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COMMANDER(S)
The Wandering Minstrel
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B G R U W
- Five-Color
Created by  aldy1525
Bracket
4.5 - 5.0
Bracket 3
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ANALYSIS

Overview:

This five-color deck leverages The Wandering Minstrel as a synergistic engine commander, focusing on Town landfall and Equipment token generation. The primary strategy involves deploying Towns (enters-tapped utility lands) to enable the commander's token creation and anthem effect while using landfall triggers, extra land plays, and Equipment-based value to overwhelm opponents. Win conditions include Coalition Victory (enabled by Towns' basic land typing and multicolored tokens), combat overruns with pumped tokens/Elementals, and value attrition through land recursion and Equipment synergies. The Minstrel accelerates the game plan by untapping Towns and scaling with Town count but is vulnerable to removal before establishing critical mass.

Primer:

Core Strategy Execution:

  1. Early Setup (Turns 1-4): Prioritize ramp (e.g., Lotus Cobra, Azusa, Lost but Seeking), land tutors (Reach the Horizon, Elvish Reclaimer), and Equipment that creates tokens on entry (e.g., Black Mage's Rod, Thief's Knife). Focus on deploying Towns to build toward the Minstrel's "five Towns" threshold.
  2. Commander & Engine Deployment (Turns 4-6): Cast The Wandering Minstrel to untap Towns and enable token generation. Use extra land enablers (Dryad of the Ilysian Grove, Aesi, Tyrant of Gyre Strait) to accelerate Town count. Deploy key value pieces like Firion, Wild Rose Warrior (Equipment duplication) or Omnath, Locus of Rage for token pressure.
  3. Win Condition Execution (Turns 7-10+):
    • Coalition Victory: Ensure control of 5+ Towns (providing all basic land types) and a multicolored creature (e.g., Minstrel's token, Omnath Elemental). Cast Victory for instant win.
    • Combat Overrun: Use the Minstrel's anthem ability (+X/+X where X=Towns) alongside token armies (e.g., Summon: Knights of Round, Field of the Dead Zombies) or Equipment-enhanced threats.
    • Value Grind: Recur lands with Crucible of Worlds/Ramunap Excavator, generate infinite Equipment tokens with Firion, Wild Rose Warrior + sac outlet, or drain with Omnath, Locus of Rage.

Mulligan Priorities:

  • Keep hands with 3+ lands, including at least two untapped sources. Prioritize green for ramp.
  • Include at least one early ramp piece (e.g., Lotus Cobra, Azusa) or Town-tutor (Reach the Horizon).
  • Hands with Equipment that creates tokens (e.g., Monk's Fist) or protection (Heroic Intervention) are ideal.
  • Avoid hands lacking ramp, Towns, or with only high-CMC spells.

Key Tips:

  • Sequence Lands: Play Towns after deploying Amulet of Vigor or The Minstrel to mitigate enters-tapped downside.
  • Protect Critical Mass: Use counterspells (Flusterstorm, Swan Song) to defend the Minstrel or Coalition Victory. Heroic Intervention shields Towns/creatures from wipes.
  • Exploit Synergies: Leyline of the Guildpact makes all nonlands multicolored (enabling Coalition Victory) and grants lands all basic types. Firion, Wild Rose Warrior copies Equipment for exponential token generation.
  • Recursion Lines: Replay Towns from graveyard with Ancient Greenwarden/Crucible of Worlds to retrigger landfall and boost Minstrel's anthem.

Weaknesses:

Critical

  • Town/Commander Reliance: Destroying 3+ Towns or removing The Minstrel repeatedly cripples the core strategy. Lacks mass land recursion.
  • Coalition Victory Vulnerability: Countermagic or land destruction disrupts this primary wincon. Limited redundancy for alternate instant wins.
  • Anti-Token Effects: Torpor Orb/Hushbringer nullify token-generating ETBs (e.g., Equipment, Field of the Dead). Cursed Totem shuts down mana dorks/Equipment activations.

Moderate

  • Slow Mana Base: Over 20 enters-tapped lands delay early plays. Vulnerable to early aggression.
  • Board Wipe Recovery: Limited mass recursion; relies on rebuilding via landfall/Equipment engines.
  • Graveyard Hate: Disrupts land recursion (Crucible, Ramunap Excavator) and Midgar, City of Mako value.

Minor

  • Artifact/Enchantment Focus: Key engines (Equipment, Leyline) are vulnerable to targeted removal, though counterspells offer mitigation.
  • Combo Fragility: Firion, Wild Rose Warrior combos require setup and lack dedicated tutors.

Most Important Cards:

  • Leyline of the Guildpact (Enables Coalition Victory, fixes mana)
  • Dryad of the Ilysian Grove (Extra land drops, land typing for Victory)
  • Firion, Wild Rose Warrior (Equipment duplication engine)
  • Reach the Horizon (Tutors critical Towns)
  • Coalition Victory (Primary win condition)
  • Crucible of Worlds (Recurs Towns/utility lands)
  • The Wandering Minstrel (Untaps Towns, token generation, anthem)
  • Amulet of Vigor (Untaps Towns, accelerates strategy)
  • Ancient Greenwarden (Double landfall, land recursion)
  • Azusa, Lost but Seeking (Explosive land plays)

Attribute Ratings:

Speed: 5/10
Threatens wins via Coalition Victory or combat around turns 8-10 in ideal scenarios. Slow mana base and setup-heavy wincons delay faster kills.

