Maybeboard


This is where I have landed with creating a Shrine deck using Sisay. There are a few directions it can go from here, and it probably needs to adapt to whatever your meta involves.

General Strategy

People don't tend to enjoy looking at a Sphere of Resistance after a Jokulhaups type of effect, so you may not get to play this deck very often against the same people. Some will like it for its uniqueness, others will be upset you didn't partake in the expected battle cruiser face smash. It really depends on your playgroup.

  1. Get Sanctum of All online, preferably with protection.

  2. Pillowfort.

  3. Blow up non-enchantment permanents to reset everyone else's board.

Basically, you have a bunch of tutors (including your commander) and a toolbox of tutor targets. Getting Sanctum of All online means you will win if you can protect it. There are 4 Ghostly Prison type enchantments which can stop most creature decks or at least keep you alive until you can wipe the board. There are 3 Greater Auramancy type enchantments to protect your enchantments, though Sterling Grove is the all star, with the ability to tutor for more protection if someone nukes it. Finally, there is Teferi's Protection, though I have actually never used it in a game (yet).

This deck can be a little tricky to play. Often you have to make a risky decision like "going for it" with Obliterate without enchantment protection, or deciding on tutoring and playing some protection versus advancing your game plan. If you know the decks and players that you're up against, that helps, but I've found you only really get away playing this deck a handful of times against a playgroup.

Best opening hands

Honestly, casting your commander is almost just plan B. You don't need to cast her to win, at all. And in many cases, it will be too slow.

Which shrines, in what order?

Obviously, get Sanctum of All on the board ASAP. It depends on the legendaries on the board, but the first shrine you should try to get is Sanctum of Fruitful Harvest . It will quickly get out of hand, and even though the mana is all one color, it will push you closer to a win fast by letting you cast everything in your hand. The "natural" order, if you were just tutoring a shrine with her ability (but you can typically go quite a bit faster) is Sanctum of Tranquil Light -> Sanctum of Stone Fangs -> Sanctum of Fruitful Harvest . Sanctum of Stone Fangs tends to attract attention, and I often prefer to grab Fblthp, the Lost to get the draw 2, and a 1/1 on board (more on this later).

You can take a detour anywhere along these options to grab toolbox legendaries (of which there are few right now, more later) e.g. Oko, Thief of Crowns . Just be sure to think about the colors you are grabbing, and a few turns ahead.

Particularly problematic commanders can be dealt with by grabbing Honden of Infinite Rage and hating it off the table.

Honden of Seeing Winds will just lose you the game. I might even just take it out, except it's kind of useful to pitch to discard (worst use of a card ever). It's totally possible to add a Jace, Wielder of Mysteries if you think somehow you can put it on the battlefield and keep it there.

Also remember that Sanctum of All can put Shrines into play from the graveyard.

Pillowfort

There are 4 enchantments that make attacking a nightmare. There are also 3 enchantments that protect your enchantments. For more competitive non-combat decks, you would definitely need to make some adjustments, such as adding a Leyline of Sanctity (which fits just fine into the deck). I would consider Lazotep Plating and maybe a few more counterspells as well for that kind of format. But I don't see this ever going to a cedh table with a straight face. The pillow enchantments do fall hard on their face against a serious voltron deck (rare, but they exist). For that reason, I have considered Ensnaring Bridge , but there are limited ways of going and getting it as-is.

Board Wipes

Doomskar is in there now, but possible other options are of course Wrath of God , Day of Judgment , Damnation or the new Damn . But the best one in the deck, since it is a legendary permanent, is Massacre Girl . Massacre Girl has prolonged the game for me so many times over, and is tutorable with either Sisay. She also gets around indestructible. And this is one of those reasons that Fblthp, the Lost is in the deck, to get her started off.

Jokulhaups and Obliterate wipe the entire board except for enchantments and planeswalkers. If you land either of these (and note Obliterate is not counterable), the game is over and you have won. This is a source of some salt, but most of the time people will agree that they can't recover before you are doing 20+ life drain to each opponent and 40 targeted damage per turn (or twice that with Paradox Haze or Strionic Resonator ). A person might give you kudos, and the rest of the table will look at you sideways because they read that spells like this aren't supposed to be in EDH. But these spells do belong in exactly this deck. If you cast one of these, you should probably be holding some protection or be confident your important shrines will live through response.

