
Entropic Uprising
Sign in to save a copy- Commander
- Yidris, Maelstrom Wielder
- Cards
- 100
- Current value
- $191.31
- Grade
- C+
How it grades
Fundamentals 67/100. Plays like Wheels.
This reads as Wheels, built around Yidris, Maelstrom Wielder. Refill everyone's hand and make them regret it: wheels churn through the deck while punishers turn each forced draw into damage or value. Asymmetry pieces, draw-hate and discard payoffs, are what separate a wheels deck from charity. Count each wheel as seven cards of velocity. Yidris, Maelstrom Wielder sits on the cEDH tier list, so the ceiling here is tournament-grade, and experienced tables will treat it that way. Its strongest fundamental is legality & size (Legal and full-size); the first thing to tighten is commander synergy: Only 13 of 60 spells play into your commanders' plan; they want cascade, storm support. Counts the builds players run with your commanders (Cascade, Wheels, Spellslinger; from EDHREC).
- A-Mana reliability
- B+Land count
- B+Mana curve
- ARamp
- A+Card draw
- A-Interaction
- DCommander synergy
- AWin conditions
- B+Card quality
- A+Legality & size
Where it falls short
- B+Land count39 lands. About 42 fits this curve for Wheels.
- B+Mana curve22% of spells cost ≤2, 25% cost 6+. Your commanders cheat the top end into play, so heavy is allowed.
- DCommander synergyOnly 13 of 60 spells play into your commanders' plan; they want cascade, storm support. Counts the builds players run with your commanders (Cascade, Wheels, Spellslinger; from EDHREC).
- B+Card qualityMedian EDHREC rank #4,022
Strong on mana reliability, ramp, card draw, interaction, win conditions and legality & size.
91 cards graded: A- 5, B+ 26, B 47, B- 8, C+ 4, C 1. The command zone is the plan, so it isn't graded.
Upgrades
Made together, they take Entropic Uprising from C+ to B-.

Niv-Mizzet, ParunUUURRR$5.14
In place of Parting Thoughts: sorcery-speed removal: can't answer on their turn (57/100)
Fills the removal gap (you're at 9 of 10+). Pays off your card-draw engine (9 producers). Fuels your card-draw payoffs (3 in deck).

Orcish Bowmasters1B$43.60
In place of Spelltwine: sorcery-speed removal: can't answer on their turn (62/100)
Pays off your wheel engine (6 producers). Fits the wheel build players run with your commanders. Top-5% staple by play data.

Archmage Emeritus2UU$0.70
In place of Glint-Eye Nephilim: doesn't ramp, draw, interact or threaten. What is it for? (40/100)
Pays off your instant-and-sorcery engine (27 producers). Fits the instant-and-sorcery build players run with your commanders. Fits the commander's plan.

Consecrated Sphinx4UU$34.19
In place of Frenzied Fugue: weakest slot in the deck (48/100)
WotC game-changer. EDHREC Wheels staple. Pays off your wheel engine (6 producers).

Sheoldred, the Apocalypse2BB$101.76
In place of Gamekeeper: weakest slot in the deck (50/100)
Pays off your card-draw engine (9 producers). Pays off your wheel engine (6 producers). Fits the wheel build players run with your commanders.

Storm-Kiln Artist3R$1.65
In place of Whims of the Fates: weakest slot in the deck (50/100)
Pays off your artifact engine (9 producers). Pays off your instant-and-sorcery engine (27 producers). Fits the instant-and-sorcery build players run with your commanders.

Laboratory Maniac2U$2.34
In place of Cruel Entertainment: weakest slot in the deck (51/100)
Works with the commander directly. Fuels your card-draw payoffs (3 in deck). Top-5% staple by play data.

Faerie Mastermind1U$11.59
In place of Grave Upheaval: expensive for ramp: the help arrives late (56/100)
Pays off your wheel engine (6 producers). Fuels your card-draw payoffs (3 in deck). Fits the wheel build players run with your commanders.

Scrawling Crawler3$6.83
In place of Guiltfeeder: weakest slot in the deck (57/100)
Pays off your wheel engine (6 producers). Fuels your card-draw payoffs (3 in deck). Fits the wheel build players run with your commanders.

Razorkin NeedleheadRR$5.00
In place of Treacherous Terrain: expensive for ramp: the help arrives late (57/100)
Pays off your wheel engine (6 producers). Fuels your card-draw payoffs (3 in deck). Fits the wheel build players run with your commanders.
Save a copy to try them. The editor's Improve list has these and more, with the swaps one click each.
Decklist
Commander 1
Creatures 22
- B
- B+
- B
- B+
- B-
- B
- B-
- B
- C+
- B+
- B+
- B
- B
- C
- B
- B-
- B+
- B
- B
- B
- B+
- B
Instants 7
- B
- B
- B+
- B-
- B
- B+
- B
Sorceries 20
- B+
- A-
- B-
- B
- B
- B+
- B
- B
- B+
- B
- B
- C+
- B-
- C+
- B
- B-
- B+
- B-
- B
- B+
Artifacts 8
- A-
- A-
- B+
- B+
- B+
- A-
- B+
- B
Enchantments 3
- B+
- A-
- C+
Lands 39
- B
- B
- B+
- B+
- B
- B
- B+
- B+
- B+
- B+
- B
- B
- B
- B+
- B
- B+
- B
- B
- B
- B×2
- B×2
- B
- B×2
- B×2
- B
- B×2
- B×2
- B
- B×2
- B×2
- B
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