Kairi, the Swirling Sky

I am a control player at heart. If that sounds like you too, then you are in the right place.

Kairi, the Swirling Sky is not the first commander I would think of when playing at a high-powered table. For those of us that know what this commander actually does, it seems sort of absurd for this to be the case. However, this is a high-power list that can also hold its own at competitive tables. At 6cmc, Kairi itself is not a sleek, low to the ground commander that offers some small value after being cast once we are completely out of options. It is a combo engine.

So, we should get this next part out of the way.
If you are interested in Kairi, it usually means:
• You are familiar with control decks, enjoy playing them, or are curious about how they play or how to develop better skills in this archetype.
• You are patient and enjoy methodical play where each decision has far-reaching repercussions.
• Tapping out and attacking each turn is not what you are looking for in gameplay.
• You enjoy being rewarded for your knowledge of your meta.
• Infinite turns are not something that will get you ejected from your playgroup.

You will probably not be interested in piloting Kairi (and that’s ok) if:
• You are a newer player learning the format and haven’t built up a strong sense of threat assessment.
• You dislike multiple lines of play, or a less straight-forward approach to games.
• You think Thassa's Oracle is the root of all evils (however, this is not a turbo-Thoracle deck).
• Your idea of board presence is amassing a large number of creatures to threaten life totals or wish to assemble Voltron to strike down foes.
• Someone has to win, but you would rather use space dinosaurs rather than extra turn spells to do it.

The goal of this list is to shape the landscape of the game to our pace. This is not the same as playing slowly- in fact many turns will usually be much faster than our opponents’. Control is not necessarily about permissive play, rather we attempt to create a kind of balance among opponents while incrementally accruing resources. This is a critical understanding when piloting this and similar lists. We have at least three opponents in most pods. That means we face off against a multiheaded hydra of card draw and spells relative to our own. It is often best to think of your opponents as a player that starts with 120 total life. One that draws at least three cards a turn cycle. That plays three lands per turn cycle. That attacks three times per turn cycle. Fortunately, these resources aren’t pooled but at times it may feel like they are. I won’t sugar coat it; this is the most difficult archetype to play in a multiplayer setting- and it is my favorite way to play.

Let’s see how we accomplish this. The deck is based around a few different types of engines, with the main engine centered on our commander. To put simply, we copy Kairi with instants and sorceries for value. When we do, we create a copy of the legendary creature. Due to state-based actions, the Kairi’s see each other and get a bit shy. We will almost always choose to keep our original commander and sacrifice the token. When we do, we need to make a choice during its death trigger.
Option 1: Return any number of target nonland permanents with total mana value 6 or less to their owners’ hands.
Option 2: Mill six cards. Then return up to two instant and/or sorcery cards from your graveyard to your hand.

While both are strong effects, we will utilize one more than the other as the frame of the engine. Option 2 allows us to see six new cards, then we will return the card used to copy Kairi along with one other instant or sorcery to our hand. This acts like card draw attached to a super-surveil but doesn’t cost us card resources. The card we used from our hand comes back to our hand and we net one card. This is a powerful effect at instant speed and often lets us toolbox answers on demand. The toolbox grows over the course of the game, until we have built up enough for a payoff.

This does not mean that Option 1 is not powerful. Anyone who knows blue also knows of the boogieman that is Cyclonic Rift. During the single card break down we will discuss when to go for this specifically, but sometimes we just need to save the game as the most responsible player at the table. One thing to remember is that most tokens do not have a mana value. What this means is that when we choose Option 1, we get to return all tokens without a mana value to their owners’ hands as a free bonus to the other targets we are attempting to bounce. Some mana rocks played in the format, specifically Mox Diamond and Chrome Mox can be returned for free to also consume additional resources from our opponents. Always be on the lookout for free value! Other sub-engines will be discussed in the single card break down sections.

A note on this Primer: The concepts here are catered towards utilizing Kairi as a commander but many of these ideas within apply to playing any mono-blue control game at a high level of proficiency. It is designed to help people understand the choices made in both pre-game deck construction as well as how to improve overall play.

