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See the full primer here:

https://www.moxfield.com/decks/iX8Ce2ZUPE23cReW1XX7Rw

暁の鎮魂歌 - Requiem of Dawn

AnR

Hinata Discord server

Jeskai Temple Discord server

Talk to me on Discord: Knixx#2403 or Reddit: Angelripper

Shout out and thanks to Dkeep for helping me with my drafts and strategy.

Shout out to Elder Drunken Highlander Discord for their Hinata discussion channel.

Hinata, Dawn-Crowned is a new Jeskai colored commander from Kamigawa: Neon Dynasty.

A tough, rumbling 4/4 flyer with trample, Hinata has the unique ability to reduce casting costs for its pilot while simultaneously increasing the casting costs of opponents. In a way, Hinata has a pseudo-"Ward " and gives all other potential targets the same.

Using its ability, Hinata can find great utilization with spells that target multiple instances. This essentially makes spells very cheap, with the capability to go as wide as the entire board (e.g., Aurelia's Fury or By Force).

Hinata serves as a pilot to an Underworld Breach style storm deck as its cost-reduction ability works well with Brain Freeze lines, reducing that spell to only , while possibly hindering opposing Brain Freeze lines. This is useful as it allows Brain Freeze lines to be powered by Lotus Petal as opposed to solely just Lion's Eye Diamond. As well, Hinata is capable of reducing the casting costs of Sevinne's Reclamation by .

Due to her cost reduction ability, Hinata serves as one of the best commanders for Dualcaster Mage combos lines as she can reduce the overall cost of the combo by on Twinflame or in the case of Sublime Epiphany.

  • No inherent card advantage in the Command Zone: It's what it is, we just keep moving forward, even if we topdeck, even after we topdeck.
  • A mana value of 4 isn't the worst, but isn't the best neither in the face of removal. Factor in the triple colors as well.
  • Hinata is essentially a stax piece that actively hinders opponents' mana lines, so she will face removal sooner than later; an easy Pyroblast or Gilded Drake target for sure.
  • Taxing opponents may be of detriment when their interactions may be of mutual benefit to yourself (see the "Mid Game" section for more information).
  • The cost reduction ability is unique and opens the door to some interesting strategies and card choices. With that said, to get optimal uses out of these cards, Hinata needs to be on the battlefield.

First and foremost, we're going to start with the mulligan.

Therein, the pilot should seek to have castable material within the first 2 turns (turn 1 optimally). Suitable early game spells include cards such as creatures (e.g., Esper Sentinel), mana rocks (especially for efforts in casting Hinata), cheap interaction (e.g., Swan Song and Swords to Plowshares), and gamestate alterations (e.g., Mystic Remora and Rhystic Study).

Opening with combo pieces may give the user a segue into more greedy keeps.

If mulligans go poorly and the RNG gods seek to taunt you, the deck does run three wheel effects. At a low hand size, early wheeling is an efficient way of recouping cards to hand, while possiblely disrupting opponents' carefully made mulligans. Be wary of graveyard based decks however.

This is where the bulk of the midrange gameplan lies, in the mid game.

After the early game preparations, the next thoughts are of when and how to cast Hinata and the choices in which to attempt in closing out the game.

In the mid game, Silence effects are incredibly relevant as the game progresses and each player's boardstate continues to grow. A Silence may be the determining factor if a play and/or combo goes through or not.

This deck packs many types of interaction, from counterspells, to removal, and other oddities such as You Find Some Prisoners. The mid game is where these cards will shine the most, especially in conjunction with Hinata on the battlefield.

This is the portion of the game where Hinata is most likely to be played.
With that, many mana costs for opponents have the possibility of being disrupted.
This tends to cause some umbrage amongst the table, and Hinata pilot will therein be a target for interaction. A Hinata should be very privy to this.

Another note worth mentioning is what I like to call the "Defense Grid/Trinisphere/Teferi, Time Raveler" effect.
That is, when an opponent would seek to use interaction that would be of mutual benefit to yourself (e.g., countering a big, bad win condition spell), they cannot because they are taxed out by Hinata's second ability (whether it be just a sole or further taxes of multipe targets).
Use caution and be wary due to this inability to use interaction, even the most controlling decks still needs to rely on opponent interactions from time to time.

Simply put, the late game is very similar to the play style of the mid game.

The dichotomy is seeking to close out the game, over merely just playing out the turns while gaining card advantage and boardstate during the grind of the mid game.

This is where the deck wants to use its combo possibilities, as listed below in the "Combos" section. Please see this section for in-depth guidelines of playing out combos.

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Top Ranked
Date added 2 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

59 - 0 Rares

13 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 1.94
Tokens Bird 2/2 U, Clue, Copy Clone, Elemental 4/4 UR, Treasure
Folders Jeskai WUR, Hinata, Influenzas, EDH Decks, deck, infinites, EDH
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