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Now Workin' (Vs) 9 (Down) to 5!

Sisay's Illustrious House of Fine Shrining, the only place to come when you have no idea what power level your pod is and want a deck that can divert from fairly cutthroat play to more forgiving Shrine stuff, this deck has a variety of things it can choose to do with it's advantages, depending on what other people are doing. Sisay's tutor ability is leading some combo shenanigans, especially Emiel the Blessed stuff. Wins range from ~turn 4 to ~turn 8, but running this little protection/interaction gives me something to think about. Now, we also have Heronblade Elite, if we follow it up by finding Zur she's a 2/2 and when Zur digs out Freed I can go infinite, so this is great if I draw into it but can't be fetched and is clunkier than Sanctum Weaver. On the upside it can also go infinite with Inigo (and Emiel) if it's got 4 power somehow, which the deck can buff so IDK, seems like a good card in here? I guess might as well add Freed from the Real + Heronblade Elite as a reserve combo, it can also set up and generate infinite mana of every colour (I have a few 'infinite mana but no Blue, which can be fine if I've got The World Tree out and can still Sisay a bunch of times). Technically if I have Freed From the Real on a WUBRG dork (giving me infinite WBRG but not U), I can also fetch out Inigo to untap for W instead, thus getting infinite U... lots of moving pieces in here potentially! As for Emiel, the Unicorn also combos with Bloom Tender and Faeburrow Elder once they hit 5 mana per pop (and I have a Haste source), this greatly improves my odds of actually setting up in time for it to matter. I'm thinking of throwing a Kinnan, Bonder Prodigy in here to help my combos work more consistently and offer a 2 colour 2 drop when I'm recovering. Kinnan is also good with my artifact ramp fwiw, and turns Jeggy into a more relevant combo piece with Freed. Should I bother with Pemmin's Aura? I feel like Emiel is much better as the horse (of course) is fetchable via Sisay, finding Enchantments means I need to first get Zur out, which can be hard to do (to say nothing of how much of a hassle it can be to keep him alive). This deck can win surprisingly quickly if that's all it wants to do, but keep in mind that the deck is incredibly bad at protecting itself or interfering with opponents (until we go infinite).

If I need to attempt a lock before I have enough pieces to go infinite I can fetch Maralen of the Mornsong + Opposition Agent in the following order: Sisay gets Maralen on the end step before my turn, so that I get the first use of her ability, using that ability I then find Opposition Agent and cast it, hopefully with enough mana up to fetch Ertai Resurrected to protect myself (ideally hold up until you'll be able to do this). If I can set up Maralen and Oppo nobody else is drawing cards or tutoring, meaning I should be in fairly good shape. Anyways, it's mana intensive but it's a nasty lock if it can get set up, and it should be possible next turn to win on the spot (by exiling all of my opponent's permanents with my infinite mana), if not the turn after.

At this point the Shrines are mostly in here so I can play a friendly game with this deck if I random into a table of newer/less cutthroat players that aren't able to interact with me before I win, I can start digging out 'value' via Shrines and it still feels pretty solid in my experience, just not great at closing the game out (you likely need a few cycles when you've got them all out, if someone has enough life you'll deck yourself btw). The Shrines are also handy if I'm desperate/have lost most of my better options permanently, these offer a surprising amount of value in really slow, grindy games, and they survive most board wipes.

Raised by Giants is useful in Sisay if you care about having massive Power, so this is now a Voltron deck to an extent. I like to go Rhys > The Royal Scions > Raised and then hopefully am close to a 1 shot situation and can dig out any Legendary AFAIK next turn. Because of Raised by Giants, I tossed in a little pet for Sisay to fetch out when the table is just durdling, Progenitus. The main use of the Voltron strategy is to serve as a 'player removal' option, Sisay can get pretty big (and have Trample, if you get everything out except All That Glitters, which Sisay can't fetch, Sisay has 22 power).

