This is the paper version I finally decided on before playing it for the first time.

THE PLAN

Shu Yun can one-hit-kill a player if his power is 11 and he has double strike. The aim is to deploy him at a sensible time and protect him, then pump up and swing.

Two of the +3/+X pump spells will, with his prowess trigger, take him to 11 power, so this 'cleanest' method requires at least four mana (RR for two pump spells and R/W R/W for the double strike trigger).

Additionally, using equipment can help both with making a down payment in the turns before going for a kill and in recovering after Shu Yun gets removed, as he can pick his lost toys back up and start swinging again.

In between those kill turns where Shu Yun is demonstrating the power of 'remove target player', the deck has to focus on:

  • Not missing land drops
  • Using removal/support cards to prevent other players from winning
  • Generating card advantage
  • Finding/replacing defensive spells
  • Finding/replacing aggressive spells

Roughly in that order of priority.

To achieve this there are lots of ways to DIG. Cantrips, looting, cycling or tutoring make up the bulk of the game actions this deck will take. It is a great big old musket and the goal is to make sure that when you fire, you don't miss...and that while you spend a lot of energy reloading, you don't get killed right back.

Firing the musket often takes multiple cards in a single turn, so the top end of the curve is spent getting 3-or-4-for-ones out of expensive draw spells. The amount of redundancy in the 99 makes the extra cards from Concentrate and Tidings more appealing than the low-quantity, high-quality you'd typically prefer from Drawn from Dreams or Dig Through Time. Future Sight and Elsha of the Infinite can also grab multiple extra cards per turn when supported by a plethora of shuffle, scry and other draw effects. Shu Yun does not want to run out of cards and any turns passed with nothing to do are very dangerous. Giving more grindy value-oriented decks free time to get their inevitability engines set up before we can knock them out of the game is bad.

There is also a package of permanents that reward/support the deck for doing what it wants to do anyway - playing spells. The goal here is to generate enough incidental value through free cards and creatures that the other players at the table don't get too far ahead before the musket reloads and they get blasted.

Lastly, there are Shu Yun's dark disciples in Blighted Agent and Inkmoth Nexus. Both of these have some form of Evasion baked in and, similar to Shu Yun, don't need to do a full 40 damage to send a player on a permanent journey to enlightenment. If the man himself gets benched one too many times to realistically pay his commander tax, one of these dinky Phyrexians can pick up a spare Runechanter's Pike or be the target of a couple of Reckless Charges and pull off a one-shot-kill of their own.

NOTES

The final change from 1.5 was to swap Pongify and Rapid Hybridization for Destroy Evil and Dispatch (as I figured removal that replaces a threat with a creature still leaves a blocker behind which is inconvenient for Shu Yun) and to swap Reverse Engineer for Steam Augury (as Steam Augury can be tutored with Sunforger, so the synergy with it being the only card advantage spell sunforger can get seemed to be better than the synergy with reverse engineer getting cheaper with one or more equipment out)

Sunforger can now get cards from the CardAdvantage, Removal, Defense, Pump and Evasion categories that make up the majority of the deck. Which I think is rather nice in a pinch.

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Comments

92% Casual

Competitive

Date added 1 year
Last updated 9 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

44 - 0 Rares

29 - 0 Uncommons

20 - 0 Commons

Cards 100
Avg. CMC 2.40
Tokens Bird Illusion 1/1 U, Drake 2/2 U, Emblem Jace, Vryn's Prodigy, Monk 1/1 W, On an Adventure, Spirit 1/1 W
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