The Janky Griffin

This deck is in no way intended to be a very competitive, cutthroat deck where a lot of goodstuff cards get thrown into the deck. It does not include the more expensive tutors due to budget considerations but it gets the job done. The deck can be very fun when setting up the combo though.

This deck wants to make explosive games, very fast. After a bit of a set-up, the deck should straight out kill at most a single opponent a turn. It's janky enough that it would be fun to see people's reactions when you kill them with this set-up. A turn 5/6 for the first kill is not uncommon with this deck.

A lot of the draw spells in this deck enables us to dig deep and discard cards (Careful Study, Frantic Search, etc.) so we can find our combo pieces faster along with out tutors. We don't care much about things that get thrown in the yard since we get to choose which goes into the yard and we have a few ways of getting them back (Archaeomancer, Sun Titan, Day's Undoing).

The primary way to play this deck is to play it safely while setting up the combo pieces. You don't want the commander out in the field if you have not assembled the combo yet. It should be: commander, then a turn later play the combo and just straight out scare the hell out of the table. I once got super lucky and pulled off the combo on turn 5, though that could be a once-in-a-lifetime occurrence. For all other games that could take longer for me to assemble the combo, I prefer to dig dig dig through my library until I get there.

However, there are times when we cannot reliably assemble our combo. During these times, we just want to play the usual Noyan game.

The Win Con

The main wincon for this deck is to get Griffin Canyon out, animate it with Noyan's ability, give it changeling with Shields of Velis Vel and the like, make it big and swing.

Here is how the combo works:

  1. Animate Griffin Canyon - it becomes a creature with haste
  2. Give it changeling so it becomes a griffin as well
  3. Tap it using its ability, untapping it and giving it +1/+1 in the process
  4. Repeat step 3 to make a very large canyon, give it evasion then swing

What if the Griffin fails?

Well we can always go down with the beatdown route using Darksteel Citadel or just a plain old Island. With the number of cheap instants and sorceries in the deck, we can build up any land fron 0/0 to 15/15 in a single turn! Go to town with Loxodon Warhammer and Whispersilk Cloak and you're good.

"Infinite" Combos

  1. Griffin Canyon + Wings of Velis Vel/Shields of Velis Vel - the primary combo that allows our manland to grow infinitely large, albeit only for a turn unless you have Unnatural Selection
  2. Isochron Scepter + Dramatic Reversal + Sol Ring - allows for infinite casts of Dramatic Reversal for infinite Noyan triggers. Turns our manlands infinite/infinite indefinitely (combo still under evaluation but is a nice back-up plan for the griffin combo)


Of course we have to protect our Griffin Canyon from outside threats so we can pull off some shenanigans from it.


This deck is very dependent on the Griffin Canyon combo, so we need to have tutors to get our combo pieces in place.

  1. Dizzy Spell - Expedition Map/Shields of Velis Vel or evasion spells like Shadow Rift, etc.
  2. Muddle the Mixture - Wings of Velis Vel/Isochron Scepter/Protection(Swiftfoot Boots, etc.)
  3. Tolaria West/Expedition Map - Griffin Canyon/any land
  4. Fabricate - Expedition Map/boots/mana rocks
  5. Trinket Mage - Expedition Map/Sol Ring/Darksteel Citadel
  6. Long-Term Plans - anything needed
  7. Whir of Invention - any artifacts in the deck, very handy since this deck likes to work at instant speed
  8. Trophy Mage - for all 3-cmc artifacts (Whispersilk Cloak, Darksteel Ingot, Fireshrieker, etc.)

Board Wipes

Since this is more of a control deck, board wipes are more than a necessity. We don't want to load up on a gazillion board wipes, so I included the top 5 that will be more advantageous to us than the opponents.

