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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 a card draw from Zur. I think if your opponents are playing relatively fast decks you probably want to Fetch out Postie ASAP so he can start swinging. I could also look at a removal effect, but I'd rather find one Sisay can get out (I mean I do run Legacy weapon?). 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.

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This deck should (technically) work vs decks at a wide range of power levels, and the newest changes will play a big role in this; rather than kill one or two people (and risk losing during the remaining opponent's turn), this deck now features a much faster 'lock', it uses Sisay to find Maralen on the last opponent's end step, making sure that I can find Opposition Agent on my next upkeep. With Ertai thrown in this deck also can block win attempts with a Sisay activation, and if I don't need him I just find Maralen vs other strong decks. I then use Oppo to steal interaction from other decks to make sure nobody can interfere with my plan! It's not fool proof, but it's a pretty fast lock down potentially. Out go Mythos of Brokkos, Vito, Hidetsugu and Kazuul (who was good but I really wanted to keep my backup Haste source in the list, having only one of something the deck desperately wants for combo is risky).

Edit: While testing it wasn't unheard of for me to dig out 4 mana Samut, the combination of Haste and the ability to give a buff is pretty sweet in a Sisay list, I'm probably wrong but I think the ability is more situationally useful than Tyvar, Jubilant Brawler, 3 mana is amazing, and not having yet another Gruul Legend to clog my hand would help, but recurring a weenie is usually not worth my time in here, and +2 power can actually matter a great deal, getting to Elesh Norn or Legacy Weapon can be game changing, and it plays great with Selvala, helping me go infinite earlier sometimes.

Edit: So, have to admit after some testing I am loving Descent into Avernus, the way it works I get first kick with the resources, and with Sisay that can be worth a great deal. It's worth noting that just 4 mana Samut and Sisay out make Sisay a 6/5, meaning you can find Zur, and he has Haste, I feel like that's a lot like a line, because I only need 2 swings with Zur to win, and unless you know what I'm on I think people won't expect Freed from the Realfoil to follow up Sanctum Weaver.

Ultimately I don't think this deck can win on the spot, but surely infinite WUBRG with Legacy Weapon is about as good as winning on the spot? I love how this deck can go for wins without casting spells, often feching up combos instead, which feels REALLY GOOD vs decks that came with a mess of counters. I really need to finish up my other Esper deck, so I have a cEDH deck that isn't 3 Tutors in a Trench Coatfoil type shenanigans, I'm working on Tymna/Sakashima, but I might just switch to Tymna/Kraum and run some copy effects in the 99... these would still have tutors, but as least the command zone is full on card draw.

Edit: So I noticed awhile back that I didn't have a Hallowed Fountain in here (the hard way, with Krosan Verge), so now I do, out went an Island (the deck has a fair bit of White devotion, and after Green I'd argue White is my next most important colour here, so it's nice to throw another Plains in.

Edit: Crazy to realize that sometimes all I need to do to go infinite is fetch out Maralen and use her to get out Freed from the Realfoil on a relevant mana dork. This can be pretty fast, since you might only need a single WUBRG to go off (which you during opponent's end step obv). Lots of goldfishing remains to be done so I can master this deck's lines (mostly the ones that vary based on what I drew).

Edit: Not sure it's 'necessary', but I could use Muldrotha, the Gravetide to play stuff from the graveyard, that seems better than any recursion spell, or am I mistaken? I literally could throw a Noxious Revival in here instead, but I suspect Muldrotha is better at what I actually want, which is repeated recursion of permanents in order to combo off through interaction. On the down side I can't really protect Muldrotha, and I can't run back up because it's too many cards for too minor of a niche.

Edit: I kinda want to put a Sol Ring back in here, the ramp package feels a bit clunky, and getting an early Sol Ring might paradoxically help this deck go off. I'm also curious about Felwar Stone, which I'd only have in if I have Sol Ring in because the two have huge synergy. So far I've thought about pulling Command Beacon and Chromatic Lantern, I'd miss Lantern a lot more than Beacon IMHO, and Sol Ring is also pretty good at helping me recast Sisay. I'd miss the fixing on Lantern I suspect, but I do have some redundancy for the effect fwiw... I guess we'll see if I can find another possible pull??

Edit: Oooh, what about pulling Moment's Peace? Are Propaganda effects (and Sol Ring helping them come out more easily) good enough to keep me alive? So, that'd be Moment's Peace and Command Beacon for Felwar Stone and Sol Ring, leaving me ahead 2 ramp sources (that are lower to the ground than existing ramp), that's exactly what I was looking for I guess?

Comments

100% Casual

Competitive

Date added 2 years
Last updated 4 weeks
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

51 - 1 Rares

20 - 0 Uncommons

5 - 0 Commons

Cards 100
Avg. CMC 3.26
Tokens Beast 3/3 G, Copy Clone, Elephant 3-3 G, Elf Warrior 1/1 GW, Spirit 1/1 C, Treasure, Zombie 2/2 B
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