Wayfarer's Bauble

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Unformat Legal
Vanguard Legal
Vintage Legal

Wayfarer's Bauble

Artifact

, , Sacrifice Wayfarer's Bauble: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library.

Noire_Samhain on War of Worship

3 days ago

If there's one thing I'd suggest- you might like some ramp to do more in a turn. Some budget/semi-budget ideas are Marble Diamond, Heraldic Banner, Sol Ring, Arcane Signet, Commander's Sphere, Fellwar Stone, Mind Stone, Pristine Talisman, or Wayfarer's Bauble.

Niko9 on Choosing Equipment-based Card Draw in …

1 week ago

I think you hit the main ones for card advantage, and I really like Mask of Memory because you are running Karmic Guide and Bruna, the Fading Light  Meld and you can sometimes pitch a big creature to get reanimated. I have a Bruna deck and it's very fun to reanimate in mono white : )

Other equips you might consider in general are: Dowsing Dagger  Flip is great with flyers, and pays back 3 of it's 4 mana often on the turn it comes down.

Hedgewitch's Mask I really like this one, especially with flying creatures to limit who can block them even more.

Explorer's Scope might just be my all time favorite equip, but it might just be me : ) Most often it is just a more efficient Wayfarer's Bauble and even if it bricks, it's surprisingly valuable to know your next draw and plan your plays before you draw.

And one I really like in angels is Concerted Effort It can turn Mother of Runes into boardwipe protection, or give your whole team double strike, or just make your support creatures flyers.

Oh, and also, equip decks can have a lot of fun with Leonin Shikari that can give all creatures Lightning Greaves or add on more Sword of Fire and Ice triggers, more Sword of the Animist triggers, it's always pretty good.

fluffyeel on You draw you lose

3 weeks ago

Some small recommendations I can think of:

TheBestMagicCard on Emrakul, the Promised End

6 months ago

Hehe, I just took out Wanderer's Twig, and Traveler's Amulet, for a sec, I think to try and fit in both Abstruse Archaic and Lithoform Engine, since Roaming Throne doesn't work like I first thought it did, but I got excited to copy abilities...

I was also able to fit Wayfarer's Bauble back in, which I think is ultimately better then the Twig and Amulet, but still isn't really that great, but same arguments to include it as the Twig and Amulet...

Yeah, um Environmental Sciences is a p BAD card, and I would probably never play it any other deck... but it happens to be a colorless Sorcery, which is kind of rare, so it's actually a hard-to-get-discount on Emrakul's casting cost... and it's cheap, and it gets a land... It's not a good card, but in this deck it kinda does a lot... Sojourner's Companion is similar to Environmental Sciences, in that it cost 2 to get a land into hand, and is also a p BAD card... But it can count as two card types in the graveyard for Emrakrul, and even though I think it will be done sparingly in the future, there will be better artifact lands that have yet to be printed...

I'm really trying to milk Emrakul's cost reduction in this deck, because I'm trying to ramp it out as soon as possible... I've won on turn 3 several times by casting Emy, because I had the ramp AND card types in the grave, to totally control the game state, mess everyones else up, and then just smash face... Getting infinite mana helps too... But yeah, the sooner you have the option to casy Emy the better, so that's why I'm still running bad colorless instants and sorceries...

I guess until there are more better colorless instants, sorceries, and tutors, I think I'm still going to run these jank cards, because they're still as good as it gets for now... But it does work! I rip face with this deck at the mall...

But heard! Thanks for the consideration and input!

UrzasUnderstudy on Tiny Feather: Battle for Ravnica

8 months ago

Update Brought in a Wayfarer's Bauble to help set up the combination of lands necessary to cast Feather, and Mavinda, Students' Advocate for some annoying instant recursion. Out came Brute Strength and since we are adding a flyer in Mavinda, Mighty Leap.

