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Hi ! This is a deck that I've been working on since Theros Beyond Death, built around the Saga enchantments.

The appeal of these cards has always been the flavour, the wide variety of effects that each card can produce, as well as the theme.

All of which make it both to play and more importantly: fun to play against.

I like to imagine this deck in action as a little girl telling tall tales that are ever-changing and never seem to quite reach an end.

With the release of Kaldheim, I took the opportunity to take a fresh look at my list.

The prime gameplan behind this deck is to play the Sagas and repeatedly flicker them or manipulate their counters to produce an army of tokens, interact with your opponent's board or for just plain value.

Of these options, the tokens part of the plan is the one that has received the most attention, since creatures are necessary to be able to protect Aminatou.

Failing that, the deck also includes an Infinite Turn combo and an Infinite Flicker combo which both require a Saga in some fashion.

Beyond combat damage, tokens can also be turned into more powerful creatures with Synthetic Destiny and Polymorph, which Aminatou can set up with her first ability.

- Hex Parasite + The Mirari Conjecture + Time Warp / Thrull Parasite / Flicker of Fate / Brought Back = Infinite Turns

In particular, Thrull Parasite can also Extort, which means casting Time Warp over and over again is enough to kill our opponents.

With this setup, you can:

  • create an army of tokens with the token-producing Sagas or a hard-cast Entreat the Angels.
  • Mill everyone out with King Narfi's Betrayal (note: this gets around Eldrazi Titans/Blightsteel Colossus)
  • draw your whole deck with any piece of card-draw, and then win with the other 3 setups above.
  • The Sagas
  • The Saga cards selected here are the best options available for their mana costs in these colours. See under Exclusions for more information as to why some Sagas are not included.

    I wanted to include at least one other Planeswalker to make better use of Oath of Teferi, and I also needed to use the slot for repeatable card draw. Jace can be tutored by Search for Glory, and 3 CMC means he can be recurred by Sun Titan and curves nicely in Spark Double.

    The main attraction to this card is that it turns Aminatou's first ability into +1 card advantage. It can also be found by every tutor in the deck, and being an enchantment also helps to synergise with Archon of Sun's Grace and Starfield of Nyx

    Beyond the combo potential listed above, these cards both fulfill the same purpose: they enable you to reach the last chapter of a Saga, then reset it and keep it for another round. They also generally help to protect your board.

    A cheap activation cost than can trigger one Saga and downtick another at the same time.

    An explosive play that fits into the deck's core strategy, and can be made exceptionally strong with Anointed Procession.

    All are good turn 3 plays after a mana rock, and I've learned that having lots of mana is crucial for this deck due to some high CMC cards that are best when sequenced one after another on the same turn.

    The purpose of this subtheme is to be unpredictable, which is valuable to this deck since the nature of your Sagas means your opponents often get forewarning of what to expect. Synthetic Destiny is also a great way to punish attempts to wipe your board.

    The key creatures you want to cheat into play are Elesh Norn, Grand Cenobite, Sun Titan and Yorion, Sky Nomad

    This card is kind of nuts without being Demonic Tutor. It can find most key pieces in the deck, and can also be used as a subpar Cultivate in a pinch.

    It's weaker than Demonic Tutor on first cast, but in the long run can be much stronger. Aminatou can flicker it immediately after activation to deny your opponent a nearly free tutor, or use it politically to help someone out in a pinch.

    Secretly the most powerful card in the deck for its mana cost. Because it triggers in the upkeep and Sagas trigger in the precombat mainphase, this card actually nets you the first two chapters on any Saga you already have every turn.

    - Corpse Knight

    This might seem like an auto-include. It offers a strong synergy with token production strategies, is cheap, and offers an immediate win condition with Aminatou, the Fateshifter and Felidar Guardian.

    I chose not to include it because that combo distracts from should be the center of the deck - the Sagas.

    Like many people, I dislike infinite combos, but I also acknowledge that having some gives you a fighting chance. If I am going to use one, then if possible I want it to make use of a Saga in some fashion. Having one that doesn't goes against the spirit of the deck.

    The previous version of the deck included the synergy between Fall of the Thran and Enduring Ideal in the gameplan. After all, if you can't use your lands to cast spells, why should your opponents ?

    Besides the salt factor that arises out of MLD (lessened by the fact that each card is 7 CMC, which means that a game has happened up to this point), the main flaw in this plan is that it itself lacks a way to win.

    This card seems like it it fits in this deck as it produces tokens, but I'm not a fan of the idea of exiling one of my Sagas in order to produce a 2/2 Zombie.

    These cards are a bit too weak, slow and narrow to make the cut. In theory Chainer's Torment could be used in an infinite combo to immediately win the game, but it isn't good enough by itself to justify running it.

    These cards have a lot to offer. However, to maximise their value you want more planeswalkers, which pushes the deck away from Sagas and more towards a Superfriends build.

    On this surface, this card seems very appealing: repeatedly trigger one or two chapters on every Saga and double your planeswalkers' loyalty. That said, same as the Oaths above to use make full use of this card's potential, you want to use it in a Superfriends build, which distracts from what this deck wants to be.

    Proliferate on a land sounds nice. It's just a shame the activation cost is so high.

    Look, I'm not made of money, ok ?

    Since pretty much every flicker deck either uses him or is built around him, I thought I'd give my opponents a reprieve and not use him.

    Also Yorion, Sky Nomad.

    Mainly because she doesn't do what Aminatou does: let you reuse your Sagas, which are in short supply.

    In addition, when I first built this deck, the green Sagas weren't all that interesting. This has changed a fair amount with Kaldheim, though.

    Also, she's kind of expensive (especially when I first built this deck) and sees a lot of play in general.

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    56% Casual

    44% Competitive

    Date added 3 years
    Last updated 3 years
    Key combos
    Legality

    This deck is Commander / EDH legal.

    Rarity (main - side)

    11 - 0 Mythic Rares

    50 - 0 Rares

    16 - 0 Uncommons

    10 - 0 Commons

    Cards 100
    Avg. CMC 3.31
    Tokens Angel 4/4 W, Angel 4/4 W w/ Vigilance, Angel Warrior 4/4 W w/ Vigilance, Bird 1/1 U, Bird 2/2 U, Cleric 0/1 B, Demon 6/6 B, Knight 2/2 W w/ Vigilance, Kraken 8/8 U w/ Hexproof, Pegasus 2/2 W, Soldier 1/1 W, Treasure, Wall 0/4 C
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