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Enchantment — Aura
Enchanted land has ": Put a 1/1 green Squirrel creature token onto the battlefield."
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Squirrel Nest Discussion
1 week ago
11 Creatures! That's scary as hell. I like the ramp and I get that the creatures are somewhat not as needed given you have so many token generators in the deck, but I still run a bit more. Look for cards that will trigger effects when other creatures come into play (or die, as you sacrifice them a lot. I am now considering Goblin Bombardment). Your play style is all about pump and sac, but I noticed you wanted other win scenarios. I got your original playstyle adds, the traditional Swarming adds, and just some quality of life to look for. Sorry it's a lot.
Sac Win Adds:
- Thromok the Insatiable : The ultimate way to Sac your own creatures and become the scariest guy around.
- Stalking Vengeance : You won't have problems ramping in this deck, this allows you to sac kill one player, proc kill another.
- Descent of the Dragons : Sac AND buff. Can't get much better in your original play style.
Swarm Win Adds:
- True Conviction
- Juniper Order Ranger
- Tana, the Bloodsower
- Signal the Clans
- Coat of Arms
- Assemble the Legion
- Iroas, God of Victory
- Mirror Entity
- Stonehoof Chieftain
- Domri Rade
- Champion of Lambholt
Quality of Life Adds (for both styles):
- Warstorm Surge + Triumph of the Hordes combo (have you ever spawned 10 saps in one play? Win the game next time. This also works with creatures dying and proc'ing Stalking Vengeance)
- Hull Breach (much loved and forgotten card)
- Eldrazi Monument
- Spidersilk Armor (A much forgotten card that I've loved forever)
- Growing Ranks
- Sundering Growth
- Druidic Satchel (card advantage)
- Second Harvest
- Saproling Symbiosis
- Xenagos, the Reveler (your best ramp ever)
Obviously none of this is required. And it would be hard knowing what to put in and/or take out because of the many directions Rith, the Awakener can go. Bringing up Earthcraft though, it's not completely needed unless you want to run Squirrel Nest for the infinite token generator win scenario.
1 week ago
As for the other suggestions here are my thoughts on them:
Elesh Norn, Grand Cenobite: It is too costly for this deck in terms of mana cost and doesn't do much against my meta outside of the combo. I play against tasigur, teferi, storm (though it would hit arcum pretty hard - but then again this deck wins before you could cast elesh).
Kamahl, Fist of Krosa: same as elesh
Mana Crypt / Sol Ring: This deck mainly uses mana dorks and enchantments to ramp as I seek to hate artifacts as hard as possible with Kataki, War's Wage/Stony Silence/Null Rod ect... Also it would hurt my draw-engine in terms of having two less enchantments available to draw cards with my enchantresses like Argothian Enchantress. Furthermore when you look at above list, you will see that I make it up with 24 ramp cards. I.e. I prefer to play Exploration/Wild Growth/Utopia Sprawl early on to generate further advantage with Serra's Sanctum (which in turn is tutorable with Captain Sisay). Also when considering to play Armageddon, while having Kataki, War's Wage/Stony Silence/Null Rod on the battlefield, any mana artifact becomes quiet useless and you would wish to have any other sort of ramp that breaks parity for you at this moment.
Selvala, Heart of the Wilds / Umbral Mantle: as I already play 24 ramp cards, I don't feel like I need any more right now. If I would choose to have more wincon I would rather go for the following ones because they fit more into my enchantment deck: Squirrel Nest + Throne of the God-Pharaoh (Earthcraft is already in the deck). Or I would put back in Monastery Mentor to get infinite token/storm with Earthcraft (note: I play only around 20 creatures and 33 enchantments, which makes this card deadly outside the combo) as described in my game plan section above. But honestly, I think that Paradox Engine and Living Plane are already enough for this deck to win. Usually I either stax everybody so hard that I get a ton of time to assemble my combo pieces, or I can go off with Captain Sisay, getting Dosan the Falling Leaf first and then Paradox Engine to draw my deck and once that happens, there is no way for the table to win as at that point I will get infinite mana and will be able to play my whole deck and to get all relevant cards back with Holistic Wisdom. Even, if for some weird reason, I would not be able to kill everybody, the board would be so staxed after that turn, that nobody would ever be able to cast a spell anytime soon.
Helm of Obedience: As I described above I think I don't need more wincons at the moment and if so, I would avoid to use artifacts which require an activation as there are other cards available that give me more synergies.
All in all you pointed out some very good suggestions, which make sense when trying to make as much use of Captain Sisay as possible. But to be fair and honest, Captain Sisay was actually one of the last cards that I changed in this deck because this deck was built around Rhys the Redeemed and used to be an enchantress/combo token deck where you have a big variety of ways to make infinite tokens ect. However, as time passed the deck slowly turned into an artifact, hatebear, stax list but I kept the enchantment core engine running. So, try to look at it this way: Though I play Captain Sisay as commander, I do not seek to win with her, she merely gets me there faster but the true strenght of this deck lies in staxing/hating everybody while keep drawing more hate with the enchantress. In this regard this deck plays pretty much like a storm deck. First play your hate and once you slowed down the table, you get to generate card-advantage that slows everybody down even more, play Captain Sisay and decide whether you can go off, get some ramp or more stax :)
Well that's pretty much it. I think this deck is a new way of playing Captain Sisay and I hope, as a fellow sisay player, you might have some other suggestions (maybe enchantments), that could fit the bill here.
