However, they often were just big flyers. Serra’s Emissary is pretty much the same effect, but useful at all points in the game. Very rarely do I pick a mode other than creature. Protection from instants certainly makes it harder to remove, but board wipes exist. A few turns of not being able to be touched by your opponent’s armies, while your own beaters get to swing in as unblockable threats can turn the tide quickly and win games from positions that you would have previously thought unwinnable."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Avacyn, Angel of Hope: The queen of the deck. One of our strongest creatures, and one of our most iconic creatures. Flipping her with Mayael in response to a boardwipe feels like hitting the jackpot. There are way more exile effects in the game now, so she isn’t the absolute unmovable powerhouse she was back in the day. That being said, she’s still a beacon of hope that is also an amazing defensive attacker. It’s hard to imagine a world where I’m ever unhappy to flip into her."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Targeted Removal"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Path to Exile: Path and Swords, just some of the best removal in the game. Efficient and powerful, not much else to say about these two."},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Swords to Plowshares: See above."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Chaos Warp: I like to keep my removal as wide as possible as we don’t run a ton that isn’t stapled to a creature. Chaos Warp is extra fun because there are some times where you can choose to spin the wheel in response to an opponent trying to remove one of your threats. Even if you whiff of the warp, you still saved your creature and put it back into your deck for Mayael to pull out again. Just a fun bonus on a spell that’s already very powerful when used as standard removal."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Generous Gift: Or Beast Within. I used to run both but they’ve released more creatures that double as removal over the years. I might try to find room for Beast Within again, because as stated with Chaos Warp being able to hit any permanent is highly valuable. We tend to hold up 6 mana as well, and sometimes you have to forgo the Mayael activation just to take out a threat or stop someone from comboing off."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Summon: Yojimbo: Great new card, we love when our 5 power creatures are under five mana. 70% of my Mayael activations are in response to someone attacking me before I decalre blockers. This makes him a bit more of a rattlesnake type card which I love. Lots of chapters too so he'll stick around a bit longer than your average summon. Haven't had much time to playtest him yet but I feel pretty good about his addition. Also an enchantment creature which adds to Enlightened Tutor being even better."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Terror of the Peaks: Insanely powerful card. Creature removal and player removal in one spicy package. Thank you WOTC for making this guy a 5/3 instead of a 4/4. This card wins games."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Kogla and Yidaro: Godzilla and Kong team up to take down most creature threats. We mostly will use it for the fight ability, as Mayael kind of gives our guys haste. I’ve rarely used the discard ability, but it’s fantastic for this deck to give us a way to use our big creature marooned in our hand. I love using this guy as a 2 for 1, fighting something on enter and then blocking another creature coming at us."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Kogla, the Titan Ape: Very similar to his team up card, Kogla comes in and can two for one if you want. I’m more inclined to keep this one around though to make use of his creature and artifact destruction. It’s rare to see a card pack this much removal. Sadly we don’t have a single human in the deck to even pretend we can use his protection ability. That’s fine though, humans are dumb anyway."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Angel of Serenity: Oldy but a goody. Angel of Serenity has been around since I first built this deck, and it’s hard to imagine it will ever be dethroned for what she does. She can completely disrupt a combat phase, turning a life threatening scenario into setting us up for a strong retaliation. One of my favorite things about this card though, is her ability to choose cards in our graveyard. If you only need to grab 1 or 2 of your opponent’s creatures, you can store some fallen friends under her. It makes your opponents think twice about if they want to remove her or not. Additionally, unlike most O-ring effects, the exiled creatures return to hand instead of battlefield. This saves you from having your gotcha move swing back around to gotcha back."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Angel of the Ruins: A fantastic card in this deck. Can be cycled early if we draw it before we’re ready. Is fetchable with Enlightened Tutor. Exiles two artifacts or enchantments. And is just a nice big flyer. She’s a solid A tier Mayael creature."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Dragonlord Atarka: 5 damage to divide amongst creatures and planeswalkers is far more relevant than you would expect. Not the best creature removal in the deck, but she’s also an 8/8 flampler. Atarka doesn’t fear much in this game."