ASalesman on Unesh, Ultimate Guide (Tribal)

8 months ago

GHoag thank you for your most critical feedback. I agree with a lot you have to say on this. There are a few things I'd like to discuss further. I'll mirror your format so you know how I am responding to what. Thank you for the praise on the list so far, there is definitely some things to be worked out still. "The pinnacle is a concept only to the unambitious" -flavor text from a card I don't remember lol. (sorry for the novel below)

Regarding Fetchlands, I think the deck thinning is negligible or very hard to notice at most. This aspect of them definitely can't be a bad thing. But playtesting has shown that the negative effects of including them are negligible. I have never been upset about running all 4. Also, the synergy these lands has with Vantress Visions (Virtue of Knowledge) feels reeeally good.

Rite of Replication is expensive mana wise. The purpose of Rite is to get through your whole deck in one go assuming Unesh is on the field, which is not always the case. In my playtesting, it has been very hard to resolve due to mana cost, and when you do meet the mana requirement it is never safe from interaction. Given these flaws, this card might as well say "if you are targetting Unesh and this card resolves, you win the game." With the FOFs, you can pick up all counter magic and free mana rocks on the way down your deck to cast & protect Thassa's Oracle. A non-negligible side effect, this makes choosing piles easier to do because you no longer have to grab sphinxs or other wincons. This wincon is still relevant at this mana cost. I think the jury is still out if this is the best choice though. With inifinite mana you can do something similar, and I'll talk more about this below. Q: Why not add Personal Tutor? Simply because you don't need 3 copies of Rite. I already don't like Mystical Tutor, but the versatility to grab any instant makes it worth it. By the time you meet the mana requirement, you will have seen Rite or Mystical Tutor. Personal Tutor is too narrow to have in a slot, even on the 'Rite' plan.

cEDH meta talk, there is Turbo, midrange, and stax (early win, midgame win, lategame win respectively.) The average win without any interaction is turn 6-7 on this revision. This solidly puts Unesh into midrange. I think he can be sped up a bit with more revisions. Turn 4 is a late win for Turbo, but with enough interaction to stop the turbo player we can get to the midrange and win the game. Unesh suffers against a a few stax pieces. The main ones being Torpor Orb (which doesn't see a ton of play these days), and Null Rod and Collector Ouphe. Collectore Ouphe doesn't feel so bad with our interaction suite, and Null Rod is even more of a nuissance. If both are on the field, it is an absolute nightmare for Unesh.

Creatures: Yes a lot of fat was trimmed, and it took some time to really narrow down the best Sphinxs in these slots. There is still room for improvement here. For instance Vexing Sphinx feels awful. The reason I added it a while back was because he can be played early game for a bit of card draw. The card draw from this is not worth the mana spent, the fact that even with Unesh out he is 2 blue to cast also feels very bad. I will definitely replace him with another Sphinx, probably Argent Sphinx or Metallic Mimic. For 2 blue I am much happier to see the mana sink on Argent Sphinx. And for 2 colorless I am happy to see possibly the next cheapest sphinx not already in the deck. Enigma Thief though high CMC, I can reliably cast him for his prowl cost at 2 cmc, and his removal is top notch. Dream Eater though the removal is not the best, it is still good. The kicker here is honestly the surveil 4. You do Unesh FOF first, then surveil 4 and hopefully you can put all 4 in the graveyard. Still dream eater does feel a bit slower than everything else. Scholar of the Lost Trove, upfront I feel very strongly about this card. It's not because this is a pet card, it's because I think its very powerful in this deck. Even at 5cmc which is what I normally cast it for, it feels like insane value. You get the Unesh trigger, and a wincon from the graveyard that the opponents thought they didn't have to deal with anymore. After doing some math on this, the average cost of an Unesh trigger with Unesh on the field is ~2.25 cmc in the current revision (that is the cmc of a card generating the FOF divided by the total number of things generating FOFs excluding Rite). At 5 cmc, casting the Scholar gives you a 4 cmc game winning artifact and a ~2.25 cmc Unesh trigger. Not to mention, it gives you flexibility in choosing piles. For instance, If an opponent erroneously puts Panharmonicon in a pile by itself, you can shamelessly take the other 3 cards in that FOF. Palinchron is also rather expensive to set up, but not as expensive as Rite. I think it is a good back up win condition. If Rite doesn't resolve, or if Isochron w/ dramatic reversal doesn't resolve, we need at least one other way to combo off. With ways to tutor for High Tide this win condition has been online surprisingly often, and is definitely threatening. That said having this AND Rite feels too heavy mana wise. I think I am pretty much sold on Isoscepter because of how inexpensive it is. With recent mana rock additions as well as Mox Diamond and Grim Monolith (mentioned below) the wincon is online for far cheaper than Rite and effectively does the same job, also dramatic reversal can be used as a one time use now which makes it good on it's own.