2 weeks ago
I don't think you currently have a way to have infinite turns since Part the Waterveil exiles itself on resolution and Walk the Aeons requires sacrificing lands to buy back. Here are some ways to go infinite with Riku
Cast Walk the aeons, end step Conjurers Closet targets Witness, Witness gets back Walk the Aeons, take extra turn, repeat.
Put 5 counters from Mastodon on Sage of Hours, remove counters to take another turn, next turn upkeep return Mastodon and recast, repeat. Or end step Conjurers Closet target Mastodon and bolster Sage of Hours again, repeat.
Tap Time Vault, take extra turn, untap Time Vault with Key, repeat.
Other infinite combos you can do in Temur colors
Ex. Put Splinter Twin on Pestermite, token copy of Pestermite untaps original Pestermite with Splinter Twin on it, tap again to make another copy, repeat
Make a squirrel, tap squirrel to untap land with Nest on it, and then sacrifice tokens for damage
Cast Pact, then each opponent is forced to cast a pact, on upkeep if they are playing the color of the pact and are unable to pay the upkeep cost they die.
Hope this gets the brewing juices flowing!
2 weeks ago
I would look into:
Fists of Ironwood, Cryptolith Rite, Burgeoning, Champion of Lambholt, Primeval Bounty, Rampaging Baloths, Lifecrafter's Bestiary, Karametra's Acolyte, Imperious Perfect, Llanowar Mentor, Night Soil, Nissa, Voice of Zendikar, Nissa, Vastwood Seer Flip, Slime Molding and Squirrel Nest
3 weeks ago
xLouDx There are two main ways to win. One is with staxing them out, so having Possessed Portal on the board for as long as possible is an example here and win with beats from there. The other is Squirrelcraft, so Earthcraft and Squirrel Nest make a kik-jiki like combo to make infinite creatures.
Hope this helps!
3 weeks ago
1 month ago
Cool deck, I love the idea!
What about Squirrel Nest and Sigil of the Empty Throne? Also, Heliod, God of the Sun technically isn't a creature, but he is another difficult to remove token source that has the benefit of possibly becoming a creature.
1 month ago
Looks like a pretty sweet deck. One thing I'd recommend is to cut some of the 'ETBs tapped' for opponents stuff. Consistency is cool and all, but Loxodon Gatekeeper, Root Maze, Manglehorn, Thalia, Heretic Cathar, and Frozen AEther seems a little excessive. I'm a fan of enchantments, since they're a little harder to remove than creatures. You might want to drop the Loxodon Gatekeeper or Thalia, Heretic Cathar for a Blind Obedience.
Looks like you're also going for locking down the untap step. Have you considered Stasis at all? It has proved to be pretty solid in my deck, so long as I can consistently deal combat damage to have untapped. Also, Mind Over Matter is waaaaay better than the Azorius Guildmage. Pricey, but worth it in my experience. And since you're locking that stuff down, you might want to put some thought into adding a Murkfiend Liege to backup your Seedborn Muse, should it be removed. I could also see the newly printed Mirri, Weatherlight Duelist performing well in your deck.
I think your card draw might also need some work. The last thing you want is to be dead in the water and top decking for answers. Rhystic Study and Bident of Thassa are good, but what makes this deck scary is when your hand is huge--that's what makes your opponents think twice about their plays. I'd recommend a Pull from Tomorrow, Coastal Piracy, Consecrated Sphinx, or at least an Arcanis the Omnipotent to be abused with Derevi, Empyrial Tactician's ability. Add in a Laboratory Maniac and a Mind Over Matter and you have yourself a card draw combo stew.
There's no better way to stop a combo than to simply counter it. I'd consider including a few more counterspells like the OG Counterspell. Disallow is also a solid show-stopper when an opponent thinks they're being clever. Also good for stopping combo engines are Stony Silence, and Null Rod.
It looks like you're relying on a bunch of ETB effects with only Brago, King Eternal and a few reanimators like Eternal Witness and Sun Titan. If you're bent on ETBs, I'd recommend Venser, the Sojourner, and perhaps Conjurer's Closet and of course, the eternally useful Deadeye Navigator, which is good at getting you a lot of mana with either Palinchron or Peregrine Drake (economic option).
Since you're also making things more expensive, have you considered adding in Aura of Silence? Quite good for shutting up opponents. Trinisphere is also effective at making things too costly for the opponents. Lastly, as for dealing with CMC and such, a Void Winnower is pretty good at locking down a great deal of spells. Having a board state with Gaddock Teeg, Trinisphere, Void Winnower, Vryn Wingmare, and Grand Arbiter Augustin IV will give your opponents such a nightmare headache as they try to navigate the actual cost of of a spell.
So it looks like you have a few things that make tokens, but not much else for them. I'd recommend to either go all-in and add in a few more token-makers like Squirrel Nest, Elspeth, Sun's Champion, or Avenger of Zendikar. If you're going that route, I'd suggest Doubling Season, Parallel Lives, or Anointed Procession.
Overall it seems like a really solid deck. Might still need a bit of tweaking, but I like what it's got going on! Also, please don't think I'm trying to tell you how to build your deck, these are only suggestions and ideas to consider! Thanks for sharing!