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Kinnan's Good Company

Last update -8/15/20

    Recent Changes-
      - Snow-Covered Forest
      + Ancient Tomb

This is a win-con less combo deck that maximizes efficiency in card slots by eliminating combo-only-effect cards. For example, no Walking Ballista or Thassa's Oracle are included in this list; instead, the primary win-con would be Timetwister looping Swan Song and than pumping your swan tokens with Finale of Devastation. Every card in that win-con is un-arguably competitive stand-alone; whereas Walking Ballista and Thassa's Oracle are good stand-alone, sometimes even very good, but not un-arguably competitive.

Who wouldn't want to play with this pile? More to come.
Win unpredictably.

  1. Assemble an combo using either Basalt Monolith + Kinnan, Bonder Prodigy or Tidespout Tyrant/any pair of mana rocks that, if played and tapped together, add net positive mana.
  2. Draw your deck. if your is colored, dump it into Kinnan, Bonder Prodigy to find Thrasios, Triton Hero/Prophet of Distortion. if your is not colored you will have to find Thrasios, Triton Hero/Prophet of Distortion one way or another.
  3. With your deck in-hand you want to play the All but one of your creatures, all your stax and all your other good things; also, make sure you counter something you cast with swan song to generate a 2/2 bird. But wait to cast Timetwister for last.
  4. Next, cast Timetwister and then draw your deck again using Thrasios, Triton Hero/Prophet of Distortion. Cast Noxious Revival to return Timetwister to your library and draw it again. You have successfully completed one iteration of your deck.
  5. Do that unlimited times and then finish up by casting Finale of Devastation for a huge amount, making your birds hasty and lethal.
OR
  1. Tooth and Nail for Jin-Gitaxias, Core Augur + Kozilek, the Great Distortion. This creates a powerful softlock. Tooth and Nail is not a card you will likely tutor; Tooth and Nail usually surprises the table. Also a potential plan 'C' if Basalt Monolith and Tidespout Tyrant are both un-accessible.
This deck is particularly weak against Null Rod and other cards with similar effects. Luckily, Blue/Green has a ton of flexibility in its disruption capabilities(especially if you can predict your 'meta'(if such a thing exists in cedh)). For example, if you find yourself in a stax heavy playgroup, consider using slower, more sustainable cards like Vedalken Shackles, Verity Circle or even Counterbalance.