Single card breakdown by type

Kairi, the Swirling Sky
This card is about choices. Choices that bring great sadness to our opponents, and we use some exploits to ensure that a lot of choices get made over the course of a game. As discussed in the What does this deck do? section, our commander is the framework for our main value engine. This is a very stout commander to remove, and often times out opponents will read it and not actually want to remove it due to the Ward , backed by the assumption of defensive counter magic and value generated by the death trigger. The downside is that it is a 6cmc commander, so even with the huge amount of ramp we are packing we don’t want to be careless. Cards such as Three Steps Ahead, Cackling Counterpart, Quasiduplicate, and Rite of Replication are effects which we will ride for value.

Archmage Emeritus
The only thing that could add more value to our general gameplan engine is drawing a card in addition to everything else we are doing. This guy passively turns every instant or sorcery we cast into a cantrip. Note that something like Brain Freeze, which we will add into our engine later, allows us to draw cards for every storm copy added to the stack.

Baral, Chief of Compliance
Though we are not strictly a storm deck, we do have the capacity to storm and casting multiple spells per turn cycle is part of our game plan. Therefore, his cost reduction for instants and sorceries is certainly welcome in our list. As a 1/3 creature he can deter early chip damage as well. We play a robust counter magic suite, and this will also assist us by improving the card quality of our hand over the course of a game. It is important to know that this ability only allows us to draw and discard a card if our effect counters a spell. Notably, tech such as Stifle-effects will not draw cards.

Displacer Kitten
This is a pretty busted creature. It turns every non-creature spell we cast into an additional flicker effect for a nonland permanent. This means that we can utilize this to reset artifact mana, since they come into play untapped. We can rebuy an enter the battlefield effect like Snapcaster Mage or Tishana's Tidebinder. Or even reset a Phyrexian Metamorph, providing a new copied permanent or a surprise activation of a Kairi, the Swirling Sky death trigger. We can trigger our Thassa's Oracle turn over turn if it is already in play and eventually win if we have milled enough over the course of a game. We can even use this to simply protect our nonland permanents from targeted removal. The value this thing generates is absurd, and it can occur at instant speed.

Harbinger of the Seas
This is either a very disruptive effect, or it will just shut off utility lands. Take care, because our own lands will also become Islands. More often than not it does not provide an instant-win like we hear about with other Blood Moon-effects. I am watching this as a potential cut, but it currently pulls enough weight to keep around if our pod has some greedy mana bases.

Malevolent Hermit  
The hermit is a card that finds its way into most blue lists in a high-power meta. This will lend us some upfront protection if cast early. However, if we mill it with Kairi, the Swirling Sky or it ends up in the graveyard some other way, we can use it’s Disturb ability to gain massive advantage over stack interactions via Benevolent Geist  . This is one of the toolbox cards our commander helps us find alongside the instants or sorceries we return to hand when utilizing the engine.

Nulldrifter
Providing a triggering source for Ugin's Binding at which also draws us cards is the primary reason this card made the list. At its worst, we draw two cards. At its best we get to return all nonland permanents our opponents’ control to their owners’ hands as a triggered ability, not a spell. This is a much more difficult effect to interact with on the stack, so it serves as a low-cost way to gain positional advantage on the board. We will probably not be casting this as a 7cmc 4/4 with Annihilator 4 and Flying, but games can get weird when they go long. It is far more likely that Displacer Kitten shenanigans will save it from its own Evoke trigger, providing us with a decent creature due to the flicker effect.

Phyrexian Metamorph
Clone effects are more effective in this deck when provided by instants and sorceries. But we don’t want to discount what this card can do for us. There are shenanigans to be had using Academy Ruins to treat this as a pseudo-engine enabler in a pinch, but the real thing will always be better. Additionally, we can use this effect as part of a sub-engine where we can copy The One Ring (even if it is our opponent’s) every turn, gaining its “Protection from everything” ETB trigger and potentially resetting the number of counters if we really need to. We can also perform the classic trick of casting a Gilded Lotus and using that artifact’s mana to immediate cast and copy it with this card. This is a very mana-hungry deck and plays like this are acceptable. We can always bounce it back to hand with a card like Chain of Vapor if we need to repurpose it.