I made custom headings for this deck, and one of them is 'Zur', these are the Enchantments he can fetch out, looking at it this way reveals a nice selection of effects, but I do notice I might look into card draw via Zur. I think if your opponents are playing relatively fast decks aggro decks you probably want to Fetch out Postie ASAP so he can start swinging. It's worth noting that any hand with Postie (and the ability to get him out early) has access to Freed from the Real + Sanctum Weaver and can be way better than anything Sisay can do. In this light I'm strongly considering Lively Dirge as a way to get Postie out. It can also dig out Selvala I guess?

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So, since this reads as a 3 anyways I've thrown in a couple more GC that synergize with the deck: Kinnan, Bonder Prodigy and Fierce Guardianship. Kinnan works with quite a few cards, and IIRC it makes ~7 creatures capable of going infinite with Freed From the Real (which is a nice perk). Fierce Guardianship can protect my combos as long as Sisay is out, a nice perk for doing a thing the deck almost always wants to be doing.

Out went New Frontiers and Collective Voyage, both cards that served a role, but were at their best vs lower powered opponents, the opposite of what the deck was trying to do. I think most people running 3s will tend to play around cards like these, so I've cut them for now. I'm still planning to switch in Ignoble Hierarch and Noble Hierarch, as well as Lively Dirge (which is mostly in here to cheat Zur directly into play). I have some lands I wish to add, so I'll have to shave some stuff down, so I'm thinking some of what'll go are Basics and Basic land synergy pieces.

Edit: I'm not sure if anything will come of this, but I feel like Windborn Muse, Burgeoning, and Progenitus could all easily go for anything better, possibly more interaction (the deck has no wipes other than Elesh Norn atm), or possibly some Legendary cards with relevant abilities. Maybe a wipe or 2? I guess we'll see, but I would be a bit shocked it if was ramp, other than something like Incubation Druid that can theoretically combo off without support using Freed (if I draw a very weird hand), but tbh I have a lot of stuff in here already that can combo with Kinnan and Freed to win on the spot (and potentially have only the casting of the mana dork be counterable).

I feel like this is probably a solid 4 going by power level, but it probably would have some non-games where I draw my weird jank instead of ramp. I would probably call it a 4 if it wasn't running an 11 card Shrines package (and an even bigger Zur package, to which I'm adding a spell to cheat Zur into play from my deck), but as is it's got so many derpy slowsauce cards from when it wanted to be able to play softball games, but the new bracket system is less forgiving of this kind of thing.

Edit: Maybe Archon of Emeria? I can progress my board without casting spells once I reach critical mass. I could also toss in Deafening Silence and High Noon, perhaps the 3 best Rule effects? I also wonder about Kutzil, Malamet Exemplar as a way to protect my turn, it's not unusual for me to be at 1 WUBRG when I need 2 WUBRG to win, at that point Kutzil could feel good later when people can't interact with me? It's a weird idea I guess, but as of now the best other thing is Postiefoil, and then on the next turn have two combos to choose from (since Zur doesn't use mana his fetched combo uses U, while getting Selvala and Inigo generally wants 11 minimum (which is why I often have to wait until the next turn). We'll see I guess?

Edit: I feel like maybe Swan Song would be a better include than a Rule of Law? It'll protect me from a fast combo still, and it'll also protect Maralen (or an infinite mana combo). I still like Kutzil's effect, and I know how terrifyingly powerful Archon of Emeria can be, so maybe Archon, Kutzil, and Swan Song?

Edit: I wonder if I should be using a Crop Rotation in here? I might have one not in use still, if I stumble on one maybe it'll go in? I think I'd pull a higher MV spell, probably something like Hour of Promise, mostly because the main payoff of Hour is finding World Tree, and if I play Rotation I can probably sacrifice a Basic Forest to find said World Tree. I could also move in Three Visits and Nature's Lore, this deck has a pretty full suite of non-Basic duals, either of those would be better than a 3 or 5 mana ramp spell. I mean I could consider all 3 if I really wanted, all would improve the list from a technical standpoint.

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92% Casual

Competitive