Maybeboard


  • 6 Fume Spitter
  • 3.8 Cabal Trainee (sac outlet x 3 power odds)
  • 7 Festering Goblin

  • 8 Embalmer's Tools

  • 9 Gate to the Afterlife

Centuries ago, Shizo was a verdant field of wildflowers. After 891 samurai died in a single battle on its grasses, it became a haunted moor.


When I saw Shirei, Shizo's Caretaker for the first time I knew I wanted to build an EDH deck around him. He's a blast to play, and lends himself to a lot of silly, wacky, and fun interactions. On top of that, he makes for a cheap deck that wins.

The gist of it is, anything that has one or less power when it dies haunts the battlefield, coming back into play at the next end step. The basic combo uses sac outlets, weenies, and ETB/on-death triggers. Grave Pact, stax, that whole thing. It's quite easy to abuse, and certain cards will make Shirei an absolute powerhouse. However, this is not your competitive Shirei deck. This version is designed to be cheap, have fun, and wreak havoc.

For the most part, Shirei EDH revolves around creatures, which can be sorted into five categories:

ETB/Dies Triggers

Sacrifice Outlets

Whenever Triggers

Self-Sacrifice

Miscellaneous


Many Shirei players prefer to rely on creatures that can repeatedly sacrifice themselves, such as Bottle Gnomes. I've found that ETB/on-death triggers and "whenever" effects that trigger when something dies are much more powerful. However, to use them you first need a way to kill such creatures, hence our sacrifice outlets. Run as many sac outlets as you can, because come turn five you want to get going immediately. Having too few can mean sitting around doing nothing for a long time.
Enchantments and artifacts are typically the best sac outlets you can draw, namely Ashnod's Altar, Infernal Tribute, and Attrition. These are the cards you want in your opening hand. There's also a few noncreature cards that trigger whenever something dies: Dark Prophecy, Dictate of Erebos, and Jar of Eyeballs, some of the best combo pieces in the deck.

The last few miscellaneous cards are generally responses, protection, or bombs. Keep in mind that these cards must be at least four times as effective as their creature counterparts. That is, Barter in Blood is only two recursions of Abyssal Gatekeeper, and Bloodgift Demon is only one Mindless Automaton, both of which I considered and left out.

I tend to run light on nonbasic lands. Swamps come in untapped, always tap for , and work well with cards like Crypt Ghast. However, there are a few nonbasic lands worth running. Crypt of Agadeem will grant you a huge chunk of black mana, just sac all your critters then cast something big. Terrain Generator is in there for when you start recurring Pilgrim's Eye. Myriad Landscape is extra slow land ramp built for long EDH games. Everglades lets you conserve land when you're low. Reliquary Tower is recommended because this deck draws quite a bit.

  1. The first part of Shirei's ability is a delayed trigger that checks if a creature had one or less power when it died. Counters DO count, as do enchantments or equipment that give +X/+X, and critters like Carrion Feeder and Scavenger Drake are past mostly dead to all dead. No loopholes or cheating the ability.
  2. The second part of Shirei's ability triggers at the START of the End Step. So say "before your end step, I sac etc." If Shirei leaves play at any point, the trigger won't happen, period. If something dies *during* the end step, Shirei will resurrect it on the end step of the *next* player. Thus, 0/0 creatures (thanks, Elesh Norn) will still resurrect, but die immediately every end step.
  3. Tap, sorcery speed, or upkeep only effects are four times less effective than ETB, on-death, and sac effects. Sometimes this is worth it, sometimes this isn't. Lightning Greaves can remedy this on your turn, Thousand-Year Elixir is also an elegant solution.
  4. Required sacrifice that triggers on-death can sometimes force you to sac Shirei. Be careful with cards like Abyssal Gatekeeper.
  5. Sacrifice that triggers on ETB (Blasting Station) will leave your board empty, as the effect will occur at the end of every turn. Not recommended.
  6. Similarly, ETB effects that state "until end of turn" are useless in almost all circumstances.
  7. Sacrifice that requires another sacrifice to trigger is almost always a waste. Cards like Qarsi Sadist seem really good at first, but unless you have a way to kill him, he's just going to sit there. At best, he can self-sac when he enters, but that means he's never in play.

Lifegain will not win you the game. Regenerate will not save you, half the time. Sorceries and Instants won't rise from the grave. Anafenza, the Foremost players will spoil your fun. Don't expect to get attacked unless it will kill you.

*"I have decided that your lack of adherence to the Rules of NecroWarfare have utterly ruined our game. Therefore, I will no longer send my elite troops to the field of battle."*
      -Geralf, the Stitcher

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Date added 9 years
Last updated 7 months
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

34 - 0 Rares

22 - 0 Uncommons

13 - 0 Commons

Cards 102
Avg. CMC 2.92
Tokens Demon 5/5 B, Eldrazi Spawn 0/1 C, Elemental 3/1 R, Manifest 2/2 C, Morph 2/2 C, Treasure, Zombie 2/2 B, Zombie 2/2 B w/ Decayed, Zombie 2/2 B w/ Haste
Folders Duel Commander
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