Snapcaster Mage
With all of our self-mill in our strategy, this card provides a one-shot use out of our toolbox we are building. Since Flashback will exile the spell cast this should not be the go-to method of recurring spells from our graveyard, but it is a low-cost approach we can play to use properly by evaluating the game state. There are also tricks we can do with this card to set up explosive, one-time effects. A common one is the combination of Archmage Emeritus and Chain of Vapor if we have excess lands. We can cast this and target a Chain of Vapor in our graveyard, which in turn targets the Snapcaster Mage. Once it goes back to hand, we can choose to sacrifice a land to copy its effect. Doing so allows us to target something else. Since we are copying the effect each time, Archmage Emeritus will draw us one card for each, then we can end by targeting something else with the final copy allowing us to turn some excess mana into cards while rebuying our Snapcaster for as low as .

Subtlety
“Free”, disruptive interaction. Either the permanent goes to the bottom of the opponent’s library where its much more difficult for it to wreck us, or it goes back on top of their library causing a redraw and losing some tempo for them. Having no “counter” clause in its ability allows us to get around problems we can’t counter, and since it is a creature that enters the battlefield, we can actually use this to fight on the stack with our engine’s clone effects. Let’s say it enters and our opponent is able to Stifle the effect in some way. We can use a card like Cackling Counterpart to copy the Subtlety before the sacrifice from the Evoke trigger and get a new Subtlety that we don’t have to sacrifice along with a new trigger to hopefully remove the creature or planeswalker we are tying to be rid of. Also, once a Subtlety is on the battlefield without an Evoke trigger, we can perform this trick at any time for extra utility and board presence. We can even flicker this using Displacer Kitten while the Evoke trigger is still on the stack, causing a retrigger and keeping the new Subtlety around.

Thassa's Oracle
Let’s be real, this is an overplayed card for decks that are just trying to jam a fast win condition. I don’t blame people who want to win games for using it either, because we also want to win games. However, this is not used in a two-card combination like it is with a card such as Demonic Consultation. If anything, this card is a mercy if we draw it and have secured a hard lock on the game using our engine and extra turn effects. Ultimately, this deck is just as lethal without this as it is with it, but it saves us (and our pod) a lot of time to skip watching us play with ourselves for 30 minutes while we systematically Murder the players who didn’t scoop to our lock. Since it is not a critical component to our win, I will say that it is really funny to use this for its card filtering trigger and watch our opponents’ looks of confusion as we do it. The downside is that the presence of this card does make us weak to Praetor's Grasp or other fringe theft effects to enable an opponent’s own Thoracle win, so replacing this for a more reasonable card due to meta concerns is completely fine.

Tishana's Tidebinder
This is a solid player in our Stifle interaction package. It solves so many issues out there, and if it solves an effect from a permanent it blanks it. Since this is an enter-the-battlefield effect, it is more difficult to deal with once it triggers than spells can be while skating around interaction designed for non-creature spells like Fierce Guardianship. It can also be utilized with any of our bounce effects, adding depth and utility to our spells through reusability.

Mystic Remora
We are in blue. We are running this. It provides insane value and is a must-handle threat if we see one from our opponents. We generally want to try to keep this around for a few turns early game while we develop our mana, but feel free to let it go once we have more important things to do after development. This is most powerful early game when mana producing artifacts are being chained together during our opponents’ ramp or turbo-tutor plans, either halting their development if they play around it or providing us with more answers. There isn’t much I can write about this card that hasn’t already been said over and over.

Rhystic Study
See Mystic Remora. It is “easier” for our opponents to play around, but this will still provide cards passively over the course of most games. Worst case it slows them down.

Search for Azcanta  
Synergistic with our graveyard strategies, this enchantment will improve our draws turn over turn until it flips into a solid utility land. That means it ramps us a bit while providing better overall card quality. Not quite as strong as the last two enchantments in terms of card advantage, but its still a powerful play.

Vesuvan Duplimancy
Four mana? Does nothing? This is a high-power list, right? Yes. At the worst, we can pitch this as a blue card to pay for an alternate cost. At the best, it synergizes with our engine and our Kairis will blot out the sun. Since this is a legitimate win condition, it is worth the price for a do-nothing card. It would be one thing if we were copying something like a Snapcaster Mage or Archmage Emeritus turn over turn; but if this is used to start making Kairi clones that aren’t legendary, we end up with a fleet of terrible monsters that are difficult to remove which actively punish our opponents if they manage to do so.

Arcane Signet
This is the standard for 2cmc mana rocks. Simple, well-designed, and goes in almost all decks.