Lands: After a day of listening to cEDH podcasts, this is what I came up with. Urza's Saga is nuts. After playtesting with these lands I felt a big power spike. Thank you for mentioning Mystic Sanctuary again. I didn't think about it being able to retrieve a wincon which is pretty relevant. I will consider slipping this one back in there. I also think that losing just one more Island wouldn't be very impactful. What do you think about Command Beacon? After playtesting, I think there is such a niche case when this card is good in cEDH. I think I prefer an Island here given the more recent revisions.

Enchantments: Agreed, all of these are great cards. Not much to change here.

Instants: I don't think there are any cuts to be made here. After playtesting I think I need to add more Instants to more reliably shut off early combo wins. Demonic Consultation and Ad Nauseum are rampant. Even fitting in a Dispel or Spell Pierce to the deck would go a long way.

Artifacts: Work needs to be done here. I agree with a lot of what you are saying. Lightning Greaves feels bad because board interaction is light and stack interaction is high in cEDH. Caged Sun is usually too expensive to play without cheating it in with Scholar. But scholar wants to hit other game winning cards anyway, so Caged sun needs to go. Grim Monolith and Mox Diamond need to go in. I have been reluctant to add them to the list because I don't have paper copies. You are spot on with these two though. I am not high on Moonsilver Key, but I do like Wayfarer's Bauble. The bauble putting a land into play is important to getting palinchron online, and this also sees great synergy with Vantress Visions similar to the fetch lands. Though bauable is definitely worse than mox diamond and grim monolith, it would be my last cut. Mox Amber indeed doesn't power Unesh out, but we don't need it to. I will say that my playtests have really favored this card. Being able to play more mana artifacts after a FOF for free will keep the FOFs rolling. Mox Amber feels very good. Mox diamond is superior, but I won't take out Mox Amber for it.

REVISION: After synthesizing both our viewpoints, here is a revision that I will go ahead and push. I think you will like this mostly, but let me know your doubts.

EXPLANAITION: This rev cuts the Rite wincon and adds the less expensive Isoscepter wincon. There is still backup wincon in Aetherflux. Isoscepter is backed up by Palinchron, and Aetherflux is supported by Palinchron. Obviously, the goal with infinite mana is to play Thassa's eventually. Dramatic Reversal is good enough on its own now because of the artifacts added recently. I honestly think this is the cheapest that the wincon package can be while still being robust enough to not fizzle out. With these wincons, Unesh doesn't have to be on the field, which makes the deck less reliant on him, mitigating one of the deck's biggest flaws. Cutting Lightning Greaves will likely be inconsequential due to low board state interaction. Muddle and Spell pierce add some more stack interaction while Muddle can find combo pieces. I went with Spell pierce over Dispel because it can hit stax pieces as well as stopping an early combo win. Cutting a sphinx now relies on Ghostly Flicker to be part of the 20%. Mystic Sanctuary and Scholar of the Lost Trove are used to retrieve wincons from the grave if necessary.

I heavily considered subbing Dream Eater for Argent Sphinx. I will need to playtest that change before committing to it.

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