A midrange Kykar meant to win via combat damage via anthems to buff up our spirits, or alternatively dump our mana into a big red spell or 'storm' our enemies to death with Purphoros, God of the Forge on board. This incarnation of the deck has seen very limited playtesting so far, though I've decided to keep it at this relatively low power level instead of focusing on turning it into an actual Storm deck. If you're looking for an optimal Kykar build look for a storm oriented build. The mana base is obviously suboptimal: I'll be mostly trading into my local LGS and with friends for my Shocks, checks, bounces, etc. There are NO infinite combos in this deck. If you want an infinite combo to end games with you can stick in Dramatic Reversal , or the Standard Kykar infinite combo with Bishop of Wings and Arcane Adaptation .

This deck isn't a control deck, hence the few counter spells: it doesn't want to hold mana unless Vedalken Orrery / Leyline of Anticipation are out. because it's busy digging through the deck on it's turn.

Although all our Spirits are 1 Red mana we want to save them up to swing at someone unless we're able to use their mana to cast a big red spell like Comet Storm or 'storm' off with Purphoros, God of the Forge and/or Guttersnipe . There's a very low land count due to how much we'll be digging through our deck: we'll get too much land in the hand to be able to take advantage of it. To fix that low land count the Mana Rocks are very helpful: not only do they ramp us, they also activate Kykar and other similar effects. For everything that activates Kykar you can essentially decide for it to cost 1 less, or to leave a spirit on the board. We also are going to be able to take good advantage of looting thanks to how much we're drawing: we can just toss away all our dead lands when we activate Jeskai Ascendancy , or cast Compulsive Research .

Notable interactions:

Skullclamp is always insane, but as long as there's an anthem out we'll be able to equip and sac our spirits for free, since if they're at 1 toughness we won't be able to sac them for mana after equipping with skullclamp.

Archmage Ascension can get quest counters on your opponent's turns if you cast card draw effects on their turn: this is especially easy to do if you have a Vedalken Orrery out; you will be able to have full quest counters in 2 rotations, and once you have the ascension active you should be able to just win the game.

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Date added 4 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

24 - 0 Rares

18 - 0 Uncommons

24 - 0 Commons

Cards 100
Avg. CMC 2.65
Tokens Angel 4/4 W, Angel 4/4 W w/ Vigilance, Elemental 1/1 R, Elephant 3/3 G, Frog Lizard 3/3 G, Monk 1/1 W, Servo 1/1 C, Spirit 1/1 W
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