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Titan of Industry: We love options. Options are great. I love all the options on this card. Yes it’s usually being used to remove an artifact or enchantment, which is why I slotted it under the removal category, but titan does a lot of heavy lifting for one card. A shield counter on Mayael will always feel good, but sometimes you just need another blocker, or even a bit more life. All around fantastic card on a great body."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Summon: Bahamut: A new addition that replaced the veteran Woodfall Primus. For 1 mana more it can hit creatures and still gives you two removal triggers. We lose the ability to leave us with a creature in response to a boardwipe, but the added benefits of a massive flying body plus card draw plus a way to end the game all equal a better card in my opinion. Also an enchantment! So it's another card that makes enlightened tutor just a little bit better. Bahamut just feels like a slam dunk for this deck."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Zacama, Primal Calamity: I struggled to figure out where to put this card, but I think she belongs in removal. One of my favorite cards ever printed, Zacama works very well with Mayael. Yes, her ability to untap our lands doesn’t trigger unless we cast her from hand, but that’s fine. Casting her with Mayael on the field lets us still activate Mayael. And while we’re holding up Mayael mana, we are also holding up at least two activations of Zacam’s abilities. Having more levers to pull with our mana keeps our opponents on their toes. Sometimes you just need to pay 12 mana to burn something for 12 damage. Sometimes you need to just gain a bit more life after you activated Mayael. Zacama being 9 mana means that usually if we cast her, we can both activate Mayael and one of Zacama’s abilities before our next turn. Just an excellent card for this deck."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Board Wipes"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Winds of Abandon: One of my favorite boardwipes for decks that win via combat damage. 6 mana to clear the field of everything but your own board makes this a game winner. Overload gives us the option to use this as a bad path to exile, and like I said earlier we love options. Playing this in the late game means your opponents probably only grab 2 or 3 lands as well, an easy price to pay for exiling their creatures."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Austere Command: I’ve swapped Austere Command for Cleansing Nova in most of my decks, except this one. Austere Command lets us sculpt the board in ways Cleansing Nova doesn’t. Most of our creatures are rather large, and as I stated earlier one of our biggest problem decks to face are token decks that go very wide very fast. Austere Command can be a one sided board wipe in some cases. Yes, it’s sad that Mayael will die, but if it means hanging onto a few big creatures she summoned over the course of the game I think she’s ok with it."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Balefire Dragon: Another creature that makes use of Mayael’s pseudo haste. We love the smell of tokens burning. Not much else to say about this card, it’s just very good."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Realm-Cloaked Giant // Cast Off: A terrible creature to hit with Mayael. However, it is still a creature you can hit with Mayael, where Wrath of God is not. Very rarely does the “nongiant” clause matter on this card. Every time I see it in a Mayael activation where it’s the only viable target, I remind myself that this activation could have been a whiff if this were any other boardwipe. And lets be fair, there’s worse things in the world than a 7/7 vigilance creature. I wish there were more creatures with adventure that were worth making room in for Mayael."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Just Big"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":" I really try to make sure every creature has some sort of tool-boxy effect stapled onto it. I avoid creatures like Worldspine Wurm that are “just big”. However, these creatures don’t do much else other than be, or generate, big threats. And sometimes, that’s just the tool you need."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Ojer Kaslem, Deepest Growth // Temple of Cultivation: Another creature that takes advantage of the pseudo haste Mayael provides, as well as being apart of the “happy to see in response to a boardwipe” club. She ramps and puts a big creature into play, it’s everything this deck wants to do. Mayael needs a break every now and then and grandma Kaslem is happy to give her one. "},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Vorinclex // The Grand Evolution: A strange card to try and put into a category. He’s not really ramp, though I do love that he can get us our sixth mana source. I’ve rarely been able to flip him, because he’s just that good on the other side and people know it. Does a lot for one creature."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Xenagos, God of Revels: Mayael’s pseudo haste is nice and all, but sometimes you just need a nice haste enabler that also happens to make your big creatures even bigger. Tutorable with Enlightened Tutor. Xenagos lets us pivot into an aggressive strategy quickly. When he’s out, I’m usually casting creatures from hand or using Mayael during my own turn to sling damage as fast as possible. "},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Avenger of Zendikar: An army in a can, no one does it like Avenger. Works well with all our ramp and fetchlands, but honestly is just a fantastic defensive play in Mayael. Sending him out to soak up damage can be the difference between scooping up and getting another turn."