  1. Basalt Monolith - This is a one-piece combo with Kinnan. Basalt Monolith Taps for with Kinnan; then untaps for . Continually iterate to your heart's desire; each iteration nets . Sink your into Thrasios, Triton Hero or Prophet of Distortion to enable your Timetwister loops. This deck carries quite a few cards that allow you to win on the spot with and some amount of colored mana.
  2. Finale of Devastation - Once you have , this will make your creatures lethal and gives them haste. Outside the finishing blow, this card can tutor Prophet of Distortion/Thrasios, Triton Hero if you have , bring Tidespout Tyrant back from the grave or fetch Gilded Drake to deal with problematic stax creatures. In addition, if you have , this can tutor Thrasios, Triton Hero or Prophet of Distortion.
  3. Noxious Revival - This is used to enable the Timetwister loop; if Timetwister was used to draw then make sure you save Noxious Revival for the Timetwister loop if you happen to draw Noxious Revival. If -Timetwister has not been used, this can be used to bring anything you want back from the graveyard. I have been dug out of a few holes useing Noxious Revival to get Force of Vigor back from the graveyard.
  4. Thrasios, Triton Hero and Prophet of Distortion - these are used, with to draw your deck and enable Timetwister loops. Even without , these are still very good, instant-speed, draw engines.
  5. Tidespout Tyrant - If you control two mana rocks(or have one in your hand and one in play), as long as those rocks produce more mana than they cost to cast, you gain access to unbounded mana of whatever colors your rocks can produce.
      - With Tidespout Tyrant in play, cast any card to trigger it's ability. Target one of your rocks. Cast that rock, trigger Tidespout Tyrant again and return a second rock to your hand. Tap the first rock for mana and cast the second rock. Tidespout Tyrant goes off again and you will target the first-now tapped- rock. Repeat as many times as you desire for as much mana as you desire, so long as your rocks have a net positive, which is very very easy with Kinnan in play.
  6. Timetwister -
    1. If you can draw an unbounded amount of cards, use Timetwister to shuffle cards you want to play again back into your library. Then, using your unbounded drawing capabilities, you draw your deck again. Next, use Noxious Revival to bring Timetwister from your graveyard onto your library, then draw a card.
    2. use Timetwister to stop yourself from decking out from Jin-Gitaxias, Core Augur, if you are trying to win with a softlock.
    3. If you have Narset, Parter of Veils on the battlefield than Timetwister your opponents will discard their hands and then only draw one card, meanwhile you draw all seven. This can tip a game in your favor very quickly.
    4. If you run out of gas this can refill your hand; just be sure to save Noxious Revival if you cast Timetwister for the draw; also, keep in mind that your opponents all draw seven as well, so, be careful.
  7. Tooth and Nail -putting both Jin-Gitaxias, Core Augur and Kozilek, the Great Distortion into play- This is another one piece 'combo'; while not necessarily being a win-con, is very problematic. The more cards you have in hand for Kozilek, the better. If you make it to the beginning of your end step, for the Jin-Gitaxias, Core Augur draw trigger, and both Jin-Gitaxias, Core Augur and Kozilek, the Great Distortion are still alive, you can carve your hand to make sure Kozilek can counter as many threats as possible. The problem is, everyone with instant speed removal is going to try and kill Jin-Gitaxias, Core Augur before your end step. If no one can, then one by one, your opponents will forced to play one card at a time while you continually carve your perfect hand every turn. Beat their faces in with whatever you can while using Timetwister to avoid decking out. Tooth and Nail can also tutor Thrasios, Triton Hero or Prophet of Distortion if you have
  1. Fabricate - This will normally be searching for Basalt Monolith, to gain . If you already have then this can fetch Chromatic Orrery and filter your mana for use with Kinnan, Bonder Prodigy. This can also grab Mana Vault/Grim Monolith/Sol Ring/Mana Crypt if your trying to assemble a Tidespout Tyrant combo.
  2. Green Sun's Zenith - In your opening hand, this will normally be used to cheat either Birds of Paradise or Bloom Tender into play. If you already have substantial ramp, Seedborn Muse can dominate a game if left unanswered for long. Otherwise, if you have , than you can cheat Thrasios, Triton Hero into play to enable Timetwister loops.
