How to play Wandering Minstrel Commander Deck in Magic: The Gathering

The Wandering Minstrel is one of the many legendary creatures in Magic: The Gathering's Crossover with Final Fantasy as part of its universe beyond the product line. The wandering minstrel comes from Final Fantasy 14, an NPC that gives you difficult content in the game (and is modeled by the director of Final Fantasy 14, Naoki Yoshida).

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Cities are a country type introduced in the final fantasy set, and the wandering minstrel is the Go-to commander if you want to build a tire around cities. Because Wandering Minstrel has all five colors in its color identity, allowing you to play each city in the game.

Tire list

MTG Zanarkand, ancient Metropolis card with the art in the background.

Commander: The Wandering Minstrel

Aesi, tyrant of Gyre Strait

Ancient GreenWarden

Avengers of Zendikar

Azusa, lost but seeking

Bristly Bill, back sauce

Cultivator colossus

Dryad of the Ilysian Grove

Emeria Angel

Gladiolus Amictia

Greensleeves, Mary-Sorcerrer

Ignis Scientia

Irising vinelashs

Moraug, Fury of Akoum

Mossborn Hydra

Omnath, locus of rage

OMO, Queen of Vesuva

Pupu ufo

Framing balots

Sabotnder

Sazh's Chocobo

Swarm

Tatyova, Benthic Druid

Necroblommen

Tireless supplier

Traveling Chocobo

Tunneling Geopede

Uro, Titan of Nature's Wrath

Zell Dincht

Blasphemical action

Explore

Farewell

Farseek

Open the road

Reach the horizon

Supreme judgment

Traveling around the world

Disappear the horde

An offer you cannot refuse

Arcan denial

Beasts inside

Chaos

Counter

Contempt

DVINS VETO

Generous gift

Growth spiral

Deny

Road to exile

Prices hikes

Sword to plows

Wash away

Arcane Signet

Chocobo racetrack

Chromatic lantern

Commander

Expedition map

Fellwar Stone

Solring

Regalia

World Map

Dragonback Assault

Felids retreat

Omepath Jounrey

Ride Shoopuf

Zendikars Roil

Adventure house

Balamb Garden, Seed Academy // Balamb Garden, Airborn

Baron, Air Ship Kingdom

Heavenly cook

Capital

Nobles

Clive's Hideaway

Command

Transitional village

Eden, Sanctum

Exotic orchard

Field field

Forest

Gohn, Ruinstaden

Gongaga, reactor city

Guadosalam, Farplane Gateway

Insomnia, Crown City

Ishgard, the Holy See

Jidoor, aristocratic capital

Lindblum, Industrial Regency

Midgar, City of Mako

Prairie stream

Rabanastre, Royal City

Sharlayan, scientist nation

Ultling marsh

Starting city

The gold barrel

Thespian's Stage

The world tree

Treno, dark city

Vector, Imperal Capital

Vesuva

Windursyt, Federation Center

Zanarkand, ancient metropolis

Tire list Contains 28 creatures, nine magicians, 14 instances, nine artifacts, five enchantments, and 34 land. Most of the permanent cares about countries that enter the battlefield, where the immediate line-up is interaction and removal.

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Key cards

The wandering minstrel

Mtg the wandering minor card with the art in the background.

The commander, The Wandering Minstrel, provides a great boost for all your city cards By making them (and any other country) comes in unused. This comes around the disadvantage of being tablet, which allows them to use them directly. You want to upload your battlefield with cities as quickly as possible.

The wandering minstrel's ability is a replacement effect, which means that it will always get countries to come in, even if they come to the battlefield that is dropped as part of its clause, for example with reaching the horizon.

The main threshold for cities you want to meet is five or more, As it is when the wandering minstrel begins to produce symbols. The more cities you have the more powerful your creatures become With the wandering minstrel pump effect.

Fields of the dead / necrobloom

Both the field of the dead and the necrobloom share almost identical effects. Both create 2/2 zombies when a country comes in, as long as they have different names (With necrobloom that only makes a 0/1 facility otherwise). Creating these symbols helps to gather a battlefield quickly, especially if both are on the battlefield at the same time.

If any lands end up on the battlefield, Necrobloom can dredge them back to your hand by milling two cards. This will ideally not come up often, but can help with a pinch. The necrobloom as well acts as a large wall, because seven toughness is a high state line for your opponents to handle.

OMO, Queen of Vesuva

Omo, Queen of Vesuva -card with the art in the background.

Omo, Queen of Vesuva's power comes from the ability to Give your chips each country type. Cities are a country type, so one with an all -counter on it counts as a city. For the wandering minstrel, This gives you more cities for its state reinforcement effect.

You can also put all counters on your creatures. Some cards, As Avenger of Zendikar, interacts with specific creature typesSo that you can take advantage of their effects even if the creature is not that type normal.

Felids retreat

Felidar Retreat Foundations MTG Card.

You will play lots of countries and Felidar Retreat is perfect for growing your battlefield in both creatures and power. You can only choose one option per land, but you can choose which effect is based on your current battlefield presence.

If several countries enter the battlefield at the same time, both countries will trigger landfalls. So if two countries come in at once, you get two triggers from Felidar Retreat.

If You have a low amount of creatures, make a 2/2 cat. Other, If you already have a wide battlefield it is better to give them a +1/ +1 counter. The second effect also gives your creatures vigilance, which allows them to attack while they can still be used as blockers the next turn.

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How to play tires

General playing field

MTG travels the over -world card with the art in the background.

The Wandering Minstrel is a commander's deck that want you to get as many cities on the battlefield as possible and as often as possible. Since cities come in all colors, you can quickly get all five colors active so you can start throwing all the spell you need. Both chromatic lantern and the world tree help to produce all colors at Mana as well.

Tires have 23 natural cities, but OMO, Queen of Vesuva helps turn your non-city land into cities to make it easier to achieve the threshold needed to utilize the wandering minstel.

The The majority of countries in the tire are citiesWhich makes it a little difficult to play traditional green ramp. As such, it is necessary to take advantage of cards looking for all countries, such as the world map, the expedition map, the open road and above all the horizon, as supervisor for cities specifically.

Most of the permanent has a landfall capacity. The tire's landfall abilities in general Either create a creature token, draw a card or place +1/ +1 counters on your creatures. You always want land in your hand to make sure you trigger these landfall abilities, and when you have a lot you can start pumping creatures with the wandering minstel.

Win Conditions and deficiencies

MTG Lindblum, Inusally Regency card with the art in the background.

The Tire's primary profit conditions win through battle. You want to create lots of creatures tokens before you pump them with the wandering minstrel. Often, only an activation of the wandering minstrel can lead to someone out of the game, if not all, if you have a sufficiently large battlefield.

A wandering minstral commander deck Biggest disadvantage is to play five colors. A natural lack of a Wubg is that you can have situations where you need a specific color, but you do not have the right country for your magic formulas. While The world tree and chromatic lantern can helpYou also have to draw these cards to use them, slightly easier said than done. As such, you can end up being able to do anything until you can get the right colors.

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