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Ghalta, Stampede Tyrant: Another love at first sight kind of card. Dropping this card into play feels can change the entire flow of the game. At worst, you have a 12/12 trampler. That feels like a win win to me."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Pet Cards"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"I’m only human. This is my favorite deck, I gotta play some of my favorite cards. Even if they are a bit suboptimal."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Powerbalance: It’s just fun, and does actually works well with all our top deck manipulation. At least, that’s what I tell myself every time I’m looking for a card to cut. If it wasn’t clear, I love cheating spells into play, and this card is less of a pull on our mana curve compared to something like Lurking Predators."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Genesis Wave: My favorite card. Genesis Wave where X = 9 will hit everything in the deck. Sometimes it’s fun to just go crazy with it."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Lands"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Ancient Tomb: We ramp every way we can. A Gamechanger for a reason."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Arid Mesa: FETCH LANDS! I love fetchlands in this deck. Not only are they great sources of mana fixing, like they are in every deck, but they also work as convenient shuffle effects. With how much top deck manipulation we have in this deck, there’s a very good chance we know exactly what the top three cards of our deck looks like. And sometimes it looks bad. Really bad. If I don’t need the mana right away, sometimes I’ll just keep a fetchland around in case I need the shuffle. The cherry on top is how powerful they are with Titania as well. Without the fetchlands, we wouldn’t be running her. Not every deck needs fetch lands, especially these days with how many great lands they print. However for this deck I highly value their power."},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Bloodstained Mire:"},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Flooded Strand:"},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Marsh Flats:"},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Misty Rainforest:"},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Scalding Tarn:"},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Verdant Catacombs:"},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Windswept Heath:"},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Wooded Foothills:"},{"insert":"\n\n\n\n\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Bonders' Enclave: Card draw on a land is worth the colorless mana. Very rarely can’t activate."},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Homeward Path: Don’t touch my creatures. I work hard for them. Would love to put a land tutor in this deck specifically for this land and this land alone."},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Yavimaya Hollow: Incredibly powerful effect, especially when we are holding up the mana for it every turn. People tend to forget it’s there too which is fun. Gets better every year that Wrath of God gets replaced by more deck specific boardwipes."},{"insert":"\n\n\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Canopy Vista: Our fetchable lands package. I’ve considered cutting the cycle lands for the surveil lands, but I prefer the cycle ability just a little more. Still up for debate."},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Cinder Glade:"},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Jetmir’s Garden:"},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Sacred Foundry:"},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Scattered Groves:"},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Sheltered Thicket:"},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Stomping Ground:"},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Temple Garden:"},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Horizon Canopy: Sometimes you need to draw a card more than you need a land. These also work great with Titania."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Clifftop Retreat: This group of lands all enter untapped (most of the time). Just solid lands."},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Command Tower:"},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Rootbound Crag:"},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Sunpetal Grove:"},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Bountiful Promenade:"},{"insert":"\nSpire Garden:\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Forest: I run 9 basic lands. 4 forests, 3 plains, 2 mountains. There’s a lot of land based ramp so it’s important to make sure there’s enough targets."},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Mountain:"},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Plains:"},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Gaea's Cradle: I mean…. I have one. So I run it in my favorite deck. As far as decks that could abuse Gaea’s Cradle, this is one of the lesser offenders. Not that tapping a land for 4 or 5 green mana is bad by any means. If it’s ever banned I won’t cry, I’ve had my fun with it."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Yavimaya, Cradle of Growth: Smooths our our mana, but also lets all our fetchlands tap for mana when we either ran out of cards to fetch or want to hold onto a shuffle effect."},{"insert":"\n\n\n"}]}
















































