  3. Mystical Tutor - This will normally tutor the answer to your most demanding problems. Mystical Tutor is not the quickest way to ; however, Mystical Tutor can fetch Transmute Artifact or Fabricate.
  4. Tezzeret the Seeker - The most common play with Tezzeret the Seeker is -3 to search your library for Basalt Monolith and cheat into play. If you already have , Tezzeret the Seeker can untap artifacts for colored mana to dump into the kinnan lottery. Trinisphere and Sphere of Resistance are also options if Tezzeret the Seeker has enough loyalty.
  5. Transmute Artifact - see Fabricate;only, this costs less mana and requires you sacrifice an artifact.
  6. Worldly Tutor - This can tutor ramp if you are short of mana, or it can tutor big creatures if you have substantial ramp. If you have than this can tutor Thrasios, Triton Hero or Prophet of Distortion to your library top where Kinnan, Bonder Prodigy can cheat them into play with one activation.
    Artifacts - Rocks
  1. Arcane Signet - With Kinnan, Bonder Prodigy on the battlefield, all mana rocks and mana dorks produce extra mana whenever tapped. To take advantage of Kinnan, this deck includes all the best through mana rocks. Arcane Signet is an auto-include.
  2. Arcum's Astrolabe - This is the reason we run snow-covered basics. With our general on the battlefield, this will produce a net positive, plus a cantrip. Very strong in this deck.
  3. Chromatic Orrery -
    1. If you have , Chromatic Orrery card can convert it into colored mana so you can use Kinnan, Bonder Prodigy to find the pieces needed for your Timetwister loops.
    2. If you have , Chromatic Orrery can be used to draw your deck if Prophet of Distortion or Thrasios, Triton Hero are not available.
    3. Outside the combo interactions, this is still a very good card for both the /tap and the color filtering. Most the time, the draw ability is not worth doing if you have Kinnan available to sink the into.
  4. Chrome Mox - With rocks in your opening hand, having five mana available on your second turn is not uncommon. Free rocks can lead to explosively fast wins, even as fast as the first turn.
  5. Copy Artifact - This will normally copy the best rock on the battlefield.
  6. Everflowing Chalice - Mostly a mana rock. In grindy games(especially one where your general is not being allowed to live), this could be more. For what little its worth, this can also be played for if you already have and your casting this.
  7. Fellwar Stone - See Arcane Signet
  8. Grim Monolith - Producing (with your general in play) is nothing to sneeze at. This mana can be used to tutor and cast Basalt Monolith or for an absurdly quick(T3-T4)kicked Tooth and Nail; in addition, Seedborn Muse is insane with Grim Monolith and Mana Vault.
  9. Mana Crypt - Auto include.
    1. rock that taps for is just insane, the life is negligible.
    2. This can make with Tidespout Tyrant and any other mana rock in the deck. Even without Kinnan, Bonder Prodigy, Mana Crypt will still make with Tidespout Tyrant and many other cards.
  10. Mana Vault - see Grim Monolith; only, better.( instead of )
  11. Mind Stone - see Arcane Signet; only, generic mana instead of colored and adds the option to cantrip
  12. Mox Amber - The drawback on this mox is negligible; your general will usually be on the battlefield.
    1. see Chrome Mox
    2. This is a net positive rock that can be used with Tidespout Tyrant.
  13. Mox Diamond - see Chrome Mox
  14. Mox Opal - The drawback on this mox can be painful; but, normally is not a problem. If this is the only ramp in your opening hand you may consider tossing it back.
    1. see Chrome Mox
    2. This is a net positive rock that can be used with Tidespout Tyrant.
  15. Paradise Mantle - Equip this to your general to make him into a mana dork. If you have multiple creatures in play that don't have summoning sickness(uncommon) then you can chain Paradise Mantle from one to another netting one positive mana for each creature.
  16. Prismatic Lens - see Arcane Signet; only, slightly worse.
  17. Simic Signet - see Arcane Signet; only, slightly worse.
  18. Sol Ring - Auto include. see Mana Crypt; only, slightly worse(but, still, way too good)
  19. Springleaf Drum - see Paradise Mantle;except, ignores summoning sickness and can only be used once per turn.
  20. Talisman of Curiosity - see Arcane Signet;only, slightly worse.
  21. Other Ramp
  22. Birds of Paradise - One of the best mana dorks, very good at .
  23. Bloom Tender - The only 2C dork worth running vs other rocks. Taps for three colored mana with Kinnan, Bonder Prodigy in play. Always play this before your general if you can.
