Kykar, wind's fury?

Commander (EDH) forum

Posted on July 21, 2019, 10:35 p.m. by Sid_the_sloth

Has Anyone made a Kykar, Wind's Fury deck that was planes walker and enchantments at its core and worked? I'm not looking to set the format on fire here just a fun deck that doesn't flop over on it self. I assume it would be a tempo deck not straight core control ?? I'm looking at EDHREC and they recommend alot of good planes walkers and enchantments both to protect and to excel my field. But I'm just looking and asking how much is too much of a thing in a deck before it gets in its own way.

TypicalTimmy says... #2

Planeswalkers that you'd want to run would be the following;

That's 13x Planeswalkers which should be plenty. If you'd like to add Karn Liberated you can do so but I wouldn't stretch it any further than this. You still need room for your Instants, Sorceries, Lands and Creatures. You mentioned you also want Enchantments? Well, I'd cut down on those except for the basic prisons. Notably:

I'd also focus on making it a soft Flying Tribal, to empower your tokens

All in all, this is 34 cards. If you figure you'll be running the recommended 37 lands + 8 stones, you have a total card base of 79 cards. This leaves you 20 Instant / Sorcery spells.

Given that, you may want to trim down so you have more chances to use your Commander. I'm noticing a general lack of red power in here, so you may want to actually make this an Azorius deck that happens to splash red just to get your Commander out.

Focus on replayable Instants and Sorceries, such as the ones mentioned above. Also, Charmbreaker Devils will be of great asset in this deck.

Hope that helps! :D

July 21, 2019 11:21 p.m.

enpc says... #3

The problem with planeswalkers/ enchantments as a strategy is that it doesn't really play into Kykar, Wind's Fury 's ability. With an ability like that, you'd want to focus more on cheaper spells that you cast often, to maximise the amount of spirits generated.

Planeswalkers on the other hand are quite expensive to cast (so less spirits per turn) and use lots of abilities rather than casting spells (so don't trigger Kykar).

Enchantments kind of have the same issue. If you're going to buff Kykar with enchantments then either you're throwing out lots of cheap enchantments (which aren't super good and could be reaplced by cantripping one turn buffs) or they're expensive to play (limiting the amount that you can cast in a turn). And yes, I am aware that there are some good, cheap enchantments however here we are talking enchantment themed.

If you're talking about pillowfort style enchantments, you're typically only playing 1-2 spells a turn until late game, defeating the point of tempo.

Don't get me wrong, there are some good, cheap planeswalkers and enchantments which I's sure would be decent in a Kykar deck, but I don't think it's a good theme for the commander. Zedruu the Greathearted , Ruhan of the Fomori , or potentially something like Ishai, Ojutai Dragonspeaker + Bruse Tarl, Boorish Herder .

July 21, 2019 11:24 p.m.

GhostChieftain says... #4

You could theoretically run it almost like a mono red prison deck and just lock your opponents down with cheap artifacts and enchants while getting down a few strong/lowish cmc walkers (but not at all a superfriends deck) and use Divergent Transformations and any two card creature combo without any other creatures in deck as a win con.

July 21, 2019 11:51 p.m.

Sid_the_sloth says... #5

My thought was and likeni said it was just a thought. Play kykar unlike the spell slinger style where you jam him on turn 3 (mana rock) or turn 4 and then start casting low cmc spells Be more or a control style. As in hang back let the board try to develope, whether your forced to counter something, path something, wrath if you need to before you play your general and slowly advance your board state and most things in the deck you get. Little protector out of.... Again all just a thought in my head.

Even if early on I dont get the little 2 for one with the general as in casting a bon creature spell to get a 1/1 spirit. Turn one: land maybe sol ring if you got it Turn 2: mana rock if you got it, or using sol ring if you had jt on turn 1 to jam a 3 drop enchantment like Rhystic Study (if thats how you spell it) Ghostly Prison or a Monastery Siege Turn 3 general if you have the mana rock or sol ring out or wrath if need be if playing super aggro. And after that if you get him out even if you drop jace after your commander is out or a gidoen at least you in theory have a 1/1 every time to block with.

Again all in theory it sounds "okay" haven't practiced it yet.

July 22, 2019 6:46 p.m.

Sid_the_sloth says... #6

my thoughts for the deck were to win by/in combination of General damage Tokens by the general, Elspeth, Sun's Champion , Elspeth, Knight-Errant , Elspeth Tirel , Assemble the Legion Etc etc theres a few more but im at work cant think of all the token generators

A few walker. Ultimate and beats downs from walkers like gideon.

Etc

July 22, 2019 6:51 p.m.

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