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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. 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, or Captain Sisay?

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So, this deck now has 4 GC since they've added Seedborn Muse, and that card isn't coming out. So, the obvious alternative is to throw in a smattering of GC to make it a better 4. I have Crop Rotation and Aura Shards that could go in, Rotation isn't spectacular because the deck doesn't run many great lands, but finding The World Tree early in exchange for a Forest would feel pretty good, and I could pull something clunkier like Hour of Promise, with the upside that if I really want to ramp I can find Krosan Verge. I'm not 100% what other GC would make sense, other than maybe a Smothering Tithe? I mean, I think it just slipped my mind, but Tithe is OBVIOUSLY very good in here and should definitely be run. The other option is to pull Fierce Guardianship so I can bring a disturbingly consistent turn 6 infinite combo deck to a Bracket 3 pod, and I don't think people are prepared for that kind of deck in Bracket 3. In Bracket 4 getting access to Aura Shards could be pretty useful, but the deck doesn't exactly churn out tokens, it's mostly the one Shrine, and it's 5 MV (and Rhys I guess?), so what I foresee is using Zur to find Shards to then use Sisay to blow up stuff while digging out pieces that advance my plan.

Edit: In went Tithe, Nature's Lore, Crop Rotation, Gemstone Mine, and Forbidden Orchard, I don't know exactly where I put Aura Shards, but it's the least important of the upgrades I was thinking about. I'm not sure if I'll keep Mine in, but I feel like I can afford to sit on a mana. Tithe seems like bonkers value fwiw, and Crop Rotation is much better than Hour of Promise.

Edit: In went Three Visits for my Harrow. Harrow was a great ramp spell, but I don't run enough Basics to justify it, and Three Visits is less mana. I'm also thinking about throwing in a Phelddagrif as part of a win on the spot combo with Ertai, Emiel, and infinite , you can just feed people cards until they draw themselves out, which seems decent (since you can just make a huge stack of draw triggers before you get around to letting them resolve to avoid people drawing into interaction). I'm not sure if this is better than Legacy Weapon, especially because you need 8 power to find it in addition to the infinite mana. Finally, I'm thinking about a Kudo, King Among Bears, mostly to combo with Elesh Norn.

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100% Casual

Competitive