  24. Carpet of Flowers - Someone always has islands everywhere all the time. I live and die by this philosophy and it has done me well so far. The thing to note about this is that you can add mana the same turn you play Carpet of Flowers, as long as Carpet of Flowers was played in your first main phase.
  25. Elvish Mystic - see Birds of Paradise; only, slightly worse.
  26. Llanowar Elves - see Birds of Paradise; only, slightly worse.
  27. Seedborn Muse - this card is insane with Kinnan, Bonder Prodigy. It quadruples your mana(which is already almost doubled thanks to your general), then your general gives you a very dangerous place to sink that mana. Very powerful card for five mana; I find myself using Green Sun's Zenith and Finale of Devastation for this quite often.
    COUNTERSPELLS
  1. Counterspell - 16 different cards in this deck can tap for ; Counterspell is very easy for this deck to play.
  2. Delay - Most players will not let their general sit in exile for three turns;Delay is very good for the cost.
  3. Fierce Guardianship - Your general is usually on the battlefield; therefor, Fierce Guardianship is kinnan's guardian angel. Also very good to protect your combo(for for a winning turn.
  4. Force of Negation - This deck can handle very easily. This isn't as good as Force of Will; however, it is a very good cost counterspell.
  5. Force of Will - One of the best counterspells ever printed. Don't be afraid of hard-casting Force of Will; Kinnan makes very manageable.
  6. Glen Elendra Archmage - This is particularly good with Trinisphere or Sphere of Resistance in play. If you are going to play Tooth and Nail for Tidespout Tyrant, using Glen Elendra Archmage as your second creature to fetch and cheat into play can help seal the win.
  7. Mana Drain - see Counterspell; only, better because you are rewarded with colorless mana during your next main phase.
  8. Mental Misstep - This card is banned from every competitive format for a reason. This card is narrow; because, you probably have better options if your in a more casual playgroup. In Cedh, this card is a stud. cost counterspells all need consideration.
  9. Miscast - This slot is a meta call, I am currently playtesting this card. So far so good.
  10. Mystical Dispute - because I can't have Pyroblast or Red Elemental Blast. All jokes aside, betting on blue players pays dividends. If you don't believe me than go look at every green deck in cedh. They all have Carpet of Flowers. Look at the red decks, they all have Pyroblast or Red Elemental Blast and usaually both. Green decks all have Veil of Summer; I have even seen some using Seedtime. This slot can be replaced with some other disruption; however, heed my warning and hate a local blue player.
  11. Pact of Negation - This will normally be used to protect a game-winning combo. The dangerous are obvious with a card like this; however, anything that counters a spell for is good.
  12. Swan Song - A hard counter for and a wide range of uses, with the only drawback being a 2/2 flyer that could potentially swing at your Narset, Parter of Veils. Swan Song also enables infinite 2/2 flyers to be made during your Timetwister loops for no cost at all. Auto-include
  13. Veil of Summer - see Mystical Dispute for my rantings regarding betting on islands being present at four player cedh tables. I consider this a counterspell; which makes this a green counterspell, for cost, that cantrips. auto-include
  14. REMOVAL
  15. Cyclonic Rift - This is normally used defensively. If you have substantial ramp than this can be used offensively.
  16. Force of Vigor - Four mana isnt much to this deck; hard casting this is not a problem if you can't spare a green card.
  17. Kenrith's Transformation - this is in testing, so far I like the results. A cantrip that answers hard questions; like Linvala, Keeper of Silence, Collector Ouphe and Drannith Magistrate. This can also camp on another player's general rendering them nearly inaccessible(especially if your political table has reason for that general to remain neutered).
  18. Nature's Claim - best artifact/enchantment removal in the cedh format.
  19. Gilded Drake - arguably the best disruption in the cedh format. This can be brought back to your hand and used again with a well placed Cyclonic Rift. Another one of few answers to tough questions; like Linvala, Keeper of Silence, Collector Ouphe and Drannith Magistrate
  20. STAX
  21. Narset, Parter of Veils - Combos with Timetwister and Windfall. Your opponents will discard their hands and only draw one card, meanwhile you get all seven. Even outside the 'wheel' combos, Narset, Parter of Veils is a very good stax piece, the longer you can protect her the better. If you can activate her twice and still keep her alive, you are going to choke the board out pretty quickly.