  1. Cyclonic Rift - one-sided board wipe is always welcome
  2. Planar Cleansing - destroys everything except our manlands
  3. Tragic Arrogance - my favorite board wipe, can be used politically most of the times
  4. Cataclysmic Gearhulk - a worse Tragic Arrogance in that the opponent can choose which permanents remain on their board
  5. Planar Outburst - a worse Planar Cleansing that only kills creatures, still spares our manlands though

Moving Forward

This is a work-in-progress deck and I am actively looking for ways to improve it. Some cards I would like to find space in the future:

  1. Inkmoth Nexus - the super cute wincon for Noyan decks, would be nice to have one
  2. Hallowed Fountain - fetchable lands are never dull to have
  3. Flooded Strand/Windswept Heath - fetches are always welcome but I wouldn't include more than 2 though
  4. Torrential Gearhulk - replacing Archaeomancer, can instantly cast a spell the turn it is played (think of Dig Through Time)
  5. Weathered Wayfarer - can search for any land to help us win faster
  6. Dramatic Reversal - I'm on the fence for this one. It enables the Sol Ring + Isochron Scepter + Dramatic Reversal combo for infinite counters on manland but the deck isn't quite built to support this combo yet. Tutors I will have to add to support these two are Merchant Scroll and Mystical Tutor. Thoughts?
  7. Adarkar Wastes/Nimbus Maze - awesome lands that come in untapped to help us with our colors. Will definitely replace some basics or other duals that come into play tapped


With all these cards above and all the jankiness there is in Noyan Dar, Roil Shaper, there are some obvious card choices that I am staying away from right now. Here are they and the reasons they are exlcluded:

  1. Land Tax - while it is a very nice card, it is one very expensive card that I don't see much use for. Ramping is not a necessity for this deck
  2. Teferi's Response - while only Noyan Dar can make this card work, it doesn't protect our manland from boardwipes, hence its exclusion
  3. Sacred Ground/Equinox - I have tried these cards before but they seem to be lackluster to me. They just sit there and don't do much. I'd rather go on the offensive rather than the defensive.


That's it guys. I hope I have laid out the gameplan and the choice of tools clear enough...

I welcome any comments and suggestions as I am looking towards improving the deck. There might be things that look different when look at another angle. Thanks!

I've been running Noyan for a little while now. It was loaded with low-costing instants and sorceries with the usual aray of cantrips accessible to blue. The strategy was to use cantrips, make one land large, give it evasion (my favorite is View from Above since I can cast it a lot of times in a turn to grow a land large enough, especially with Sapphire Medallion out), then swing for the kill. While Noyan proves to be fun, it is quite impossible to win a game where there are 4 or more players on the table. Rarely has the commander stayed alive for more than 4 turns. This is the problem with this deck. It aims to be at both directions at the same time. On one hand, you want to go aggro out and kill opponents as soon as you can. On the other hand, you want to keep mana up for counterspells, and this slows your game down to a crawl.

With this, I want to make a Noyan deck that can go toe-to-toe with multiple opponents at the same time.



Got to foil out the following:

  1. Impulse
  2. Fact or Fiction
  3. Tragic Arrogance
  4. Words of Wisdom

Still on the lookout for:

  1. Adarkar Wastes - dual land
  2. Hallowed Fountain - well, shocks
  3. Torrential Gearhulk - to replace Archaeomancer
  4. Seat of the Synod - fetchable land (though opens deck up to artifact hate)
  5. Ancient Den - fetchable land (though opens deck up to artifact hate)
  6. Nimbus Maze


butcher234 says... #1

You're probably aware, but I'd just be careful putting Whispersilk Cloak on Griffin Canyon and not being able to use its ability on itself. Really cool deck. Love the idea of just messing with people. Haha. +1

December 26, 2016 5:47 a.m.

meowCat1234 says... #2

Haha. Thanks! I'm glad you liked it!

Anyway, regarding Whispersilk Cloak, I'd use it when I'm in a pinch and not as an integral part of the combo. The standard evasion procedure is to use Wings of Velis Vel, View from Above, Shadow Rift, Artful Dodge, or Thassa, God of the Sea.

Whispersilk Cloak is useful in cases where spot removal is rampant in the game and you already got a large enough land you can use for the beats. I prefer to use it on a land where it's more than 21/21 already.

December 26, 2016 7:48 a.m.

Regoober says... #3

Jank as they come! Love it!

Just a few suggestions as I muddle through your long path to the griffony goodness of your manland win:

Mirror Entity is another card you can use to get the creature type. You can even pay 0 for the ability if you don't mind wiping your non-manland creatures in a pinch.