Candelabra of Tawnos
If a group is good with proxies, feel free to proxy this one. Its completely reasonable to do so. There are few cards that enable High Tide lines of play as neatly as this one does, so it can be a tough replacement. It is not the end of the world if it needs to be cut though. If our turn becomes mana positive to the tune of (which sounds like a lot, but with High Tide active it is four Islands), our engine makes us generate infinite mana and storm count using Cackling Counterpart and Chain of Vapor while we mill through our library by bouncing and recasting the Candelabra of Tawnos to “untap” it. There are too many of these lines to list out, so I used a very basic example here. This card can also do some other neat tricks at instant speed by untapping utility lands like Fomori Vault. These kinds of interactions allow us to dig very quickly for what we need as we end up seeing an insane number of cards over the course of a game. Displacer Kitten also enables many of these lines for low-effort, while providing a lot of synergy with high spell-count turns.

Chrome Mox
All mox are very potent ramp effects. This one, in particular, is usually something I try not to include in decks due to being rough on an opening mulligan and a fairly bad late-game draw in non-Ad Nauseam lists. It gets a pass here, since the deck replaces the lost card fairly easily which compensates for the downside.

Crucible of Worlds
Another deck synergy with our self-mill to ensure we hit land drops. We can also use this along with a fetch land like Flooded Strand to shuffle our library when needed, improving cards like Sensei's Divining Top by letting us see more cards or resetting an earlier scry to the bottom. If absolutely necessary, we can also utilize this to Strip Mine lock an opponent, reuse Cephalid Coliseum, or grab an engine piece like Academy Ruins if it happened to be milled while we can set up a some Phyrexian Metamorph or Sculpting Steel interactions.

Cursed Totem
Our creatures do not have activated abilities. Our opponents’ creatures can have activated abilities we may want to shut off like Najeela, the Blade-Blossom, Walking Ballista, or Deathrite Shaman and other mana dorks. Protecting the totem is easier than trying to stop all the potential threats in this vein of cards, since one permanent is much easier to police than an undetermined number of unknown threats from our opponents.

Everflowing Chalice
Including this card in lists that are very mana hungry, like this one, is effective when planning its use as a 2cmc mana artifact while potentially having an upside of being able to kick it further if extra mana from our other ramp is available. The downside of this card is that Kicker costs are not included in a card’s mana value, so something like a Chalice of the Void on zero will counter this artifact as well, so double check the field before committing to a Chalice with a hefty kick.

Gilded Lotus
At 5cmc this card is not one I would include in most lists. Since we want to make as much mana as possible and we have plenty of ways to copy it, this is worth it as a top-end inclusion. Most of the time, high-powered decks don’t actually need to make more than six mana to do what they need to do, but we play multiple spells to access more cards per turn, keeping up with the board disadvantage of having three opponents. It is important that this artifact produces after being cast, not only for potential Sculpting Steel lines to copy it, but also being the magic number for Cackling Counterpart or other interaction while progressing our board past normal levels.

Grim Monolith
This is more of a Dark Ritual than a regular mana-producing artifact. Rarely is it ever untapped manually, but it is an option if interaction isn't needed prior to the start of our next turn. This makes a few of the higher-end mana costs easier to realize.

Jeweled Amulet
An early game play that can allow us to turn extra colorless mana into future blue ramp. At 0cmc, this is also a nice target for utilizing Kairi, the Swirling Sky to bounce our own permanents for replay to increase storm count for Brain Freeze on turns where we are trying to see more cards.

Liquimetal Torque
Just another 2cmc mana producing artifact, right? There is a lot of niche interaction that having this adds to our list that only producing mana. A cute trick can be to turn Kairi, the Swirling Sky into an artifact so it can be copied using Sculpting Steel in a pinch. Or improving Fomori Vault by turning something else into an artifact. I’ve even used this to attempt to turn one of my own permanents into an artifact, just to I can Stifle it to draw a card from Archmage Emeritus during an emergency. It is just randomly useful. It can also be used as deterrent for opponents sweeping artifacts, since we can destroy the best permanent on the battlefield if we are forced to let an effect like that resolve. What’s better than one Rhystic Study? Two of them, cloned as an artifact.

Lotus Petal
Single use mox, a ritual effect that allows us to cast a critical spell. Sometimes we just need an extra boost to our mana to get to where our plan currently needs us to be, or another 0cmc artifact to add to storm counts.

