Kinnan, Bonder Prodigy cEDH brew in progress. (Currently testing a non scepter reversal build allowing us to run Rod and Ouphe).

Kinnan, Bonder Prodigy offers an infinite mana outlet in the command zone, whilst coming bundled with an onboard enabler in the form of his static ability. This lends the strategy to hyper-efficient combo lines, whilst turbocharging the ramp suite outside of a win-push. The combination of these two abilities enables combo lines with minimal setup, and, more crucially, empowers Kinnan, Bonder Prodigy to play excellently from behind. These reasons, coupled with the comprehensive interactive suite available in UG, make a compelling argument for the rationale behind running Kinnan, Bonder Prodigy.

Immediate comparisons will be drawn against Thrasios, Triton Hero the other UG combo outlet that we all know and love. To begin, let's discuss the advantages Kinnan has over Thrasios, of which there are three.

1 - Kinnan's static ability enables ramp acceleration, offering significant boosts to the capabilities of all non-land mana producers in the deck. This is aggressively superior to the pseudo ramp effect of Thrasios' ability.

2 - Kinnan's activated ability allows us to further abuse the ramp generated by his static. The combination of self enabling, then not having to pay the mana cost to cast a creature we find off the activation is incredible value when considered together.

3 - Kinnan can pivot away from Null Rod stax effects with greater ease, and can even be built in such a way to make use of those stax effects as a way to proactively disrupt other fast combo decks.

Now let's consider some disadvantages vs Thrasios.

1 - Thrasios, Triton Hero brings a friend. The other UG scepter combo deck runs both Thrasios, Triton Hero and Kydele, Chosen of Kruphix which synergizes well with Thrasios' ability in a vacuum.

2 - Thrasios can activate with generic mana, which opens up a great deal of flexibility and choice when optimizing a build. It is a freedom that Kinnan, Bonder Prodigy does not enjoy, whilst also helps make better use of the powerful cost-reducing effects of Training Grounds and Biomancer's Familiar.

3 - Thrasios can generate card advantage to your hand, in a grind, this can be the difference between GG and the W.

The hypothesis is that Kinnan, Bonder Prodigy will offer more explosive starts, and helps enable his own combo lines, whilst Thrasios, Triton Hero has a more stable outlet with higher grind potential in the specific context of stack interaction.

Plan A is to accelerate into an infinite colored mana combo. With our commander in play this becomes an easier endeavor.

The main combos to reach for would depend on the resources in hand, and the board state but include:

Birds of Paradise//Bloom Tender with Freed from the Real//Pemmin's Aura.

Incubation Druid+Vigean Graftmage (All creature combo, super easy for us to assemble).

To win the game we assemble a combo, generate infinite colored mana and resolve a draw outlet via Kinnan, Bonder Prodigy activations, draw into a Finale of Devastation (or recursion for it) and swing for the win.

Cursed Totem. Enough said really. Totem shuts down most of our game plan, and the deck should be built with the ability to deal with this stax piece as a priority. Yet another reason to include leveler, which helps us play around this card.

Grafdigger's Cage and similar effects like Containment Priest.

Vigean Graftmage becomes our primary combo in this variant of the deck. The all creature combo is easy to assemble and eradicates the need to run the blue IsoRev support package.

Riftsweeper Grabs finale incase of exile.

Training Grounds // Biomancer's Familiar - Our commander's static ability quite literally turns all our dorks into pseudo cost reducers, so in this context, I decided to cut these cards.

Grim Monolith - This card goes neutral with our commander, doesn't make the cut alongside all the other explosive ramp we can offer.

Basalt Monolith - Whist this card does go infinite with our commander, we still need a way to convert this mana to win the game, rendering it nothing more than either part of a 2 card + commander combo, or a mana rock, which at 3cmc is above the rate we are willing to pay.

Isochron Scepter+Dramatic Reversal - By avoiding any reliance on artifact combos we are free to play Null Rod and Collector Ouphe without much concern.

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Casual

96% Competitive

Top Ranked
Date added 4 years
Last updated 4 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

47 - 0 Rares

25 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 1.85
Tokens Ape 3/3 G, Bird 2/2 U
Folders Kinnan's Decks, Simic, Decks, Revamp, cEDH with good primers
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