Ring of Three Wishes and Tamiyo's Journal are somewhat slow colorless tutors, but they're totally budget and get you to that oh so needed card.

Turnabout is good both offensively and defensively and creates you a manland.

Sacred Ground is similar to Terra Eternal in the fact it protects your lands from creature boardwipes of others. Yes they come back unmanned, but lacking strong GY recursion for them will make this deck difficult.

Ghirapur Orrery is a group-hug card that may benefit you most. Extra land per turn helps you gain presence and the draw 3 ability helps you recover gas when you've run out of your cheap cards.

Finally, consider Windfall and/or Jace's Archivist. If we're avoiding tutoring, you'll need as many ways to hunt for that land as possible.

Happy Janking! Hope that helps.

January 8, 2017 1:03 p.m.

meowCat1234 says... #4

Thanks! I'm glad you like the jankiness that this deck brings!

These are good card suggestions and I might as well give out my thoughts on them...

  1. Ring of Three Wishes/Tamiyo's Journal - while tutoring is good, these tutors might just be a little bit too slow and expensive to work on. At 5 mana, I might just be doing something to make an Island/Plains larger other than tutoring. Journal on the other hand is something that cannot be very useful at all in the incorrect shell. Trail of Evidence makes it worthwhile but that's another card I would need just to support a specific card.
  2. Sacred Ground - I did have this in the deck a while back but there are just very few instances that its effect activates. For starters, it doesn't protect lands against Blasphemous Act and the like. It cannot even protect your lands during combat. The card is just too narrow to warrant inclusion.
  3. Mirror Entity - used to be in the deck as well, together with Amoeboid Changeling and Imagecrafter. The reason I removed these changeling cards is that they are creatures and are easy to remove. Another reason would be because most of the time when Griffin Canyon is not online, they are dead cards at best. Infinite mana combos go well with Mirror Entity though. Hint: Altar of Dementia
  4. Turnabout/Windfall - both are very good inclusions and would benefit the deck no doubt. The problem is that I don't know which ones to replace for these. Maybe replace Mystic Speculation with Windfall? Turnabout is bonkers under specific circumstances, especially when you have both Sapphire Medallion and View from Above. Grow a land very large in a single turn. Doesn't even need to be the Griffin Canyon.
  5. Ghirapur Orrery - seems like a good card to help us ramp and stuff. However, we rarely find our self with an empty hand so the second effect seems moot.

All in all, here are the cards I'm looking to add from these suggestions:

  1. Windfall
  2. Turnabout

Great suggestions overall! Keep them coming!

January 9, 2017 5:14 a.m.

ccevik says... #5

Hi! I don't to talk much about your deck because I think it is as good as it is now but if you talk real jankyness you should run Darksteel Garrison! :D Equip any land to make it a Darksteel Citadel. Mostly to slow but it is on noones radar and is worth a laugh to run it but at the end a indestructible Inkmoth Nexus is no fun for everyone else! ;)

January 10, 2017 7:50 a.m.

meowCat1234 says... #6

Hello! Darksteel Garrison is indeed a very nice card. Aside from making the one land that matters in the deck indestructible, it makes the Griffin Canyon combo more potent. It allows the Griffin land to buff all other creatures (just by doing its thing which involves tapping it) in my battlefield for a 1-hit KO across the table.

Unfortunately, Inkmoth Nexus is a card I'm on the fence on. Sure it allows you to win games easily, but where's the fun in that? Although for more competitive metas, nexus takes the cake as best lands in the deck.

January 11, 2017 4:58 a.m.

Penthoplayer says... #7

Terra Eternal is a pretty good enchantment that goes offensive or defensive

February 24, 2017 9:44 p.m.

meowCat1234 says... #8

Penthoplayer, I did include Terra Eternal sometime in the past but it quickly fell out of flavor after turning the deck into something a little bit more aggressive. It may work out well in theory but in practice it just doesn't seem to be worth the 3-cmc slot it occupies. That or I have no idea what I'm doing lol

March 8, 2017 4:11 a.m.

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Compare to inventory
Date added 5 months
Last updated 5 days
Exclude colors BRG

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 2.65
Tokens 1/1 Bird
Folders EDH Jank, EDH Templetes, Deck references
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