The deck looks to disrupt our opponents using Sisay to find stax planeswalkers. It has quick pivots into wins using Dockside Extortionist and Bolas's Citadel.
This deck has taken a long time to get to where it is. It started because my meta had several curious control decks and everyone's card engines had 3 toughness. I built a Kraum, Ludevic's Opus and Ikra Shidiqi, the Usurper deck using Anger of the Gods effects to disrupt my opponent's card advantage. I wasn't happy with where the deck ended up and scrapped it. I rebuilt it 2 more times and became more dependent on planeswalkers every time because I could protect them so well. Eventually I realized that Sisay, Weatherlight Captain could shore up some of the weaknesses of the old versions, namely ending the game and having the right answer on time.

Strengths Show

Weaknesses Show

You should play this deck if:

  • Your meta is dominated by Thrasios, Triton Hero
  • Games go long and people sandbag wins
  • There is little to no stax in your meta

You should not play this deck if:

The first few turns are usually spent acquiring WUBRG mana and deploying Sisay. Sequencing between playing a walker, a wrath and Sisay can be awkward at times. Sometimes taking a turn to do nothing before an Anger of the Gods is correct so our opponents overextend and lose everything. Tutoring for Dockside Extortionist can lead to fast wins or extra Sisay activations.
At this point, We can begin activating Sisay to disrupt out opponents. The ability is instant speed so we can wait until an opponent makes a relevant game action to find an Ashiok, Dream Render or Narset, Parter of Veils.
This deck has the ability to win very early or play a long game before finding a win. Every win line requires a card that can't be found by Sisay, so Sidisi, Undead Vizier can come in handy.

Barrin Dockside Show

Jace Pact Show

Citadel Show

With all that in mind, mulliganning with this deck feels different than other cEDH decks. We often look for mostly mana with one or two pieces of interaction and one 2 color legend. Wrenn and Six and a fetch is one of the best interactions in the beginning of the game and if it sticks around can develop into two sisay activations. The cantrips help smooth out future draws by helping to not draw 3+ mana cards all game.

Oath of Nissa Show

Path of Mettle   Show

Umezawa's Jitte Show

Wrenn and Six Show

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Casual

97% Competitive

Date added 4 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

60 - 0 Rares

15 - 0 Uncommons

14 - 0 Commons

Cards 100
Avg. CMC 2.09
Tokens Ape 3/3 G, Bird 2/2 U, Elk 3/3 G, Emblem Wrenn and Six, Food, Spirit 1/1 C, Treasure
Folders Too funny to not play
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