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Welcome to my No Combo Kiki-Jiki list!

Kiki-Jiki is a very fun commander, and the point of this deck is to maximize use of his ability without outright winning off infinites. There are a ton of cards that go infinite with Kiki-Jiki, even with the mono red limitation (namely Zealous Conscripts, Port Razer, Coercive Recruiter, and Combat Celebrant) and we will not being using any of them. Some concessions have been made in deck building to cut accidental infinites where they appear, such as Underworld Breach, which went semi-infinite with Wheel of Fortune and Jeska's Will.

So, in general, what is our gameplan? Set up early and ramp if we can. Cards like Solemn Simulacrum, Alpine Guide, and Burnished Hart are very important to get ASAP, Solemn being the best of these and there being multiple tutors to get pieces such as Imperial Recruiter, Gamble, and Reckless Handling. Mana rocks on the first few turns can be nice, but without drawing hand smoothing such as Faithless Looting we really have to make do with whatever we get. Ideally we get lots of lands into play, because that ties into our main win condition, which is Valakut, the Molten Pinnacle. While this deck has tons of haymakers to copy that can win the game on their own with the commander and some support, Valakut has proven both consistent and difficult to interact with. Copying Valakut with Vesuva and/or Thespian's stage with the possible addition of damage doublers that can ALSO be copied with Kiki-Jiki can deal absolutely absurd amounts of damage.

Many combinations, while not infinite, can win the game on the spot. Myr Battlespere + Purphoros for example, is 10 damage per Kiki activation, with the addition of damage doublers and/or way to activate Kiki multiple times usually spelling death for the table. Myr Battlesphere then attacking can finish anyone off who can live through 20-40 direct Purproros damage.

There are several cards that put in crazy amounts work in this deck I feel like need a special explanation. Goblin Bombardment is always nice to have. It can pick off small creatures with very little investment, give us a back up plan if our board is wiped or stolen, and do chip damage or outright kill people when life totals start getting low. Sundial of the Infinite is sneakily the best card in the deck, because with Kiki-Jiki's delayed trigger causing us to sacrifice the tokens, we can end the turn when the trigger goes on the stack on end-step and keep the copies. Also works with Sneak Attack and Determined Iteration. Speaking of which, Sneak Attack has both a lot of utility being able to be used on opponent's turns, but with the dies and enters abilities in this deck being so strong plus the addition of Kiki-Jiki, the mana saved is totally worth it, even if we lose the creature, not that even happens every time when we have cards like Sundial and Goblin Welder. Also worthy of note is Rings of Brighthearth; it's obviously in here mainly to copy Kiki-Jiki's ability, but it also has a lot of sneaky synergy with other cards, such as planeswalkers (I have a dream to someday copy Koth, Fire of Resistance's emblem) The One Ring, Feldon, Burnished Hart etc. A few updates ago I cut all the mana doubling cards (Caged Sun, etc.) from the deck and now run Mana Geyser, and that card is usually enough to pull into a dominant position right away, especially when coupled with card advantage like Wheel of Fortune or Jeska's Will. Tibalt's Trickery is in here mainly to protect against boardwipes, but it can also be useful to stop a potentially game winning spell like Craterhoof.

The deck being mono-red unfortunately makes it wildly inconsistent. Sometimes the deck doesn't have anything up and running until turn 6 or 7, sometimes we have Kiki-Jiki AND something to copy by turn 3 or 4, and sometimes we can dump 40+ damage and kill someone out of nowhere on turn 5.

Some notable wins in the last year include someone milling my whole deck by repeatedly wheeling only for the last hand I drew into to be godly and killing him with Sneak Attack by doing over 120 damage(exile my own graveyard off Canoptek, plus Purphoros and Terror of the Peaks, with the addition of Tibalt's Trickery counter back up), and in another game finishing someone off who had drawn 40 cards with Hunter's Insight by copying Magus of the wheel 8 times even though they had protection from everything.

While the deck wins with damage primarily, deciding what to copy for the most impact when we have multiple options can be a bit tricky. Direct damage is usually the best way to go, but if attacking is an option we'll take it. While the deck could lean harder into getting Valakut and ramping lands, I find the flexibility is actually more effective. Card avantage is very difficult to come by in this color, but we make do. With all the looting, as well as cards like Combustible Gearhulk, the deck is surprisingly good at filling it's grave, and even has a few payoffs(Crucible, Feldon, Goblin Welder, Canoptek). All in all, while the limitations hold it back some, it's still an extremely solid deck through years of tuning and some game-changers.

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I realized recently that this, one of my oldest EDH decks, has never had a proper description written out for it. Time to change that.

This is a build for Kiki-Jiki that revolves around maximizing his ability to do as much damage as quickly as possible without going infinite. When I first conceived this deck, it was a nearly random pile of cards that had a weird emphasis on combining firebreathing with first strike? Then it became a mana ramp-into-fireball type deck? In the many changes, as the game of magic itself has gradually become more focused on creatures, so too has this deck. With better and better creatures to copy coming out every year, it's hardly a wonder why creatures would become the focus and why other themes would be dropped.

So, what is our game plan with this deck? There are a lot of creatures that can be played early game, either to find our best pieces, like Imperial Recruiter, or to ramp as hard as possible, such as Burnished Hart, Solemn Simulacrum, and Dockside Extortionist, those last three being the cards the deck really wants in play as early as possible. Despite this deck going through many changes over the years, Solemn Simulacrum has consistently been the best thing to copy with Kiki-Jiki. While the lines to victory may differ from game to game, an extra land and an extra card every turn is difficult to top, even with things like Dockside Extortionist. The thing is, often the deck will have Valakut, the Molten Pinnacle in play, and getting extra damage with every copy of Solemn in addition to AT LEAST one extra mana the next turn and AT LEAST one extra card to work with is extremely strong. When it comes to winning, since the deck doesn't run any X-Damage spells anymore, the go-to win conditions are Valakut, copying damage-dealing creatures with Kiki-Jiki such as Inferno Titan, Terror of the Peaks or Fiendish Duo, or stealing the board with Insurrection. No matter how we do it, the main focus of the deck is, of course, winning with damage. As a mono-red deck, dealing damage is the deck's main focus and something it often excels at.

There are a few other things the deck excels at, too. The deck can fill the graveyard pretty easily with cards like Seasoned Pyromancer and Faithless Looting, and isn't that bad at returning cards such as with Feldon or Goblin Welder. Particularly, though, artifacts are the easist to recur in red. Speaking of artifacts, we sure do destroy them consistently with cards like Tuktuk Scrapper and Vandalblast. While the deck does struggle with enchantments, there is a removal package that can deal with them, such as Steel Hellkite, Chaos Warp, Ugin, and Oblivion Stone.

If anyone is curious looking at this list is wondering what Thespian's Stage and Vesuva are doing in here, they are to copy Valakut. If you end up playing this deck, use them exclusively for that. If you have three Valakuts, one Burnished Hart activation does 18 damage, or 36 damage if you also have a damage doubler. It's actually nuts.

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Revision 55 See all

(3 weeks ago)

+1 Ghirapur Orrery side