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Shalai, Voice of Plenty
Legendary Creature — Angel
You, planeswalkers you control, and other creatures you control have hexproof.
: Put a +1/+1 counter on each creature you control.
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Shalai, Voice of Plenty Discussion
16 hours ago
If I knew exactly where to make cuts to fit in stuff like Blood Artist , Captain Sisay (Price not withstanding there) or Sigarda, Host of Herons / Shalai, Voice of Plenty I absolutely would, but you're absolutely right about trying to keep on theme. You're going to need a lot of legends to get the most use out of Kethis.
Heroes' Podium is something I forgot about but am now looking to get in somehow -- It's a cheaper Sisay (Money cheap, not mana cheap) with a legendary anthem!
I'm trying to find more ways of using my non-creature legendaries -- the sorcery cycle is easy enough, but stuff like the oaths for the PWs tend to stick around unless someone has it in for them, hence why I've got stuff like Angelic Purge and Bound by Moonsilver in the maybes -- Sac oaths for them and you can reuse the effects.
1 day ago
Look good except Shalai, Voice of Plenty would have to be removed due to the color identity rule in commander and oath-breaker. Even Mana symbols within the text box, with the exception of reminder text, count toward a cards color identity.
2 days ago
I don't know how many people main The Elderspell that you'd have to worry about it, but something like Shalai, Voice of Plenty could protect against some of the more common targeted removal in the format. Elderspell might be a good way for you to take out opposing planeswalkers and feed one of yours, though?
Pir, Imaginative Rascal also synergizes with Shalai's counters and makes your planeswalkers enter with additional counters and tick up for additional counters.
2 days ago
I don't think adding cards that will buff her is the right path. Those cards will take up slots. But Shalai, Voice of Plenty might be something to consider. I kinda like it. But I am not 100% jet.
2 days ago
What do you think about adding more auras that pumps sisay power? Just like voltron strategy. Usualy auras pumps a bit ( mostly +1/1 or +2/2 ) with some extra ability like shroud, hv flying, or some totem armor that protect sisay to?
And what yor opinion about inserting Shalai, Voice of Plenty ?
3 days ago
3 days ago
A few artifacts perhaps worth considering: Mainboard: Metallic Mimic . Sideboard: Pithing Needle , Ratchet Bomb , Elixir of Immortality . Non-artifacts worth considering: Mainboard: Inventors' Fair , Scavenger Grounds , Buried Ruin , Field of Ruin , Ghost Quarter .
If you decide to splash a color, I'd suggest white for Dispatch . With white, you also get an array of decent broad disruption spells for the sideboard IE: Oblivion Ring , Path to Exile , Journey to Nowhere , Faith's Shield / Gods Willing / Apostle's Blessing , Disenchant , Revoke Existence , Sanctimony , Teyo, the Shieldmage , Leyline of Sanctity , Shalai, Voice of Plenty , Aegis of the Gods , etc, etc, etc.
5 days ago
Looks very close to my deck "Sand Flies." A few spells I run in that I recommend here:
Always Watching . I've found a full set of AW along with a full set of Favorable Winds drastically improves the consistency of pumps hitting the battlefield.
Signal Pest - The big problem with this creature is that Favorable Winds doesn't apply. I think it makes up for that by essentially being another pump, and for only 1CMC! In mine, 2x SP, 4xAW, & 4xFW means there are 10 pump spells to make all my little 1/1 flying creatures often become 3/3's and bigger.
If you include Always Watching, then Segovian Angel isn't needed. Also, I completely disagree with DefectiveDwarf regarding it over Healer's Hawk . While a 1/1 HH might not be all that meaningful, a 3/3 HH is a menace. And it's not that uncommon to get 2 or even 3x HH down in a single game - 3x 3/3 flying, lifelink is good enough that you can let your opponent hit you.
I really like Squadron Hawks in my deck, mainly because I see it as pseudo draw-card. It's just a really solid way to keep creatures hitting the battlefield turn after turn. I've playtested my deck quite a bit and the Hawks have been better than I'd hoped.
Even if you don't add Signal Pest, I'd still suggest adding 1x Buried Ruin . Just playing it can make opponents second guess the wisdom of removing an artifact you control. Other lands I'd suggest considering: Temple of Enlightenment - shifting a scry ability into the mana-base means more room for other utility effects. Scavenger Grounds - it's pretty useful to be able to exile some people's graveyards.
I think Immortal Servitude is better than Vesperlark and worth the extra casting cost. It tends to hit right at the point opponents think they've got you licked, which also tends to be devastating for them.
Over the years, I come to realize that no matter how low a deck's AVG CMC is, 20 is really the lowest number of lands a deck can scrape by on. Of course, there are sure to be exceptions to such a rule of thumb, but generally speaking, 20 is the bottom number. Good decks can get going with 3-4 spells and 2-4 lands in an opening hand. A lot of decks try to do too much or over-kill opponents when it typically takes a lot less to win. If we consider 4 spells and 3 lands a good opening hand, that means statistically, about 57% of a deck is spells (34-35) and 42% lands (25-26). Now I've always been a bit rebellious and for years have tried to build decks with 16 lands, but I'm sad to report it doesn't yield great results. I'm typically trying to include as much as 25 lands in most the new brews I work on, but it usually ends up being more like 22. I think 20 is enough here. Another way to put all this would be to say I think you need to cut a couple creatures or other spells.
Spells I'd suggest dropping: Vesperlark (too narrow), Spell Queller (too high CMC), Curious Obsession (too narrow), Smuggler's Copter (not a creature, resource demanding, not great to discard).
As crazy as it sounds I'm actually considering dropping Pride of the Clouds . It's a major target that almost always get removed. It seems like I've had better games when all my creatures were close to the same power/toughness. It's hard for opponents to deal with decks that don't have singular wincons.
Other spells to consider: Dovin, Grand Arbiter - it's really fun to +2 him and add another 2-4 loyalty counters. It's actually pretty easy to ultimate and that ultimate is pretty good. Serra the Benevolent - another pump for fliers and a Worship ultimate is not bad at all. Sideboard/utilities: Generous Gift , Faith's Shield , Blessed Alliance , Negate , Oblivion Ring , Celestial Purge , Disenchant , Revoke Existence , Nevermore , Ratchet Bomb , Elixir of Immortality , Pithing Needle , Teyo, the Shieldmage , Witchbane Orb , Sanctimony , Shalai, Voice of Plenty , Leyline of Sanctity , Tormod's Crypt .
Shalai, Voice of Plenty occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%
GW (Selesnya): 1.28%
All decks: 0.09%
All decks: 0.29%