Sydri

Deck Concept

This is a toolbox-y deck that involves comboing off and winning the game through several means. What's great about this deck is that it doesn't always rely on combo. Due to Sydri, we can win in ways that don't involve combo, but more on that in a minute.

Why Sydri?

For starters, Sydri only costs 3 mana. That opens up the possibility for all sorts of plays. But the biggest reason is the unique way she interacts with artifacts and artifact creatures. A Spine of Ish Sah becomes not only great targeted removal, but a 7/7 with lifelink and deathtouch. Caltrops becomes a force to be reckoned with. Ugin's Nexus leads to an extra turn after a wrath. Mana rocks become both blockers and a swarm. These interactions happen both in the interim between combo attempts or possibly even after failed combos. It's a very different kind of game that you play with Sydri, and it's a lot of fun.

Sydri Pros

  • Enables interesting card interactions and artifact synergies

  • Allows for adaptation to an ever-evolving boardstate

  • Cheap casting cost and cheap abilities

  • Combo pieces can be used creatively

  • Potential for interesting politics, as you can animate any noncreature artifact

  • The deck isn't too reliant on Sydri, as it's powerful on its own, but Sydri bumps the power level up a notch or two in the right board states

Sydri Cons

  • Abilities are color-intensive, requiring a good manabase

  • Requires a decent number of artifacts to truly come online

  • Weak against aggro/swarm strategies

  • Not the fastest

The Competition

Oloro, Ageless Ascetic - The pillowfort general supreme. Although he can win through combos, he doesn't have as much synergy with artifacts as I'd like.

Ertai, the Corrupted - This is a really interesting general, one that I would like to build someday. But for this kind of strategy he's next to useless.

Dakkon Blackblade - I never see this guy get talked about. Regardless, if you look at him you could see why he doesn't fit for this kind of strategy.

Sen Triplets - I actually have quite a bit of experience with this particular commander. She was my dream general until I built a janky mess around her. It was a "steal your stuff" kind of deck that had little to no synergy. I enjoyed it for the time being, but I wanted to build something more refined, hence the present deck. Although she is an artifact, she doesn't lend herself to any particular strategy, making her a bit weaker as a general here.

Merieke Ri Berit - A lot of people seem to forget about here. Basically a better Rubinia Soulsinger , Merieke lends herself to more of a steal theme, perhaps even moreso than Sen Triplets. I didn't choose her for the same reasons as Sen Triplets.

Zur the Enchanter - Probably Esper's most hated commander, he just didn't have the artifact synergy I wanted. He is powerful no doubt, but not in the way I was looking for.

Sharuum the Hegemon - Esper's most famous combo general and the only other viable general for this deck. Honestly, in this deck the two are more or less interchangeable. They both interact quite well with my combo pieces and are part of combos and interactions themselves. However, in the current list, I feel that Sydri has the leg up on Sharuum because the latter prefers a much faster style of play.

Strategy

The main strategy with this deck is to combo out as quickly as possible. If that isn't possible, then the main strategy is to bide your time, outlast, and wait for a time to strike with all of your artifacts.

Combos, Wincons, and Interactions

Combos & Wincons:

Aetherflux Reservoir - We can blast the whole table to death by giving this guy lifelink. This only works if we have 50+ life, but since Sydri gives lifelink, I doubt that goal will be an issue.

Mindslaver + Academy Ruins - Lock one player out of the game. It's a bit expensive, and it experiences diminishing returns in larger multiplayer games, but it's a wincon nonetheless. Nothing is more satisfying than pulling this off, trust me.

Beacon of Tomorrows + Planar Portal - Infinite turns

Mikaeus, the Unhallowed + Triskelion - Infinite damage

Sword of the Meek + Thopter Foundry + Time Sieve - Infinite turns

Thopter Assembly + Time Sieve - Infinite turns

Sharuum the Hegemon + Phyrexian Metamorph + Bitter Ordeal - Exile opponents' libraries

Helm of Obedience + Leyline of the Void - Exile one library at a time

Blightsteel Colossus - If you get him out at the right time he will just win

Interactions:

Staff of Nin / Caltrops + Sydri = Dead creatures

Mycosynth Lattice + Sydri = Dead lands

Card Choices by Type

Creatures

Artifacts

Instants/Sorceries

Planeswalkers

Enchantments

Notable Exclusions

  • Sculpting Steel - I took this out for Kuldotha Forgemaster. I believe that Phyrexian Metamorph should suffice for the sharuum combo, and I figured that extra artifact tutoring wouldn't hurt.

  • Rings of Brighthearth - This doesn't actually synergize very well with many of the cards in this deck, thus the lack of inclusion.

  • Etherium Sculptor - Although cost reduction is nice, I simply didn't have room for this guy. I put Metalworker in his slot and he's been pulling much more weight for me.

  • Voltaic Key - Although this can be a combo in and of itself, I don't think I could accomplish anything with infinite mana here. That's not the kind of combo I'm going for.

  • Akroma's Memorial - I see this in a lot of Sydri decks but I'm not sure why. It gives your creatures protection from black, making it impossible to give them deathtouch/lifelink by Sydri. I guess her abilities are good enough to warrant this loss of interaction, but it's just something I noticed and didn't want to to happen to me in a game.

  • Ethersworn Canonist - I would've included her in this list if I didn't already have a Linvala lying around. I prefer Linvala's ability because it is asymmetrical and she only costs two more mana.

  • Darksteel Plate/Lightning Greaves/Swiftfoot Boots - I don't really feel as though equipments synergize as well as I'd like them to here. They offer my commander protection, yes, but for these slots I'd rather have combo pieces or stronger artifacts that Sydri can animate.

  • Darksteel Forge - I took this out for Planar Portal, as I felt that the latter had a bit better synergy with the rest of the deck. I may swap these two again, though.

Piloting the Deck

Given a higher average CMC, this deck is not suited for players who want to win on turn 2. That being said, this deck wins in a game where it is allowed to bide its time, waiting for the perfect moment to strike. It's not the fastest deck nor is it perfect, but it's certainly a powerderkeg that will explode if left unchecked.

Sydri isn't the most well-known general, so she's not as readily hated. You can use this to your advantage by playing politically through helping people attack by animating their artifacts or discourage them from doing so by giving yours deathtouch. When a board inevitably resets or the control player has tapped out, that is your time to strike.

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Date added 7 years
Last updated 4 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

22 - 0 Mythic Rares

58 - 0 Rares

9 - 0 Uncommons

4 - 0 Commons

Cards 100
Avg. CMC 4.45
Tokens Copy Clone, Goat 0/1 W, Spirit 1/1 C, Thopter 1/1 C, Thopter 1/1 U, Vampire Knight 1/1 B, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
Folders Favorites (from others), Interesting decks, Esper, Stuff to look at, My Wanted Decks, Potentially Build, Possibles
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