Mana Vault
Like Grim Monolith but less flexible to untap as a tradeoff for a lower upfront mana cost. Serves all the same purposes, and even if it doesn't untap it will still help enable Mox Opal. A nice, mana-positive artifact that we can bounce during a storm turn.

Midnight Clock
If we weren’t as suited to reach a late game as this build allows us to be, this card would simply do too little and be too late to make the cut. However, we do plan to force a longer game so a mana-producing artifact and draws us a fresh seven cards after three turn cycles should be enough to close out the game after it resolves. It’s also blue, so remember that it can be pitched to pay the alternate cost on other cards instead if we find we don’t need it. If we happen to have infinite mana due to some High Tide line we can always activate it manually and probably secure a win.

Mind Stone
Another classic 2cmc mana rock. Aside from being usable the turn its cast, it can also double as a draw effect in a pinch or during a mana flood. I typically don't break this one for a card outside of emergencies due to how many cards we draw here. But emergencies do happen.

Mox Diamond
Another mox in the same vein as Chrome Mox. The difference is that instead of trading possible action via exiling a spell, this mox trades a land drop later for a land drop now. Because of this, it tends to play out less that we are replacing a lost card and more that we are accelerating our resources since the land would have produced the same mana (most of the time) later anyway. With so many “free” spells, its often more advantageous to have another spell than another land.

Mox Opal
Powerful ramp which has the least intrusive downside but also requires a deckbuilding investment of artifacts to increase the number of times it pays off. Can be a dead draw or a sad component in our opening hand that results in a mulligan, so be sure to carefully consider what this card actually does with the rest of our current plan if deciding a mulligan or scry.

Sapphire Medallion
The payoff for medallions is when we need to commit to casting multiple spells in the same turn. Otherwise, it’s just another Arcane Signet that only pays for some blue spells. Reducing the cost of blue permanents allows us to hold up more mana for interaction as well, rewarding turns where we need to develop our board and know that we will also need to be a responsible blue player on our opponent's turn. We can also realistically copy this effect if needed via artifact clones, providing more reduction for spell heavy upcoming turns but I wouldn’t go overboard on this idea.

Sculpting Steel
See Phyrexian Metamorph. It is a solid card that we can use to enable many lines of play. Functionally, it is no different than the metamorph other than it not being able to copy non-artifacts without the help of Liquimetal Torque.

Sensei's Divining Top
Traditional slot for the classic control build. This is less powerful while our engine is online due to constantly milling the top of our deck. But there are games that don’t go according to plan, and sometimes we just need to play to our archetype. This card improves our card quality greatly if shuffle effects such as Flooded Strand or even Narset, Parter of Veils are utilized correctly. This also protects the top card of our library and allows us to draw on demand after finding something with a Mystical Tutor.

Sol Ring
The most powerful turn 1 play in commander, provided you have something to do with the mana. I shouldn’t really have to sell anyone on the value of this card outside of maybe the lowest to the ground decks that don’t have many uses for colorless mana. Just make sure that when we play this card that we can use its mana on something. Otherwise, we just threw a powerful play under the bus when our opponents have a delightful target for removal while we get no value.

The One Ring
Keeps us safe from a few fringe wins, like combat damage or something like Aetherflux Reservoir. The issue with the latter is that if we can’t solve it before our turn we will probably die once the effect ends. But if we smell something like this coming, we can stop it. If this happens to be the current strategy from an opponent, we also have ways of recasting a copy of this artifact for its effect using Academy Ruins + Sculpting Steel/Phyrexian Metamorph due to the wording on the ring. This also provides an indestructible form of card draw, which is hard to turn down. Remember that protection means we can’t be damaged, enchanted/equipped, …blocked..., or targeted (D.E.B.T.). Well, don’t be concerned with the blocked part, but we can use this to shed stuff like Curse of Silence or prevent ourselves from being targeted as a player.

Capture of Jingzhou
We have a few redundant extra turn effects. They have a substantial mana cost, but our engine adds inevitability to being able to loop these. The interaction is Kairi, the Swirling Sky + Cackling Counterpart + Capture of Jingzhou, where Cackling Counterpart can be any other clone spell that is an instant or sorcery and Capture of Jingzhou can be Temporal Manipulation instead. These eatra turn effects are very important to use and are not considered replaceable in our plan due to not being able to be hit with Deflecting Swat-like redirects to give our opponents the turn instead. This is because the spell does not target us, so we simply gain the turn. Once we have infinite turns, we can set up several wins from Thassa's Oracle (the merciful win) to Kairi beats as a worst-case. This is a high-mana requirement combo line which is why our deck is built with so much ramp.

