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COMMANDER(S)
The Wandering Minstrel
QR Code
B G R U W
- Five-Color
Bracket
6.0 - 6.5
Bracket 1
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ANALYSIS

Overview:

This 5-color landfall deck leverages The Wandering Minstrel to enable explosive land-based strategies centered on Towns. The commander accelerates the deck by ensuring Towns enter untapped, facilitating rapid mana development and triggering landfall effects. The primary win conditions involve generating overwhelming value through token armies (enabled by cards like Scute Swarm, Titania, Protector of Argoth, and Omnath, Locus of Rage), culminating in massive combat steps amplified by the commander's pump ability or finishers like Exsanguinate. Secondary paths include land recursion loops and value-based attrition. The Minstrel acts as a critical enabler and finisher, but the deck functions through redundant land synergies if it's removed.

Primer:

Core Strategy Execution:

  1. Early Setup (Turns 1-4): Prioritize playing Towns untapped via the commander. Deploy land ramp (Exploration, Azusa, Lost but Seeking, Oracle of Mul Daya) and fetch effects (Reach the Horizon, Farseek). Focus on establishing card draw engines (Tatyova, Benthic Druid, Sylvan Library, Up the Beanstalk).
  2. Mid-Game Value Engine (Turns 5-7): Leverage land recursion (Crucible of Worlds, Ramunap Excavator, Ancient Greenwarden) to replay lands from the graveyard, triggering multiple landfall effects per turn. Generate tokens (Scute Swarm, Rampaging Baloths, Tireless Provisioner) and mana (Lotus Cobra, Nissa, Resurgent Animist). Use tutors/draw to find key pieces like Cloudstone Curio or Muldrotha, the Gravetide.
  3. Win Condition Execution (Turns 7+):
    • Combat Overkill: Activate The Minstrel's pump ability (requiring 5+ Towns) to swing for lethal with tokens/creatures. Use Avenger of Zendikar, Ezuri's Predation, or Return of the Wildspeaker for massive swings.
    • Value/Combo Kills: Loop lands with Cloudstone Curio + bounce creatures (e.g., Eternal Witness) for infinite landfall triggers. Drain opponents with Exsanguinate fueled by massive mana. Lock opponents with land destruction loops (Ghost Quarter/Demolition Field + Crucible effect).
    • Commander Pump: Leverage the Minstrel's pump ability for a surprise alpha strike.

Mulligan Priorities:

  • Keep hands with 2-3 lands, including at least one Town (e.g., Capital City, Gongaga, Reactor Town).
  • Prioritize hands with early ramp (e.g., Exploration, Sakura-Tribe Elder) or a landfall draw engine (Tatyova, Benthic Druid, The Great Henge).
  • Ensure access to at least two colors by turn 2-3.
  • Avoid hands lacking land drops or reliant solely on high-cost spells.

Key Tips:

  • Sequence Lands Carefully: Play bounce lands (e.g., Simic Growth Chamber) after Towns to ensure they enter untapped. Prioritize Towns early to maximize the commander's impact.
  • Protect Engines: Use Dawn's Truce or Obscuring Haze to shield critical turns. Spore Frog provides repeatable fog if recurred.
  • Maximize Landfall Triggers: Replay lands from the graveyard constantly. Ancient Greenwarden doubles triggers like Titania, Protector of Argoth's token generation.
  • Leverage Graveyard: Muldrotha, the Gravetide and Six allow casting permanents from the yard, turning land recursion into card advantage.
  • Tutor Wisely: Reach the Horizon finds Towns; Tempt with Discovery can fetch Boseiju, Who Endures for interaction or utility lands.

Weaknesses:

Critical

  • Graveyard Hate (Rest in Peace, Leyline of the Void): Cripples land recursion (Crucible, Ramunap), Muldrotha, Six, and Titania's token generation.
  • Land Destruction/Stax (Blood Moon, Back to Basics, Armageddon): Shuts down mana base, halts landfall triggers, and disrupts Town synergy.
  • Anti-Synergy Stax (Cursed Totem, Collector Ouphe): Disables PuPu UFO, Lotus Cobra, and mana dorks.

Moderate

  • Board Wipes (Farewell, Cyclonic Rift): Can reset token armies and key creatures, though recursion provides some recovery.
  • Countermagic on Key Spells: Losing early ramp or critical value engines (Tatyova, Crucible) delays the game plan significantly.
  • Fast Aggro/Combo Decks: Can outpace the deck's setup phase before it stabilizes.

Minor

  • Spot Removal: Targeted removal on value creatures is inconvenient but often replaceable via recursion/draw.
  • Artifact/Enchantment Removal: Hits engines like Cloudstone Curio or Sylvan Library but doesn't cripple the core land strategy.

Most Important Cards:

  • Crucible of Worlds (Land recursion engine enabling multiple landfall triggers)
  • Ancient Greenwarden (Doubles landfall triggers, enables land recursion)
  • Titania, Protector of Argoth (Primary token generator and land-sac payoff)
  • Cloudstone Curio (Enables land/permanent loops for infinite value)
  • Scute Swarm (Scaling token threat that wins games unchecked)
  • Tatyova, Benthic Druid (Core card draw and life gain engine)
  • Exploration (Critical early ramp for extra land drops)
  • Exsanguinate (Primary non-combat finisher)
  • Muldrotha, the Gravetide (Recursion engine for permanents)
  • The Wandering Minstrel (Commander enabling Towns and finisher pump)

Attribute Ratings:

Speed: 6/10

  • Can threaten wins via combat or Exsanguinate around turns 7-8 with ideal ramp and land recursion, but lacks early combo kills.

