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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. This deck doesn't run a lot of tutors, but arguably 3 of them are viable as back up Commanders (Zur, Captain Sisay, and Sanctum of All), meaning the deck doesn't necessarily fold if it loses access to it's Commander, which is good because this deck is otherwise very Commander dependent. The deck's main combos are built around Emiel and Inigo, with the goal being to generate infinite WUBRG to dig out Legacy Weapon and exile everything not covered with a tarp (hexproof, shroud, or pro artifact). The deck includes Freed from the Real as another route to infinite mana, there are several dorks that can make UU (and switch to other colours to make WUBRGs), adding Kinnan means there are even more ways to make infinite WUBRG. I haven't bothered with Pemmin's Aura because I don't think I really need another untap source in here. 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. It's worth remembering that if you've got time to set up you can use the Black Honden to make your opponent's discard their hands, doing this before you drop Maralen and Oppo feels pretty good.

While the Shrines aren't optimal, some of them aren't actually too bad, and if your meta has lots of old school Wraths then they play better. The better ones are mostly the Hondens fwiw, but there are often uses for the others when I draw them. If I wanted to make this a cEDH list I would 1000% pull all the Shrines and include better Legendary cards, 11 cards is a lot of space in a deck that powerful, but I love the sneaky synergy between Honden of Night's Reach and Maralen/Oppo.

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 you're pretty much a one shot kill).

I now have Elesh Norn, Grand Cenobite + Kudo, King Among Bears in here as a sometimes relevant creature lock. Both pieces can be helpful vs aggro decks, and together they set each opponent's creature at 0/0, so unless they're being buffed they die immediately. This can clear out problem creatures that are protecting an opponent that I can't target or wipe for some reason.

Well, I finally threw in a way that the deck can win on the spot at instant speed with, it uses Emiel the Blessed + Ertai Resurrected + Phelddagrif , this only requires infinite , and since you've got infinite Ertai triggers to use it's relatively rugged, I guess it's just Split Second type effects. I don't think it's better than Legacy Weapon, but it's nice having something that doesn't actually need WUBRG.

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. I've added a Lively Dirge to the list, it's great with several of the key creatures in the deck, prominently Zur, Oppo, and Selvala are all great creatures to dig out for 5 mana (it's a real bargain if you go all in).

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I changed up 8 cards in here, and from playtesting it tends to shave at least a turn off this deck's wins, it turns out I was really sleeping on some of these, mostly Derevi and Tyvar. The fixing is quite a bit better too without 2 colourless lands (replaced with 2 true Fetches) and 2 Basics replaced with fetchable Tri lands. Now Krosan Verge can find all 5 colours, at this point it's easily one of the weakest lands in the list, but ramping out non-basic lands isn't bad. In addition I threw in Winds of Abandon and Kudo, Winds is a really good wipe to have in here, and Elesh Norn, Grand Cenobite + Kudo, King Among Bears is a really nice perk at higher level tables, when people are less likely to bother with derpy BS like Anthems or +1 counters. I pulled Spirit of Resistance, Captain Sisay (it was one step too many for a Zur win, just not Bracket 4 material I felt), Domri, and Windborne Muse.

I'm still unsure if the list wants a Phelddagrif, but I think Legacy Weapon is easily the best payoff for infinite mana in Sisay, even if it doesn't technically win on the spot the ability to exile your opponents' boards is pretty devastating, and it's not like you won't have a huge trampling Sisay.

The other cards I wonder about are Rhystic Study, because that's really efficient card draw, Utopia Sprawl and maybe even Wild Growth, though both of those require a dual to get optimal use out of, but 1 mana ramp is tempting! I think if I throw in a few more Fetch lands both of those would make more sense, either plays great if I can fetch out a non-Basic Forest. Obviously for this change to make sense I'd be shaving down my non-Basic Forests for Fetches, so that's less likely as the deck has most of the affordable fetches in it already. I think either of those auras would be more relevant than a Llanowar Elves, I much prefer the ceiling of mana neutral ramp later game v1 an Elf, and those auras are much more stable over time, way less people wipe Enchantments than artifacts or creatures.

Edit: Does this deck want a Deadpool, Trading Card in the toolbox? It's a great way to 'remove' a problem creature (while gaining it's text), I also wonder about Sygg, River Cutthroat, he seems better than the Assassin's Creed guy that draws off of historic spells.

Edit: Thinking of switching out Ash Barrens and a Plains for 2 more Fetches, in part because this would let me pull Sakura Tribe Elder and Chromatic Lantern for the two ramp auras. I wonder how many Forests/fetches you need to get away with Sprawl? Wild Growth seems fine, not ideal but it's also a 1 drop and I can cast it on turn 1 with a dual Forest, or turn 2 on a Tri-land. From my rough numbers it looks like I have about a 7% chance of having Sprawl in a given opening hand, while I have a ~5.3% chance of having both it and a Forest/way to find a Forest, is that good enough? It will mean a dead card once in awhile, but the upside is pretty substantial potentially, and this deck's big hurdle is being faster than other decks, it's almost parasitically low on interaction. I was also thinking that if I put this kind of stuff in I can probably throw in Arbor Elf, yeah? It's just better Llarry if you have a dual or tri land.

Edit: Not saying I won't add it back in later (someday), but is Crop Rotation actually good in here? ATM the best grab is Verge, and that's a bad card right? The deck has good enough fixing that I rarely need to worry about The World Tree (but it's fine if I have it I guess? I'm honestly thinking of pulling it, this deck doesn't get to 6 lands very often at this point. Anyways, I'd put Phelddagrif in for Rotation, and throw in the other two Allied fetches (one for a Plains, the other for Ash Barrens)?

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