Quasiduplicate
This is the slowest effect for our engine due to being sorcery speed, allowing us to copy Kairi, the Swirling Sky and return this to our hand as one of the cards we are recurring to the death trigger. That limits some of the tricks we can pull off, but our opponents can end up just as dead to infinite turns as they would be to any of the other effects. The largest downside is that we can’t perform multiple value casts of this spell on the end step before our turn, but the easy to pay cost to jump-start this card make up for it. Jump-start should not be our first plan, but if we have a duplicate engine piece to this card it would allow us to exile it from our graveyard to set up a bounce death trigger from Kairi instead without losing the engine piece. Cackling Counterpart is another card which can accomplish this but trades a higher flashback cost for being instant speed. Don’t be afraid to burn these on a single use if we have a plan to get the engine back online. The windows these one-time casts offer us enable use of our commander’s other powerful effect which can save us the game (or set up a win). Kairi can naturally find these due to the self-mill, adding yet another layer of synergy with the deck.

Rite of Replication
The normal case for this card is a 4cmc instant speed Kairi, the Swirling Sky death trigger, since this clones a creature. So, the average use for this card will probably be a pseudo Cyclonic Rift or a way to get an answer back from our graveyard toolkit. The best case, however, is being able to kick this card and create

Sea Gate Restoration  
Powerful draw effect late game, while occupying a land slot for the early game. Always a usable draw at any stage. There may be times we could kill ourselves with this spell, so be careful if the card draw is already plentiful.

Temporal Manipulation
See Capture of Jingzhou since this card is functionally identical.

An Offer You Can't Refuse
This counterspell is kind of terrible for general-purpose use. There are a lot of concessions to being able to prevent the end of a game or ending the game ourselves. That is the real use-case here. While treasure tokens are temporary mana, we are still ramping our opponent by two mana as a trade. Therefore, that should be considered when deciding if this is a good idea to utilize as a counterspell. Know that even if this counters the intended spell, they can then still utilize this two mana for more interaction with the original target if they choose to. This falls into the same line of counterspells as Pact of Negation, since we don’t have to care about the drawback if we just win instead. Alternately, the mana an opponent gains is meaningless if they win the game themselves.

There is also a trick with this counterspell. If we counter our own spell this becomes “mana-positive” ramp. A play to also consider is if we know we need more mana on upcoming turns we and we have interacted with a large spell stack, often there can be counterspells or interaction we own on that stack which may fizzle as a result of the target being handled my something else. We can use this spell to counter one of the pieces destined to fizzle as a result so we can gain the treasures ourselves. Admittedly, this is very niche, but it is important to look for value where it may not be readily apparent. Just because this might be an available line, if it leaves us “shields down” it might not be worth considering despite being a slick use of resources.

Brain Freeze
This card is (and arguably always has been) incredible. It is a very simple effect that does a bit of everything. It is important to understand that the graveyard is a resource, particularly in this list. Aside from being able to perform mill kills on opponents, we can actually use this with smaller storm counts to mill ourselves first which allows us to see more cards. It is also a great target as the second instant or sorcery returned by the Kairi, the Swirling Sky death trigger in addition to the clone spell. Once we achieve infinite turns if we are going for this line of kill, we use excess engine casts of our clone effect to continue to mill ourselves if we haven’t seen Thassa's Oracle yet. If we mill this creature, then we need to consider if Midnight Clock is available to reshuffle it. If not, no big deal since we don’t rely on Thoracle to win like a lot of lists do. We can’t actually mill out due to Nexus of Fate *list* under most circumstances, so our engine will simply clean up the board of permanents and we can just kill our opponents with Kairi beats as a worst-case.

Brainstorm
Among the best draw spells ever printed; this card both helps us draw new cards while also improving our card quality due to fetch land interactions like Flooded Strand. This allows us to to shuffle away cards we have put back on top which we didn’t need. If hit with hand disruption effects like Thoughtseize we can use this card to protect a critical spell by tucking it safely on top of our library. If we assemble something like Crucible of Worlds and our engine, it is completely reasonable to return Brainstorm as the other instant or sorcery so we can cast it and fetch every turn as needed, allowing us to see at least nine cards per turn cycle for about depending on the clone effect being used and providing consistent land drops. While this is not a board state that we need to be sure to assemble every game, being on the lookout for value synergies as the game progresses allows these cards which are great on their own to become insane value sub-engines.