Resilience: 7/10

  • Strong recovery via land/permanent recursion (Crucible, Muldrotha, Eternal Witness) and card draw engines. Vulnerable to graveyard/land hate but has tools to rebuild.

Consistency: 8/10

  • High density of land ramp, tutors for lands/creatures (Reach the Horizon, Tempt with Discovery), and potent card draw engines ensure reliable access to key pieces.

Interaction: 5/10

  • Limited stack interaction (Counterspell, An Offer You Can't Refuse). Focuses on land/permanent removal (Boseiju, Who Endures, Requisition Raid, Awaken the Honored Dead). Protection is situational (Dawn's Truce, Obscuring Haze).

Rating Justification:

This deck demonstrates high consistency and resilience through redundant land synergies and recursion, enabling focused execution of its landfall value plan. Its speed (T7-8 wins) aligns with the "Focused" tier, but it lacks the fast combos or efficient interaction of higher tiers. Vulnerability to specific stax effects prevents a higher rating.

Power level: 6.0 - 6.5

DECK LIST
The Wandering Minstrel
Planeswalker: 1
($2.65)
1
Lord Windgrace
2 B R G
Creature: 31
($97.05)
1
Ancient Greenwarden
4 G G
1
Avenger of Zendikar
5 G G
1
Azusa, Lost but Seeking
2 G
1
Disciple of Freyalise // Garden of Freyalise
3 G G G
1
Dryad of the Ilysian Grove
2 G
1
Eternal Witness
1 G G
1
Loot, Exuberant Explorer
2 G
1
Loran of the Third Path
2 W
1
Lotus Cobra
1 G
1
Muldrotha, the Gravetide
3 B G U
1
Nissa, Resurgent Animist
2 G
1
Omnath, Locus of Creation
R G W U
1
Omnath, Locus of Mana
2 G
1
Omnath, Locus of Rage
3 R R G G
1
Oracle of Mul Daya
3 G
1
Overlord of the Hauntwoods
3 G G
1
PuPu UFO
2
1
Rampaging Baloths
4 G G
1
Ramunap Excavator
2 G
1
Sakura-Tribe Elder
1 G
1
Sand Scout
1 W
1
Scute Swarm
2 G
1
Sin, Spira's Punishment
4 B G U
1
Six
2 G
1
Spore Frog
G
1
Springheart Nantuko
1 G
1
Tatyova, Benthic Druid
3 G U
1
The Necrobloom
1 W B G
1
Tireless Provisioner
2 G
1
Titania, Protector of Argoth
3 G G
1
World Shaper
3 G
Artifact: 3
($33.38)
1
Cloudstone Curio
3
1
Crucible of Worlds
3
1
Seer's Sundial
4
Enchantment: 6
($43.01)
1
Awaken the Honored Dead
B G U
1
Exploration
G
1
Spelunking
2 G
1
Sylvan Library
1 G
1
The Mending of Dominaria
3 G G
1
Up the Beanstalk
1 G
Instant: 7
($13.34)
1
An Offer You Can't Refuse
U
1
Counterspell
U U
1
Dawn's Truce
1 W
1
Harrow
2 G
1
Obscuring Haze
2 G
1
Razorgrass Ambush // Razorgrass Field
1 W
1
Return of the Wildspeaker
4 G
Sorcery: 11
($6.87)
1
Escape to the Wilds
3 R G
1
Explore
1 G
1
Exsanguinate
X B B
1
Ezuri's Predation
5 G G G
1
Farseek
1 G
1
Genesis Wave
X G G G
1
Reach the Horizon
3 G
1
Requisition Raid
W
1
Selvala's Stampede
4 G G
1
Sunfall
3 W W
1
Tempt with Discovery
3 G
Land: 40
($49.87)
1
Adventurer's Inn
1
Azorius Chancery
1
Balamb Garden, SeeD Academy // Balamb Garden, Airborne
1
Bojuka Bog
1
Boros Garrison
1
Boseiju, Who Endures
1
Capital City
1
Command Tower
1
Demolition Field
1
Echoing Deeps
1
Flooded Grove
2
Forest
1
Fortified Village
1
Ghost Quarter
1
Golgari Rot Farm
1
Gongaga, Reactor Town
1
Gruul Turf
1
Guadosalam, Farplane Gateway
1
Hinterland Harbor
1
Island
1
Mines of Moria
1
Mosswort Bridge
1
Mountain
1
Mountain Valley
1
Myriad Landscape
1
Plains
1
Rakdos Carnarium
1
Rejuvenating Springs
1
Rivendell
1
Rocky Tar Pit
1
Scavenger Grounds
1
Selesnya Sanctuary
1
Simic Growth Chamber
1
Swamp
1
The Gold Saucer
1
Vineglimmer Snarl
1
Wastewood Verge
1
Windurst, Federation Center
1
Woodland Stream

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