: If a spell with cascade is countered, the cascade ability will still resolve normally. The only optional part of the ability is whether or not you cast the last card exiled. : When the cascade ability resolves, you must exile cards. If you end up casting the exiled card, it will go on the stack above the spell with cascade. : Cascade triggers when you cast the spell, meaning that it resolves before that spell. Ignore any alternative costs, additional costs, cost increases, or cost reductions. : A spell's mana value is determined only by its mana cost. Previously, in cases where a card's mana value differed from the resulting spell, such as with some modal double-faced cards or cards with an Adventure, you could cast a spell with a higher mana value than the exiled card. : Due to a recent rules change to cascade, not only do you stop exiling cards if you exile a nonland card with lesser mana value than the spell with cascade, but the resulting spell you cast must also have lesser mana value. : If the card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost. If the card has any mandatory additional costs, you must pay those to cast the card. : If you cast a card “without paying its mana cost,” you can't choose to cast it for any alternative costs. If cascade allows you to cast a split card, you may cast either half but not both halves. : The mana value of a split card is determined by the combined mana cost of its two halves. : No matter what spell you cast with the first cascade trigger (or with any cascade triggers that result from casting that spell), the second cascade trigger will look for a spell with mana value less than Maelstrom Wanderer's mana value of 8. That spell will resolve before you exile cards for the second cascade ability. The spell you cast due to the first cascade ability will go on the stack on top of the second cascade ability. I've played commander since its genesis and have loved it ever since.: Each instance of cascade triggers and resolves separately. I'm an avid commander player with a knack for deck building. I am always looking for improvements to my decks. If you have any suggestions or ideas for this deck feel free to post them in the comments. If getting killed by large expensive creatures is annoying, then Commander is probably not the format for you. I want it to be powerful, because losing every game sucks, but I don't want to do annoying things to my opponents. This is the type of deck I strive to create. No annoying counterspells, no boring land destruction, just pure monster assault (although I may cheat them out a few turns early). It simply utilizes quality synergy to keep threats on the board as often as possible. I like this deck because it is powerful, yet it doesn't employ any ridiculous combos. Transforming a lowly Sac-tribe into an Inferno Titan with Proteus Staff. Constantly floating a large monster on top with Lurking Predators. Setting up a cascade into Great Whale or Palinchron, which allows me to pile on the threats the turn I cast Maelstrom Wanderer. There are a ton of fun things to do with this deck. It is full of fun synergy that keeps the game interesting, and each game is usually unique. It gives everything you own haste, so if you cascade into creatures, you can go from 0 to 3 attackers in the blink of an eye. A Tropical Island, Volcanic Island, Cascade Bluffs or a few fetches would be good additions. Maelstrom Wanderer is the opposite: it hits the battlefield like a cannon blast, bringing two extra spells with it to reshape the landscape of the game and haste. This part of the deck could use some updates.
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