Protect and Recovery

People will spend all of their enchantment removal on you. All of it. Every time. For that reason, the deck has a ton of ways to deal with this. Replenish is probably the best. Also there is Dance of the Manse (though having them come back as creatures is actually very NOT good), Open the Vaults , Primevals' Glorious Rebirth , Hall of Heliod's Generosity (this can be tutored for by Sisay, Weatherlight Captain !), Mistveil Plains and Hannah, Ship's Navigator. Don't forget that Sanctum of All also tutors from the graveyard.

For enchantment hex-proof or shroud, you have Privileged Position , Sterling Grove and Greater Auramancy . In addition, these can be targets for Mirrormade and Estrid's Invocation .

Possible additions are things like Lazotep Plating or maybe even Veil of Summer .

For protection, Teferi's Protection is obvious, but there is also Negate , Fierce Guardianship and Deflecting Swat .

Utility

Obviously the tutors can grab a lot of utility, and a lot of it is also legendary stuff. Hanna, Ship's Navigator is another Hall of Heliod's Generosity but contributes to Sisay, Weatherlight Captain 's buff.

Oko, Thief of Crowns is great for pretty much everything creature or artifact based, can be tutored with either Sisay, and is probably a one-shot elking (people don't love Oko), but really gets the job done.

Swords to Plowshares , Crush Contraband and Utter End are light interaction with permanents. Might need more here, and note that exiling is just far superior to anything else.

For graveyard decks, Bojuka Bog can be picked up by Sylvan Scrying . But Agent of Erebos can be grabbed by Idyllic Tutor and Enlightened Tutor . It also gets the same protection as your other enchantments. My meta has entirely too many graveyard shenanigans going on, which is why this deck runs so many sorceries to bring back enchantments (they like to mill everyone, sometimes by accident, giving me a free win) and two ways to flush graveyards, as well as exile or Oko "removal".

Current thoughts around improvement

Well, I hate when my stuff gets exiled, and Karn, the Great Creator not only gets it back for me, but it also turns off everyone's artifacts, which is hilarious but will earn me even fewer friends. Oh yeah, and it can be tutored with either Sisay.

Some of the cards really feel dead:

General Notes

Once Upon a Time always feels good in an opening hand. Digging five deep is really good. Drawing it in the next few turns doesn't feel bad either.

Jegantha, the Wellspring is the hero of this deck, and it's so good I have considered more than once to try to eliminate everything with more than a single pip of a color.

Ponder , Preordain and Brainstorm really feel good, especially with the amount of shuffling.

This deck can accidentally go from least-threatening on the table to win. I have had turns where Sanctum of Fruitful Harvest and a Sanctum of All have allowed me to generate enough mana to (upkeep) tutor Obliterate and cast with Sanctum of Fruitful Harvest mana. It's game at that point, though some people hate admitting it.

Every turn is going to present you with a bunch of decisions. I have gotten much better at piloting it, but you really need to know when to make the call between getting more protection, and "going for it".

If you want it cheaper

Look, this deck is stuffed with some goodies. It has all 10 shock lands. It has Teferi's Protection , half of the tutors. It's not a good winning strategy though, and it needed some serious help to make a bad idea playable. But if you want to make it cheaper:

  • You really don't need the shock lands, especially with the new snow dual lands having basic land types. That also opens up the ramp card Into the North . So that seems like a legit way to replace the shock lands. You could also maybe throw in a handful of gates. I think the manabase could get a lot more basic with the right approach. In fact, I think the current land base might not be optimal despite the price, though I have NEVER run into a situation where I didn't have WUBRG on turn 5.

  • You don't need all of the expensive tutors. They make the deck consistent, but they aren't cheap. Your commander is a tutor though, that can tutor another tutor. It will be less consistent in early turns, but you would be just fine.

  • Resurgent Belief can replace Replenish .

  • Deflecting Swat and Fierce Guardianship are crazy expensive. You could easily swap these out for an easy-to-cast counterspell.

  • There are some other alternate win cons that could trim down some of the cards to replace consistency with alternate win cons, such as going token-based wide, or going legendary voltron. I think these are well explored elsewhere.

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97% Casual

Competitive

Date added 2 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

1 - 0 Mythic Rares

51 - 0 Rares

25 - 0 Uncommons

14 - 0 Commons

Cards 100
Avg. CMC 3.15
Tokens Elk 3/3 G, Food, Spirit 1/1 C
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