Planechase II is out now, and of course the very first thing I did once I bought the decks was to sleeve up a Maelstrom Wanderer deck. Well, actually, I put the deck together last week, and just used placeholders for the new cards I wanted to add, like MW himself and Etherium-Horn Sorcerer.
I've already played the list quite a bit this weekend, and I have made a few changes based off those games. There are still a few more I'd like to make, but for now, this is the list I'm running.
Djinn of Wishes
Kik-Jiki, Mirror Breaker
Tyrant of Discord
Avenger of Zendikar
Riku of Two Reflections
Intet the Dreamer
Jace, the Mind Sculptor
Rite of Replication
Chandra, the Firebrand
Reforge the Soul
Bonfire of the Damned
Tooth and Nail
Sensei's Divining Top
Simic Growth Chamber
Temple of the False God
The deck is remarkably fun, powerful and easy to play. Basically, your default strategy is going to be:
1. Ramp to eight
2. Cast Maelstrom Wanderer
In a nutshell, that's all you need to do most of the time. Fortunately the deck can easily play a more intricate game, if need be. I have loaded up on ways to manipulate the top few cards of the library, to set up our Cascade to our liking. Since I was going down that road, I figured I'd also double up on ways to take advantage of that top-deck manipulation. Stuff like Lurking Predators, Djinn of Wishes and the Miracle spells are all additional ways to cheat stuff into play or cast spells for less mana.
The rest of the deck is mostly made up of Ramp (very important!), a little Draw power, some big splashy spells, and a dash of utility stuff. A deck like this usually wins by making bigger, splashier plays than it's opponents, but sometimes an opponent will be able to trump us, so it's important to keep some cheap removal and other essential utility effects in the deck.
I haven't quite found the ideal balance yet - I feel like a need more cheap, early-game cards for when I don't draw lots of ramp, but I also don't want to include too many of these cheap spells because paying 8 mana for MW and hitting a coulple of do-nothing, two-mana spells is a bummer.
Based on how often I have to mulligan with this deck, I know I need to up the land count a bit. Ideally I think the deck really needs 2 more lands and probably a Darksteel Ingot or something, to be more reliable and stable, but at this point I don't know what to cut.
There are a number of things I'd really love to add, as well, such as:
Sphinx of Uthuun
Keiga, the Tide Star
Edric, Spymaster of Trest
I've debated and gone back and forth on whether to put Momir Vig, Simic Visionary in the deck. At this point, I think it might make the deck a little too repetative and less fun. I enjoy using Scroll Rack to set up epic Cascade chains, but I also like just casting MW blind and seeing what random goodies my deck gives me!
Anyway, Maelstrom Wander is a powerhouse, and if you like really big, swingy, game-breaking plays then you'll likely enjoy this deck. I'm already very happy with this deck - it's one of the best decks I've assembled in a while, and I can't wait to play it some more.