pie chart

Akiri/Silas - League Deck Summer/Fall 2018

Commander / EDH* Aggro Stoneblade Tempo WUBR

xMinty


An Akiri/Silas Renn EDH deck for my league. I wanted a deck that played a tempo gameplan with some value engines to make sure my hand was stocked. Besides

General gameplan involves making efficient tempo plays and putting pressure on opponent's life totals when ahead, and putting up good blocks when behind. Both generals perform both of these roles well with Akiri's generally high power and first strike and Silas Renn's deathtouch.

Equipment are used to make our few creatures much more efficient. I don't run Sword of X and Y due to the protection shutting off certain decks completely and often leading to uninteractive games.

Combos and Synergies:

Hammer of Nazahn + Boardwipes: This leaves you with a creature in play, usually Silas, so that you're free to get in there and generate value off of his ability before opponents can recover. Other good creatures to do this with are Akiri, Line-Slinger, Sun Titan, Consecrated Sphinx, and Monastery Mentor to name a few since with them on the battlefield you're able to generate good tempo or pressure peoples life totals.

Godo, Bandit Warlord + Helm of the Host : This is a very expensive combo but wins the game as soon as I go to combat with Helm on Godo. I found myself wanting both of these cards anyways so it works out well for me.

Sword of the Meek + Thopter Foundry : This combo is weak in the sense that it doesn't win the game immediately, but the point system we have in place means you lose 1-2 points by going infinite vs killing off the whole pod with combat damage. While the Sword is bad on its own Thopter Foundry is a good sacrifice outlet so I'm really only forcing in one card here.

The spellbombs, particularly Flight Spellbomb are great with Silas since recurring them means either an extra minor effect or an extra draw for a small 2 mana investment each turn. Flight Spellbomb is especially good since it can draw cards with the built in evasion, making it somewhat like a DIY Mind's Eye with the upside that it can just give Akiri evasion for the kill. (There's not too much flying I've noticed in this meta). Just last game I was resurrecting Aether Spellbomb several times per turn and making sure nobody but me had any creatures.

There are issues with the list that I'd like addressed as well;

Games where I assemble some sort of card draw engine have all led to blowout wins on my end, since even three opponents have a hard time dealing with the tempo generated by being able to draw 2-3 cards every turn and resurrect a card from my graveyard. However, games where I don't draw them generally lead me to playing very defensive and spend a lot of time digging for them before exploding. Silas Renn, Etched Champion, Baleful Strix, and similar cards all perform this role nicely while being able to pivot to offense with equipment in the late game. This generally buys me enough time while opponents deal with the more notorious "pubstomb" decks like Atraxa, Edgar Markov, Omrath, etc. However, people have been noticing this deck a bit more lately an I'm worried that I may soon be considered the initial threat at the table and these won't be enough. Besides the card generating pieces I'm already running, and the dig spells I have right now, what sort of cards should I add? Should I add more card draw/recursion engines for tempo or better stall effects until I can find my existing pieces?

Other issues are the fact that a well timed Vandalblast can blow me out since I am after all an artifact deck. I tried to make sure that my high impact cards aren't artifacts since then Vandalblast only would hit rocks, spellbombs, equipment, and medium sized threats causing a lesser tempo swing against me. Then again, Silas Renn would love higher impact cards to resurrect. If he weren't an artifact himself, this would be less of an issue considering that then he can just hit someone and start rebuilding but him getting destroyed in the process means I have to replay him and wait a turn. What are your thoughts on running larger artifacts than I am right now, and what would likely be the optimal number of artifacts to run to balance making sure Akiri becomes threatening vs making sure I don't just lose to an artifact wipe. Also consider curve when making suggestions. If a card costs more than 3-4 mana, what cards in that part of my curve should I cut for it?

Current cards I'm considering include:

Darksteel Plate + Oblivion Stone for Silas Renn, so that I can blow up the world every turn

Stonehewer Giant for extra equipment tutoring + beats (I almost always want to play Hammer of Nazahn, Batterskull, or Umezawa's Jitte)

Vendillion Clique since it holds equipment very well and can disrupt opposing combos

Cards that I know I should run but may be out of budget range include:

Vampiric Tutor for consistency

Mana Drain since its the best 2-mana counter

Jace, the Mind Sculptor since its just really good

True Duals since they're the best fixing in EDH with fetches

I appreciate any and all suggestions! Thank you for taking a look at my league deck!

Suggestions

Updates Add

Comments

Revision 1 See all

(6 years ago)

+1 High Market main
Date added 6 years
Last updated 6 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

48 - 0 Rares

19 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 2.61
Tokens Bird 2/2 U, Copy Clone, Emblem Dack Fayden, Monk 1/1 W, Phyrexian Germ 0/0 B, Thopter 1/1 U
Folders EDH Decks - Built
Votes
Ignored suggestions
Shared with
Views