Maybeboard


Enter the spirit world. No, you don't have a choice.

Celestial Kirin is a funny card. It (in)discriminately wipes the board, over and over again, depending on the mana cost of the spells we play. This is meant to have a symmetrical effect on us and our opponents. It will not.

I have included spirit and arcane spells from mana cost 1-8 to hit most of the permanents our opponents will play, with the exception of ZERO four mana spells that are capable of triggering Kirin. This means that it will never destroy itself accidentally, and we don't have to worry about anti-synergy with other core cards in the deck. Four mana is our sweet spot to 'hide' value enchantments and artifacts. While this means we are unable to cleanse our opponent's four mana things, this is a necessary sacrifice that our deck makes up for in other ways.

This deck has a few sub-themes. One of them is granting indestructibility. This will help save creatures that we aren't ready to let go of, and isolate our best cards from other players' removal. Kirin is likely to draw a lot of hate once it hits the table, so it helps to have a lot at our disposal to defend it and let it do its thing.

Another sub-theme is tokens. Tokens have a CMC of zero, so in almost all cases it is impossible for Kirin to hit them (more on that exception in a moment). The fact that our spirits are small doesn't matter when they're some of the only permanents surviving multiple turn cycles. We aim to win through aggro with these guys, primarily.

We pack a few recycling abilities to get more value out of our ETB and death triggers, as well as recur good sacrificial effects like Selfless Spirit. Sun Titan recurring Gift of Immortality onto itself can generate a lot of value in the long run.

Gideon Blackblade is a great threat that will rarely die because it is indestructible on our turn.

One rather unassuming card that I must draw attention to is Ugin's Conjurant. This is, without a doubt, one of the best cards in the deck, and whether or not you win a game can entirely depend on when and how you play it. This is in part because we adjust the conjurant to hit any CMC we want, depending on what we need. But for those who TRULY WISH TO LIVE DANGEROUSLY, there exists a play that is very near and dear to my heart: cast Cojurant for x = 0. Yes, you can Armageddon for zero mana. (If you were wondering about a few of our land choices, this is why we have them.) I highly recommend floating all of your mana before making this play, and following up with as large a threat as you can. If you've done a good enough job of controlling the board, this play can put you substantially ahead of your opponents and often outright wins you the game. Conjurant doesn't always have to be used this way, but keep it in mind whenever you draw it-- you might be surprised how often it puts us in a winning position.

I'm writing this prior to the reveal of the full release of the new Innistrad set. Disturb seems very good for this deck, but I have yet to test the cards. When you disturb a spell, its CMC is considered to be that of the front half while on the stack, so disturbing Lunarch Veteran will indeed wipe one mana permanents if Kirin is in play. However, once the disturb spell is cast, its CMC is afterward considered to be zero, meaning Kirin will not touch these cards from then on. These cards seem really good for the deck, both the ones that start as humans and disturb as spirits AND the ones that start as spirits and disturb as enchantments. I will update the deck once I have some more experience with these cards.

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93% Casual

Competitive

Date added 2 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

33 - 0 Rares

25 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 3.31
Tokens Angel 4/4 W, Clue, Copy Clone, Enchantment Cleric 2/1 W, Shapeshifter 1/1 C, Spirit 1/1 C, Spirit 1/1 W, Spirit 3/3 W, The Monarch, Treasure
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