My Kung Fu is Stronger

Shu Yun, the Silent Tempest is an interesting legendary creature. Taking what I have learned from building Zurgo Helmsmasher and Narset, Enlightened Master, I have refined my technique to become a deadly opponent. This deck doesn't offer the wanton destruction that Zurgo Helmsmasher does, nor does it offer the combo shenanigans that Narset, Enlightened Master does, but Shu Yun looks unsuspecting---which is to our benefit. One could argue that he would make a better Tiny Leader than a Commander, but I think there are enough options available to allow him to be in the big leagues. Just keep in mind that this deck will still come across a few hiccups, particularly in larger games.

How to Play

My strategy is simple: eliminate each opponent with commander damage. The deck accomplishes this by working with his Prowess triggers. He'll get +1/+1 until end of turn for each noncreature spell cast. This deck focuses on this by way of low-cost instants and sorceries. Keeping are spells low-cost allows us to comfortably pay the needed to give target creature double strike until end of turn. In almost every case, Shu Yun will be the target for this effect.

While it is very tempting to cast Shu Yun ASAP, I have found that you need to hang back with him for a while. Let him chill in the command zone while you analyze your opponents and their boardstates. Shu Yun is cheap, but we don't want his casting costs to skyrocket. It is my recommendation that you wait a few turns until you have enough cards in hand to protect him once he's out. Because of this, there are plenty of protection options available to make sure that Shu Yun is still in the game. Ideally, we only want to cast Shu Yun from the command zone one time. Once we start casting him for 7+ mana, things become difficult.

Once he's on the board and he sticks, then we get to focus on our strategy. This deck utilizes a bunch of combat tricks and unblockable effects to allow Shu Yun to swing in for lethal damage, and features a number of ways to draw cards so we don't have to top-deck.

If for some reason your martial arts are not adequate enough to secure victory, there is a potential to use a token swarm strategy. Or, you can go a political route, and share your techniques with your enemies (target their creatures with buffs, give them double strike) so they let their guard down, then strike.

Offensive Techniques

We know plenty of moves which will allow us to strike swiftly and fiercely. These techniques will help us secure victory over our opponents. They are: Artful Dodge, Aqueous Form, Assault Strobe, Boros Charm, Brute Force, Brute Strength, Distortion Strike, Expedite, Jeskai Ascendancy, Jeskai Charm, Madcap Skills, Reckless Charge, Rush of Adrenaline, Shadow Rift, Slip Through Space, Teleportal, Temur Battle Rage, and Titan's Strength

Defensive Techniques

Being able to strike isn't always enough. Sometimes, we'll need to be able to withstand or dodge a punch. Fortunately for us, we have spent time learning the following: Ajani's Presence, Arcane Denial, Boros Charm, Center Soul, Counterspell, Emerge Unscathed, Feat of Resistance, Gods Willing, Hindering Light, Jeskai Charm, Monastery Siege, Propaganda, Shelter, Stave Off, Stubborn Denial, and Valorous Stance

Meditation Techniques

In the heat of battle, we must always be mindful of what we're doing. We won't always be able to use the same tricks more than once, but we must be able to continuously keep our opponents on their toes. In addition to some previously mentioned moves, these techniques allow us to be ready for anything: Brainstorm, Call to Mind, Curiosity, Impulse, Monastery Siege, Mystic Retrieval, Mystical Tutor, Open the Armory, Ponder, Preordain, and Rhystic Study

Removal Techniques

There will be times where we need to clear the path before we can press forward. They are: Cyclonic Rift, Jeskai Charm, Return to Dust, Swords to Plowshares, Valorous Stance, and Vandalblast

Weapons of War

We have a very select armory to choose from. We don't require having these tools, but we have an edge in battle should we have them:

Brain in a Jar - This grotesque item allows us to save our mana to cast an instant or sorcery for free. The mana we save may be used towards another spell.

Hero's Blade - A simple weapon befitting of Shu Yun. With it, our base power and toughness is doubled, and we can equip it for free as soon as Shu Yun enters the battlefield.

Runechanter's Pike - A lethal weapon that only gets more powerful the longer the fight lasts.

Sunforger - When Shu Yun is wielding this, his physical strength is far more apparent, but the secret is when Shu Yun stops using it.

Swiftfoot Boots - Shu Yun can start off strong, and can easily repel our opponents' tactics.

Students and Allies

Shu Yun is the key component to winning the game, but he doesn't always fight alone.

STUDENTS

Mistfire Adept - This student is capable of granting someone temporarily flight. This can be handy for dealing with pesky attackers or to offer evasion to its allies.

Monastery Mentor - He focuses on swarming his foes with sheer numbers. If he's allowed to bring in more allies, it could mean defeat for whoever opposes us.

Stormchaser Mage - Although he isn't inherently powerful, he is swift and tough to deal with.

ALLIES

Charmbreaker Devils - Although devious in nature, they allow us the chance to repeatedly use effect techniques.

Jori En, Ruin Diver - She isn't combat capable, but she does allow us to keep our hands full more frequently.

Talrand, Sky Summoner - He also utilizes a swarm strategy, but instead of martial arts practitioners, he brings flying drakes to battle.

Thassa, God of the Sea - Having a god on our side allows us to better plan our next attacks, and to slip past our enemies' defenses.

Young Pyromancer - Although he is the weakest of the token generators, his abilities are just as effective.

Suggestions

Updates Add

Removed the "Budget" tag as deck is well above what I consider a budget deck.

-1 Brain in a Jar, +1 Isochron Scepter

Brain the Jar is still a solid card, but I never really found an opportunity to fully utilize it. Isochron Scepter turns 1/4 of the deck into a repeatable spell. Picture something like Shadow Rift imprinted on this card. The main downside is that we lose the cast trigger so no Prowess, but having any of the spells be repeatable is pretty nice.

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99% Casual

Competitive

Date added 8 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

23 - 0 Rares

24 - 0 Uncommons

33 - 0 Commons

Cards 100
Avg. CMC 2.03
Tokens Drake 2/2 U, Elemental 1/1 R, Monk 1/1 W
Folders Retired Decks (2016+)
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