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Maelstrom of Terror (EDH / Commander)

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Early game turns 1-3:
Heavy ramp early, most cards under 3 cmc ramp to guarantee a fast start and fewer dead cards in hand. 3-4 cmc cascade cards are almost always getting more ramp and act as sudo tutors for ramp spells. The only non ramp cards under 3 are scute swarm, scroll rack, and temur ascendancy. Temur ascendancy gives you extra early draw and makes you damage explosive with good cascades, scute swarm can give you lots of early blockers and can force a board clear early so you can stick your later big creatures, and scroll rack is excellent for dumping dead cards in hand or setting up huge cascades.

MId game:
Play as many cascade cards as you can using your mana as efficiently as possible without over committing to the board, try to take control of the game and push face damage through with trample or flying with meteoric mace, mina and denn, wildborn, aurora phoenix, or thryx, the sudden storm. You will hopefully have hand refill from either beast whisperer, temur ascendancy, or tatyova, benthic druid to give you more gas and let you keep threats coming.

End Game:
You will start to fall off once others catch up in mana but you have a few ways to finish out the game. Your endgame threats will be either your big landfall triggers, a way to give creatures haste, or direct damage like warstorm surge. Giving creatures haste can get you surprising damage to kill off an opponent either through temur ascendancy as said earlier or one of your big bombs, maelstrom wanderer which will also cascade twice hopefully pulling to big creatures with it. Besides that you can also get huge turns with zendikar resurgent, by that time you should have plenty of lands from all the ramp and resurgence can help you play multiple huge threats a turn while keeping your hand full. If it sticks for a turn and you get to untap with it you win.

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This deck appears to be legal in EDH / Commander.

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» Revision 11 July 6, 2023 A01032287
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