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Five Color The Wandering Minstrel in Commander

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Hello happiest of folks and I hope your day is going super mega well at the time and future too. This is my third Command Brew around a new Commander in the Final Fantasy set. This is the five color lands and Towns matter brew around:

The Wandering Minstrel

This guy! He's a cheap two colors and mana with a nice size butt for blocking and then turns all lands that arrive into not being tapped. Shock lands you don't need to pay, and he's broken with Karoo lands too. And he's cheap enough to matter now. No tempo! Then at the beginning of your combat make a free all colors 2/2 Elemental if you control at least 5 Towns, and then you can mana sink 8 mana here, one of each color to give your team a size boost equal to your Town count. Great stuff! So, he's a tempo land, and then dork maker and team pumper win-con.

Let's get this brew started!

Ramp, Land, and Such

Reach the Horizon
Prishe's Wanderings

Let's start with this duo of fun times spells that ramp Towns or basics. The Explosive Vegetation costing one ramps two tapped. The instant speed three-cost one ramps one tapped and you can toss a +1/+1 counter on our Commander too. Nice!

The two-drop big flying blocker 0/4 artifact PuPu UFO can tap to drop a land to the battlefield and then spend three to get your Town count in power. Then the two-drop common Green 1/1 Town Greeter has an ETB ability to mill four and then return a land to your hand from them and if a Town you gain some life. The thee-drop Simic blocking 1/5 Omo, Queen of Vesuva has an ETB and attack trigger to make our lands every type for mana smoothing basics or towns for us.

The four-drop Oracle of Mul Daya reveals the top card of your library, you can play it if a land and an extra land can be played here. Then the three-drop 1/2 legendary Azusa, Lost but Seeking lets you play two more lands and then the six-drop Gruul on-curve 6/6 Gladiolus Amicitia lets us ETB and get a land tapped on arrival but any land, not a basic. Nice for thrice!

Now let's turn to lands! The ETB tapped Simic mana maker Balamb Garden, SeeD Academy that transforms for seven mana into the flying Vee above that's flying, 5/4, crew 1 and draws when it swings is next: Balamb Garden, Airborne. Then Starting Town can tap for any color of mana for a life, or colorless, and is a better City of Brass that can ETB tapped at times but not here.

Now let's turn to three of the five that I put in Adventure Towns. Zanarkand, Ancient Metropolis will make a 1/1 dork and then pump it equal to your land count. An essential here! The Black one for three mana Midgar, City of Mako will sac a dork or rock to draw two, and then the Red one Lindblum, Industrial Regency will at instant speed make a 0/1 Black Wizard with the non-creature ping ability.

Eden, Seat of the Sanctum
The World Tree

The colorless tapping Town can be tapped with five to mill two and then you can sac this to return a permanent like dork, land, or World Map or Expedition Map. Then the Green ETB tapped dork can make all of your lands tap for any color as long as you have enough of them. Nice!

Synergies and Win Cons

Zell Dincht
Ancient Greenwarden
Conduit of Worlds

The three-drop splashable dork with 3 butt can let you play another land, has power equal to your land count and then you have to bounce one in your end step - great for landfall we'll see later. Then I tossed in these two Green ways to get back those lands from your graveyard! The dork costs six for a 5/7 reacher and then your double your landfall triggers. Then the four-cost artifact will tap and let you cast a nonland from your graveyard if you haven't cast anything at sorcery speed or another after. Love it!

Now let's turn to a pair of Splendid Reclamations (also here). The two-drop 1/3 uncommon Aftermath Analyst will mill three when it ETBs and then can be sacked for four to do it for them tapped, unless...you control your leader! Then the five-cost Will of the Sultai will mill three and then do it, or toss X counters on the Bard or a beater equal to our land count, and with him - both!

Wrenn and Seven
Wrenn and Realmbreaker

Now let's turn to three Wrenn planeswalkers! The five-drop, five loyalty one can +1 to dig four, draw all lands and bin the rest. Then you can 0 him to Splendid Reclmation and then -3 to make a dork equal to your land count. I'm sure you can see why he's here. Then the three-mana and four loyalty can make your lands tap for any color of mana and then + 1 to make a land 3/3 and with a bunch of abilities to get it through. You can -2 him to mill three and then regrowth a permanent back. Love him here too!

