Welcome to my Kykar, Wind's Fury decklist! This commander excited the hell out of me and so I had to build it.

Kykar lends itself to a cantrip-style strategy with a burn finisher, at least the way I see it. Kykar lets us do three things at (mosty) instant speed:

  1. Make mana

  2. Make creatures

  3. Cause creatures to die

Therefore I’ve added some synergy elements to all three of those to make what feels like a well rounded deck.

I'm sure there's some infinite combo, but I don't want that.

Hello! This deck does many things, but it breaks down into a few simple goals.
  1. Cast non-creature spells and make tokens

  2. Sacrifice them for value

  3. Sacrifice them for mana

  4. Draw a lot of cards, hopefully

Kykar is a sacrifice outlet for mana, which means it's a free sacrifice outlet and it generates mana. Sounds obvious, but these two points let us build around getting value for creatures dying specifically, and having mana sinks for red mana. The other goal is to cast a lot of non-creature spells, which isn't hard to gain value for in these colors. So basically, we're casting non-creature spells, using the spirits in some way, either through ETB triggers, death triggers, or for mana (or all three), and winning via a value semi-combo (not infinite) based win condition.

Kykar is a key part of our gameplan, so we need to protect them.
  • Lightning Greaves - pretty simple, gives shroud; I don't think I would ever need to target Kykar except for Time Wipe and Spirit bonds, but if we have greaves we've already in a good spot
  • Swiftfoot Boots - arguably better than Greaves because of hexproof and not shroud; serves the same function though, protects Kykar from spot removal
  • Spirit Bonds - because we're making a lot of spirit tokens specifically, using them to keep Kykar safe through a board wipe is just a good game plan; can also generate tokens occasionally
  • Teferi's Protection - the be all end all of protecting your permanents and yourself; no explanation needed
  • Boros Charm - gives all of my things indestructible
Even though we aren't in green, every deck needs to ramp somehow.
I've talked a lot about making tokens, so here's how we make them outside of Kykar
  • Monastery Mentor - this is the best token generator in the deck, honestly; get them for casting non-creature spells and they get bigger should they need to
  • Young Pyromancer - the most restrictive of the bunch, but at two mana it's definitely worthwhile
  • Sakashima the Impostor - surprise, it's just another Kykar
  • Spark Double - hey it's a... third Kykar? the more tokens the merrier
  • Anointed Procession - everything makes double tokens; insanely powerful card and a great addition to white
  • Saheeli, Sublime Artificer - now on the surface this just makes tokens, but it can do something weird like make another Monastery Mentor, which is quite powerful
Here's how you take this convoluted pile of cards and actually kill your opponents.
  • card:Jaya's Immolating Infero - dump all the mana from those spirits into a giant burn spell; notably I am only playing ones that can hit multiple targets for the full value of X, because single target one's seem like a bit of a waste of a slot when these exist [Banefire is the only one I would really consider that's single target because it can't be countered.]
  • card:Coment Storm - see Inferno
  • Purphoros, God of the Forge - he can just end games if you chain enough spells together
Bit of a boring section, but counters are some of the most effective way to save yourself from certain death.
Every deck needs a good removal suite, so here's my choice for this deck.
We've gotta draw cards somehow.
  • Murder of Crows - pretty obvious because I'm already sacrificing my creatures a bunch; not card advantage, but card selection en masse at will
  • Skullclamp - in a deck based around making 1/1s, this seems obvious
  • Jeskai Ascendancy - again, card selection over raw advantage, but the creature buff isn't irrelevant either
  • Rhystic Study - blue draw staple, can run away with games
  • Ribbons of the Reikai - just draw a shit ton of cards
  • Distant Melody - this one is a bit more universal, as you can name Monk with Monastery Mentor or Servo with Saheeli, but Spirit works just as well
  • Burning Prophet - not technically card advantage, but more card selection; turns every cantrip into an Opt, and lets me pseudo-loot away bad top decks
  • Invoke the Firemind - big X draw spell or big damage spell; modality is the reason for playing this over something like Banefire
  • Sphinx's Revelation - any UW player's dream is to resolve this for a giant X; draws cards and buffers our life total
  • Pull from Tomorrow - cheap, instant, and X draw spell
Please feel free to leave any suggestions or feedback! I’ve been scouring scryfall all day but I may have missed something. Please upvote if you like the list!

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Revision 3 See all

(4 years ago)

+1 Boros Charm main
+1 Cascade Bluffs main
+1 Chaos Warp main
-1 Commander's Sphere main
-1 Cryptic Caves main
-1 Dig Through Time main
-1 Finale of Revelation main
-1 Gitaxian Probe main
+1 Imprisoned in the Moon main
-1 Island main
-1 Mausoleum Wanderer main
-1 Mentor of the Meek main
-1 Mystic Monastery main
+1 Narset, Parter of Veils main
+1 Primal Amulet  Flip main
+1 Ral, Storm Conduit main
+1 Reality Shift main
+1 Rhystic Study main
+1 Rugged Prairie main
-1 Shared Discovery main
and 26 other change(s)
Top Ranked
Date added 4 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

48 - 0 Rares

20 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 2.61
Tokens Elemental 1/1 R, Elephant 3-3 G, Manifest 2/2 C, Monk 1/1 W, Servo 1/1 C, Spirit 1/1 W, Treasure
Folders Just Plain Cool, Inspiration, Neat, Kyks, 1, Stuff I like, Test, EDH inspirations, EDH, Decks to Consider
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