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Astral Hustle

Tiny Leaders*

GureiSeion


Sideboard


Maybeboard


A "fun" little deck to throw together. While not as powerful as my Teysa build, I enjoy the little interactions within as well as the swiss army knife of cycling.

Basic idea is to ignore the heart of the format and disregard your general (formerly respected as a Distortion Strike finisher) and break your opponent's will through that naughty card known as Astral Slide. Or just mill them, I guess.

  • Mana Base: Cycling lands aren't the greatest, but they more than make up for it when the machine is going. Karoo-likes help me play them and pitch them later on for more fuel.
  • Cycling cards: Fuel combos, and give me options when I decide to actually cast them.
  • Astral Slide resets voltrons, unequips creatures, disappears tokens, sends back attackers, and lets me abuse EtB abilities (not that I've many currently). Toss in Sundial of the Infinite or Containment Priest and blinked creatures have a real hard time coming back.
  • Lightning Rift mostly acts as removal, pan-frying creatures until something else closes the game. But don't let that stop you from slow-roasting an opponent if need be.
  • Fluctuator really greases up the gears, usually turning the game towards the absurd. Also where Elixir of Immortality becomes a necessity.
  • Sphinx's Tutelage is an experimental add that shows promise at becoming the main game closer.
  • Shu Yun, the Silent Tempest deserves more credit than I give him. If the path is clear, my opponent's feeling it.
  • Other Creatures: Two EtB abilities and two cycle abusers. I want to add True-Name Nemesis to this section, if I can make a cut somewhere. Chasm Skulker might be it, but I'd like to give the little guy a chance first.
  • Enlightened Tutor well, you know.
  • Jeskai Ascendancy is intended to help filter past not-cycling or land clumps when I'm going off, and give Shu Yun an extra push when he's pumping. Extra points for helping out Skulker and Tutelage.
  • The Rest: Make up a control / removal package supported by some of the cyclers. Preference goes towards slowing down rather than outright killing, or exiling the hell out of something so that it's no longer a worry.

Sideboard:
I need to cut this down to ten, but here are my thoughts on each one.

Thanks for looking!

Suggestions

Updates Add

Added an actual description, and some cuts:

  • OUT Lightning Bolt & Lightning Helix; IN Path to Exile & Swords to Plowshares ~ Harder removal. I don't care about giving life and am concerned about dishing out land, but they add peace of mind and bring back Shandalar memories if my opponent has recursion.
  • OUT Monk Idealist; IN Chasm Skulker ~ Idealist was just a bear in most games, so in comes something that tempts me to find room for Lingering Mirage. Nah.
  • OUT Distortion Strike; IN Sphinx's Tutelage ~ Strike just wasn't doing much with most of the deck, unlike Sphinx and its built-in clock.
  • OUT Mystic Monastery; IN Sacred Foundryfoil ~ With all those tapped cycle-lands, Foundry at least helps my mana flexibility a little bit.
  • At some point I switched out Mangara of Corondor for Lightning Helix, since Sundial of the Infinite is too cute already. But as stated above, Helix is out again.

    Comments

    Revision 1 See all

    (9 years ago)

    +1 Anger of the Gods side
    +1 Buried Ruin side
    +1 Chasm Skulker main
    +1 Dack Fayden side
    +1 Defense Grid side
    +1 Detention Sphere side
    -1 Distortion Strike main
    +1 Engineered Explosives side
    +1 Ensnaring Bridge side
    +1 Gitaxian Probe maybe
    +1 Glaring Spotlight side
    +1 Grafdigger's Cage side
    +1 Kor Firewalker side
    -1 Lightning Bolt main
    -1 Mangara of Corondor main
    -1 Monk Idealist main
    +1 Overburden side
    +1 Path to Exile main
    +1 Relic of Progenitus side
    +1 Revoke Existence side
    and 24 other change(s)
    Date added 9 years
    Last updated 9 years
    Key combos
    Legality

    This deck is Tiny Leaders legal.

    Rarity (main - side)

    0 - 2 Mythic Rares

    12 - 8 Rares

    23 - 3 Uncommons

    12 - 1 Commons

    Cards 50
    Avg. CMC 2.24
    Tokens Emblem Dack Fayden, Squid 1/1 U
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