Now let's turn to a gold-colored synergy trio. The Jund planeswalker Lord Windgrace with 5 loyalty can +2 to discard and draw like card flow, and if a land? Draw two! Then the -3 can Zombify two lands to the battlefield of any sort - love it here! Then the six-cost Sultai enchantment Dragonback Assault shoots each dork and planeswalker on arrival - great for removal - and then landfalls flyers of the 4/4 Dragon size. The four-drop The Necrobloom is a 2/7 landfall can make a 0/1 Plant and then 2/2 Zombie too if you have enough lands of different names. Then you can reload your lands with dredge 2.

Now let's turn to landfall win cons. The four-cost White enchantment Felidar Retreat can make a 2/2 Cat or pump your team with +1/+1 either strong stuff with your landfall. Then the rare Insect Scute Swarm landfalls and makes a 1/1 one or copies if you control enough lands. The five-cost artifact Chocobo Racetrack turns landfalls into 2/2 landfall pumping Birds.

Cultivator Colossus
Omnath, Locus of Rage
Ob Nixilis, the Fallen

Now let's finish with this trio, the mono-Green seven-drop with size equal to our land count and trample too to avoid chumps is first. When it enters you can drop a land tapped. Then draw and repeat. The Gruul-colored seven-drop 5/5 has a landfall to make a 5/5 Elemental, and then when one dies, you can Bolt a target - like finishing off a player, or a planeswalker. I needed some non-combat zone kills in case of Maze of Ith and Pillow Fort strategies. I tossed in three dork or enchantments that turn landfall into pings on your foe. The best is the above legendary Black five-drop landfall to force a foe to lose 3 life and then it grows in that size - great!

Answers

Ultimate Magic: Holy
Heroic Intervention

Let's start with ways to keep your team alive! Normally in White I'd toss in Teferi's Protection but it was added to the Game Changers list in a horrible decision. This pair will do. The three-cost White gives all of your stuff indestructible for the turn and then you can prevent all damage if cast from exile, and then it has forecast. The two-cost Green one gives them hexproof as well as indestructible too. Good stuff!

Since I am in Blue and it's one of my key colors, I added in some counters to stop foes from doing stuff. Mystic Snake costs four for a flashing 2/2 body and then I tossed in the splashable Arcane Denial to counter anything and then they'll draw two and you one. I also tossed in Counterspell and Negate.

Now let's turn to targeted removal! The triple Green three-cost Archdruid's Charm can choose one of three - ramp a land tapped not just basic, or then put a dork in your hand, and then Exile an artifact or enchantment and then pseudo-fight a dork with a +1/+1 counter on yours. Then Chocobo Kick will also pseudo-fight a dork and kick to return a land to double it. Love that with landfall to get another trigger!

Card Draw

Horn of Greed
Tatyova, Benthic Druid

Now let's turn to card draw! The first group I tossed in are from land falls like this duo or Aesi or Tireless Tracker. The artifact three-drop does it for everyone! Then the five-cost Simic one draws and then gains you life too!

The next two are Town based. Qiqirn Merchant has a 1/4 blocking size taps with a mana to loot and then taps with seven to sac and then draw three. Reduced for your Town count. Then the sorcery speed Travel the Overworld cost seven but has affinity for Towns.

Urban Evolution
Planar Genesis

Now let's finish with ramp and card draw. The five-cost sorcery Simic card will draw three and then drop a land! The two-cost instant digs four and then ramp a land tapped or draw and then the rest to your library. I also tossed in every Explore and variant made.

Now let's turn to my brew!

Towns Matter with The Wandering Minstrel | Commander | Abe Sargent

Card Display


There we are! I added four fetches but not the pain ones. I pulled Prismatic Vista since it's pricey on the secondary market for the also pricey on the market but more thematic Traveling Chocobo. I adore here Vesuva, and then The Gold Saucer can make you Treasure. Hour of Promise also ramps two non-basics. This is very deep, enjoy it much!

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