  22. Sphere of Resistance - The earlier the better; this card is better than advertised because your deck can deal with the additional costs much more easily than other decks can.
  23. Trinisphere - see Sphere of Resistance; only, costs and is better against slightly different deck styles for different reasons. The idea is that Kinnan can make a lot more mana than other decks; therefor, you will not notice the neutering effects nearly as much as the rest of the table.
  1. Consecrated Sphinx - This guy is a party animal; if you can cast him on your second or third turn, do it.
  2. Jin-Gitaxias, Core Augur - If Jin-Gitaxias, Core Augur survives a full round, you have probably won the game; especially if Kozilek, the Great Distortion is in play. Tooth and Nail can accomplish this. Players will sometimes wait until their turn to try and killJin-Gitaxias, Core Augur, they want to see as many players lose their hands as possible before acting. Sometimes, going for just to pump out a turn 3 or 4 Jin-Gitaxias, Core Augur can be a good move.
  3. Kozilek, the Great Distortion - This forms a very strong softlock with Jin-Gitaxias, Core Augur. Also, if you have , Kozilek, the Great Distortion has a good probability to draw you something to sink your into, or at least draw cards to protect your boardstate.
  4. Mystic Remora - No one feeds the fish. That is why everyone plays the fish.
  5. Nezahal, Primal Tide - Dinosaur fish. is not hard to do by turn four.
  6. Oakhame Adversary - Don't discount this card. It almost always draws as reliably as Dark Confidant, while almost always costing . This can also block against Tymna the Weaver.
  7. Rhystic Study - Every time someone else plays Rhystic Study I get a migraine. One of the best cedh draw engines.
  8. Stroke of Genius - sink to draw your Timetwister loop cards. Also very good instant speed draw if your not trying to end the game.
  9. Sylvan Library - arguably the best cedh draw engine. auto-include
  10. Windfall
  11. - Very strong draw spell as you can easily empty your hand down to two or three cards while other players have six or seven still. This also combos with Narset, Parter of Veils. To make opponents discard their hands and draw only one card meanwhile you draw whatever the largest hand-size was.
FETCHLANDS
  • Flooded Strand
  • Misty Rainforest
  • Polluted Delta
  • Prismatic Vista
  • Scalding Tarn
  • Verdant Catacombs
  • Windswept Heath
  • Wooded Foothills
  • MULTI-COLORED
  • Breeding Pool
  • City of Brass
  • Command Tower
  • Exotic Orchard
  • Forbidden Orchard
  • Mana Confluence
  • Tarnished Citadel
  • Tropical Island
  • Yavimaya Coast
  • BASIC
  • Snow-Covered Forest
  • Snow-Covered Island
  • UTILITY
  • Ancient Tomb - With the high density of mana rocks we employ, Ancient Tomb is worth the inclusion.
  • Cephalid Coliseum - tech against Tainted Pact/Demonic Consultation and Thassa's Oracle combos.
  • Flooded Grove - great mana filter
  • Gemstone Caverns - This acceleration can lead to explosive starts.
  • Inventors' Fair - tutors for Basalt Monolith to gain ; or, if you have already, this can tutor Chromatic Orrery to enable you to find your Timetwister loops.
  • Waterlogged Grove - colored mana with a cantrip ability. Yes please.
    I could write a novel in this section
    1. Isochron Scepter + Dramatic Reversal - In seeking a win-con-less combination of cards I had to make a tough decision to cut this combo from the deck. I feel that Tidespout Tyrant is the better way for this particular list to go. Neither Isochron Scepter or Dramatic Reversal are good enough to give their own deck slot to. Both combo lines require mana rocks. Tidespout Tyrant Only requires one specific card(Tidespout Tyrant); whereas, iso/dra requires two specific cards. Iso/dra only ever felt good when Dramatic Reversal was in your hand the whole time and no one could stop the Isochron Scepter(which was not as often as I would like it to be)
    2. Pemmin's Aura/Freed from the Real/Intruder Alarm - Because of this deck's commitment to mana rocks, mana dorks have taken the back seat(we only have room for the very best few dorks). This combo works best when the deck is riddled in rainbow dorks, around seven to ten sources including Paradise Mantle; in such lists you are likely to see Intruder Alarm. We just don't have the slots for the 2C rainbow dorks; therefor, Pemmin's Aura, Freed from the Real and Intruder Alarm do not make the cut. One last thing, there are no good Simic ways to tutor these cards. Intuition is spendy and has deck slot requirements and Long-Term Plans/Drift of Phantasms are just plain bad. At least with Isochron Scepter + Dramatic Reversal you get Muddle the Mixture and Mystical Tutor to help out.