Resilience: 4/10
Moderate protection (counterspells, Heroic Intervention) and land recursion, but over-reliance on Towns/commander creates critical failure points against targeted disruption.

Consistency: 6/10
Land tutors and ramp provide reliable access to Towns, but key combo pieces (Firion) and wincons lack redundancy. Card draw is limited outside landfall triggers.

Interaction: 5/10
Efficient counterspells (Mental Misstep, An Offer You Can't Refuse) handle early threats, but lacks broad permanent removal. Interaction focuses on protecting the game plan.

Rating Justification:

The deck executes a focused casual strategy with a clear T8-10 win path via Coalition Victory or combat, supported by synergistic landfall/Equipment value. However, its slow mana base, commander dependency, and vulnerability to land/token hate cap its speed and resilience below optimized tiers.

Power level: 4.5 - 5.0

DECK LIST
The Wandering Minstrel
Creature: 29
($68.25)
1
Adelbert Steiner
1 W
1
Aesi, Tyrant of Gyre Strait
4 G U
1
Ancient Greenwarden
4 G G
1
Ashe, Princess of Dalmasca
2 W
1
Azusa, Lost but Seeking
2 G
1
Delivery Moogle
3 W
1
Diamond Weapon
7 G G
1
Dryad of the Ilysian Grove
2 G
1
Dwarven Castle Guard
1 W
1
Elvish Reclaimer
G
1
Firion, Wild Rose Warrior
2 R
1
Gaelicat
2 W
1
Lotus Cobra
1 G
1
Mossborn Hydra
2 G
1
Noctis, Prince of Lucis
1 W U B
1
Omnath, Locus of Creation
R G W U
1
Omnath, Locus of Rage
3 R R G G
1
Omnath, Locus of the Roil
1 G U R
1
Quina, Qu Gourmet
2 G
1
Ramunap Excavator
2 G
1
Sazh's Chocobo
G
1
Scorpion Sentinel
1 U
1
Springheart Nantuko
1 G
1
Summon: Knights of Round
6 W W
1
The Gitrog Monster
3 B G
1
Tireless Provisioner
2 G
1
Valkyrie Aerial Unit
5 U U
1
Weapons Vendor
3 W
1
Zell Dincht
2 R
Artifact: 22
($69.06)
1
Aettir and Priwen
6
1
Amulet of Vigor
1
1
Astrologian's Planisphere
1 U
1
Bard's Bow
2 G
1
Black Mage's Rod
1 B
1
Chromatic Lantern
3
1
Crucible of Worlds
3
1
Dark Knight's Greatsword
2 B
1
Dragoon's Lance
1 W
1
Machinist's Arsenal
4 W
1
Magitek Armor
3 W
1
Monk's Fist
2
1
Ninja's Blades
2 B
1
Paladin's Arms
2 W
1
Red Mage's Rapier
1 R
1
Sage's Nouliths
1 U
1
Samurai's Katana
2 R
1
Summoner's Grimoire
3 G
1
The Regalia
4
1
Thief's Knife
2 U
1
Warrior's Sword
3 R
1
White Mage's Staff
1 W
Enchantment: 1
($3.72)
1
Leyline of the Guildpact
G/W G/U B/G R/G
Instant: 7
($53.24)
1
An Offer You Can't Refuse
U
1
Flusterstorm
U
1
Heroic Intervention
1 G
1
Mental Misstep
U/P
1
Mystical Tutor
U
1
Silence
W
1
Swan Song
U
Sorcery: 6
($11.33)
1
Coalition Victory
3 W U B R G
1
From Father to Son
1 W
1
Reach the Horizon
3 G
1
Relm's Sketching
2 U U
1
The Crystal's Chosen
5 W W
1
Travel the Overworld
5 U U
Land: 34
($64.02)
1
Adventurer's Inn
1
Balamb Garden, SeeD Academy // Balamb Garden, Airborne
1
Baron, Airship Kingdom
1
Capital City
1
Clive's Hideaway
1
Crossroads Village
1
Eden, Seat of the Sanctum
1
Field of the Dead
2
Forest
1
Gohn, Town of Ruin
1
Gongaga, Reactor Town
1
Guadosalam, Farplane Gateway
1
Insomnia, Crown City
1
Ishgard, the Holy See // Faith & Grief
3 W W
2
Island
1
Jidoor, Aristocratic Capital // Overture
4 U U
1
Lindblum, Industrial Regency // Mage Siege
2 R
1
Midgar, City of Mako // Reactor Raid
2 B
2
Mountain
2
Plains
1
Rabanastre, Royal City
1
Sharlayan, Nation of Scholars
1
Starting Town
2
Swamp
1
The Gold Saucer
1
Treno, Dark City
1
Vector, Imperial Capital
1
Windurst, Federation Center
1
Zanarkand, Ancient Metropolis // Lasting Fayth
4 G G

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