A Generalized Approach – Rosheen Meanderer

Last week, I made a promise to you, gentle reader.  I vowed to give you a deck whose general wasn’t blue.  I’m a man of my word.  Let’s talk about Fireballs.

Who doesn’t like Fireballs?  If you’re talking about the candy, then the answer is me.  I don’t like cinnamon at all.   (I feel like there’s a “Big Red” pun in here somewhere that I’m neglecting).

If you’re talking about Magic: the Gathering scalable red sorceries, the answer is most likely “whomever is being targeted for lethal”.  Unlike the candy, I fully embrace these types of Fireballs.  You might have been able to divine from this mediocre introduction that this week’s general is Rosheen Meanderer, X-spell connoisseur.*

Rosheen’s ability is fairly unique.  The giantess** generates a robust amount of mana, but mana that comes with a major proviso: it can only be used on costs of spells or activated abilities that contain X.  To leverage that mana, it’s clear we want to jam our deck with a healthy amount of cards with X in their costs.

I plan on showcasing the deck that I play on a fairly frequent basis.  On a competitiveness scale from Pheldagriff to Vendillion Clique, my Rosheen Commander deck lands solidly in the middle.  It’s not terribly powerful and doesn’t have a whole lot of ways to stymie what opponents are doing, but it definitely has the tools to win the game if left unchecked.  One the plus side, Rosheen is somewhat unassuming so I frequently get left alone and am able to durdle around for a while until I unleash a barrage of spell-based damage at my unassuming opponents.

Without further ado, here ya’ go:

I won’t go into every single card—you know why Bonfire of the Damned is in the deck.  The hydras are essentially green “Fireballs” which explains their existance, and the mass amounts of mana ramp and Mana Flare effects should be self-evident in a deck that aims to cast arbitrarily large spells every turn.  Instead I wanted to touch on a few of the more unique cards that I’ve included

What’s better than one Fireball?  Two Fireballs for the price of one!  In a deck that’s designed to tap out for huge, increadibly mana hungry spells, being able to copy them at a low price is incredibly potent.  I haven’t lived the dream of ever tripling up via Howl of the Horde, but I’m sure the day is coming.

These two artifacts are probably the two most powerful cards in the deck.  Rosheen works wonderfully with the Flute, not the least of which is the progression from 4-mana general /5-mana artifact/fetch up a four-drop, especially when you consider that I often immediately tutor up a Oracle of Mul Daya.

The Orrery is powerful for the reason that it’s generally powerful in other decks: it allows non-blue decks to react to opponents rather than having to operate on sorcery speed.  That’s incredibly powerful when you have a spell that can basically annihilate a player but requires lowering all shields to do so.

I’ll save everyone the trouble of trying to read and then parse the text box of Ice Cauldron by just offering up its current Oracle text:

{X}, {T}: Put a charge counter on Ice Cauldron and exile a nonland card from your hand. You may cast that card for as long as it remains exiled. Note the type and amount of mana spent to pay this activation cost. Activate this ability only if there are no charge counters on Ice Cauldron.

{T}, Remove a charge counter from Ice Cauldron: Add Ice Cauldron’s last noted type and amount of mana to your mana pool. Spend this mana only to cast the last card exiled with Ice Cauldron.

This card is, frankly, an under appreciated diamond in the rough as it does two very powerful things.  First, it allows you to “double up” on your mana, whether that means casting your ten-drop with only 5 mana available, or as it pertains to this deck, casting Fireballs for twice as much.  Boom goes the dynamite!

Second, and similar to the Orrery reasoning above, it allows you to cast max-power Fireballs without tapping out during your turn.  No, you can’t cast a sorcery on your opponent’s turn; however, you can tap X to add that mana to a spell’s cost at instant speed.  Here’s a neat interaction: with Ice Cauldron, Rosheen can use his ability to essentially cast ANY spell.  Holy Smokes!

I’ve said in previous articles that I like to include a few “Screw You” cards in various decks.  Here are Rosheen’s.

Green and Red don’t generally have great access to card draw (something that is often frequent with EDH decks).  Uba Mask levels that playing field by making card draw ephemeral at best.  Nice Sphinx’s Revelation.

Hall of Gemstone, however, is the real gem (PUN INTENDED).  If you’ve never played with or against that card, read it.  Yes, it essentially prevents folks from ever casting multicolored cards, including often times their general.  It’s also a great way to stop troublesome interaction from our opponents.  Good luck casting that counterspell when all your lands produce Red.  Perhaps my favorite interaction with this deck is that, despite how we’re technically a multicolored deck, we’re rarely if ever casting spells of more than one color or spells on our opponent’s turn.  The best part?  It doesn’t even stop us from casting our multicolor general.  Be still my heart.

Just a quick word to the wise though, Hall of Gemstones creates a triggered ability that goes onto the stack at the start of each player’s turn.  Players can tap their lands for any color mana before this ability resolves.

Missing in Action

There are a few new cards that I am thinking about adding but haven’t gotten around to yet.  Lifeblood Hydra from the Commander series seems like an obvious inclusion.  The deck desperately lacks card draw and lifegain, so it sort of fills those roles rather nicely.

Speaking of card draw, I wouldn’t hate trying out a Kozilek, the Great Distortion.  We tend to end up with a boat load of mana and occasionally lack much to do and Kozilek solves that problem nicely.  I’m hesitant as to whether the deck has enough colorless sources to support his high colorless demand though.

Finally, the Wildborn Twins also seem like a great addition (notwithstanding my subtle bashing of them in other articles).  We tend to play a lot of lands, so getting some extras out of our hand is helpful, especially since we’re already running both Courser of Kruphix and Oracle.  We can also make great use of the activated ability alongside Valakut.  Late-game, the Twins essentially have “RG: deal 3 damage”.

Wrapping up

Well, that’s it for this week.  We were a little less verbose than usually (Super Bowl), but hey, sometimes short and sweet is best.  Sound off in the comments as to what type of decks you’d like to see moving forward and I’ll try my best to oblige.


Commander Guy

Commander Guy

Commander Guy prides himself on building interesting, powerful, or at the very least, original Commander decks on a more or less frequent basis. An otherwise agreeable fellow, his only flaw is his intense and all-consuming hatred for Sol Ring. If you play one, prepare to suffer his wrath.
Commander Guy




Published:February 8, 2016


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