    3. Brainstorm/Ponder/Preordain/Opt/Serum Visions/Gitaxian Probe all other cantrips - 90% of the time I will be searching for a through cost dork or rock. I would personally rather just skip the cantrip and pack the extra rocks. If you don't like that you can consider removing two dorks and a rock for Brainstorm, Ponder and Preordain..
    4. Time Spiral/Memory Jar/Echo of Eons - These are each very good cards, especially with Narset, Parter of Veils. These cards did not make the cut because I chose to use creatures as my splashy draw options to try to make Kinnan's lottery more potent and to enable powerful and flexibleTooth and Nail piles.
    5. Dispel/Flusterstorm/Narset's Reversal/Spell Pierce - I have chosen my personal favorite combinations of counterspells for this deck's mana capabilities and for the current most popular generals. If you disagree or your meta is different feel free to use any of these great options in place of any other counterspells in this deck's disruption suite.
    6. Chain of Vapor - Very flexible card, This can be defensive or offensive. If you think this is better fitted for your playgroups than the current disruption suite, feel free to substitute cards out and see what you think.
    7. Fyndhorn Elves - Very good card; however, only room for four dorks currently. Those slots already belong to Bloom Tender, Birds of Paradise, Elvish Mystic and Llanowar Elves.
    8. Intuition - This is one of the better blue tutors, being an instant and all; however, Intuition has some deck slot restraints for its pile combinations that I don't care to include. If I were running the Pemmin's Aura/Freed from the Real/Intruder Alarm version of Kinnan than I would recommend this.
    9. Muddle the Mixture - This card is only worth playing if you can transmute for a win-con. Without Isochron Scepter and Dramatic Reversal, Muddle the Mixture does not make the cut.
    10. Natural State - This card is very very good. If you have a stax-heavy group or if you just hate small artifacts and enchantments, consider Natural State. On any given day I will have this in my list.
    11. Pongify - Great card, swap this one in and out with any piece of the disruption suite freely. This is one of the best answers for problematic cards like Linvala, Keeper of Silence, Collector Ouphe and Drannith Magistrate.
    12. Pull from Tomorrow - I lean towards using creatures for splashy draw effects. Pull from Tomorrow is very good because instant speed, effective gains vs costs and it is an mana sink win-won enabler. It lost its spot in the deck for Chromatic Orrery. I think that Chromatic Orrery is a more rounded card for this deck; although the draw isn't as good, the return for your investment in Chromatic Orrery will yield a better average result than Pull from Tomorrow. In a more focused combo-first oriented build I would consider Pull from Tomorrow.
    13. Recurring Insight - This is a powerful card, don't get me wrong, it did not make the cut because of the insane competition for these splash draw slots. Echo of Eons and Time Spiral are in line for deck slots before Recurring Insight.
    14. Spellseeker - This costs a little too much to be worth including. This can tutor some good answers, but, if your always tutoring answers, I would rather just have more disruption in this slot. Spellseeker can grab Transmute Artifact; however, that route costs a lot of and normally takes two turns to finish, meanwhile your an exhausted sitting duck. This card is not quite good enough to make the cut; get back to me if he quits being a human.(that does make a little difference)
    15. Sylvan Tutor - The deal-breaker here is the sorcery speed. Everyone has a turn to solve the problem your shouting out loud. Ideally, Sylvan Tutor would be used if you already have and you just need to put Thrasios, Triton Hero in a spot where Kinnan, Bonder Prodigy can find him; however, there are plenty of cards that can do that while still being useful/better for other reasons, cards like Green Sun's Zenith, Finale of Devastation and Worldly Tutor.
    16. Unwinding Clock - This just isn't enough oomph. If this were on a non-human body, maybe;but, even still, this card just doesn't regularly produce enough mana/turn to justify not being a 1C dork.

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    Casual

    93% Competitive

    Date added 4 years
    Last updated 3 years
    Legality

    This deck is Commander / EDH legal.

    Rarity (main - side)

    17 - 0 Mythic Rares

    44 - 0 Rares

    25 - 0 Uncommons

    9 - 0 Commons

    Cards 100
    Avg. CMC 2.39
    Tokens Bird 2/2 U, Spirit 1/1 C
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