Cackling Counterpart
One of the clone effects we utilize as part of our engine with our commander. This should be the primary use for these types of cards in this list. When we copy Kairi, the Swirling Sky and choose the second option for the death trigger caused by the state-based sacrifice of the token clone, this card will have already resolved allowing us to choose it along with another instant or sorcery card in our graveyard. Most of the time, this is what we will do as it provides instant speed value and tool-boxing, eventually occurring multiple times per turn cycle. This improves the quality of our 1-for-1 card interaction, allowing us to incrementally sidestep the fundamental card disadvantage issue with having more than one opponent. The flashback on this card may exile it, but it allows another clone effect to take over while being a viable play from the graveyard itself. Many times this line can act as a mini-Cyclonic Rift since we can choose the first option for Kairi’s death trigger due to having another iteration of the engine in our hand. This is by design and should be considered as part of our gameplan as everything progresses. If we can keep gaining this incremental value while making opponents relive their previous turns while running into our now recurring interaction pieces, we can grind a game out. This is the Control Deck Experience™.

In all seriousness, this kind of recursion is the only thing that allows us to reasonably play a late game strategy in a high-powered meta. Most decks we will see will usually try to turbo something out with only a consideration like their commander as a fallback strategy. We are designed to punish this play, but we cannot be complacent just because it is our plan. This deck does not hard counter that type of strategy. Its just positioned to out-value it.

Chain of Vapor
Cheap interaction. Has extra synergy with Archmage Emeritus in particular, since we can copy this for mana-positive value while drawing cards; but only if we are in a position to sacrifice abundant tapped lands to bounce our own 0cmc mana-producing artifacts or something like a Mana Vault which is mana-positive. Most of the time, this will bounce a problem permanent providing temporary removal as the average use case. We just don’t want to overlook it’s potential as ramp, storm-enabler, and card draw if the situation arises. Even if it is only to reset a Sculpting Steel for a better target, this card is rarely a dead draw.

Consign to Memory
It troubles me how little of this card I see in lists. It straight-up handles Thassa's Oracle lines in a decisive fashion. Usually, an opponent will attempt to win by playing the Oracle; then while the trigger is on the stack, they cast a Demonic Consultation or Tainted Pact to mill their library. A clever opponent will hold up some amount of interaction to attempt to counter our efforts to prevent the library exile effect or Stifle the Thoracle trigger. We will choose to stifle the Thoracle trigger. This card has an ability called “Replicate ”. This means that when we cast this, as an additional cost we will pay as many times as we need to place extra copies of this effect onto the stack. An opponent is rarely prepared for say… 4-5 extra copies. This even outpaces something like Flusterstorm, since replicate copies are not cast and will not increase the storm count beyond the original spell. Counterbalance or Chalice of the Void also only triggers off of a cast spell, so the copies are immune from triggering it. The card best suited to deal with Consign to Memory is Mindbreak Trap, which is not even in all lists. If we are careful here, we also don’t fulfill the condition for this to be free since we have not cast three spells. Many times, they will also try to protect the combo win with Veil of Summer, however we are not targeting a spell or permanent. We are targeting an ability on the stack. Congratulate them as they see themselves out of the game due to having an exiled library. Then draw a bunch of cards if Archmage Emeritus happened to be lurking somewhere on our board.

Even if this seems like a super-niche use case for a slot in our deck, it is still rarely a dead draw. There are many triggered abilities we may want to prevent from resolving, and these are often the most difficult effects to interact with. If this wasn’t enough, the prevalence of artifacts (particularly mana acceleration) means we have cheap interaction which can be very difficult to interact with itself if we need to replicate it.

Cyclonic Rift
Blue staple, loved by everyone who isn't on the receiving end of it. I've seen a lot of people who sit on this, waiting to have the mana to overload it. Don't be afraid to use it as a single target bounce spell if it is the right play for the current board state. This is a great target to return to hand utilizing our decks main engine for extra oppression.

Eldritch Immunity
This is a really, really good card. Any time an effect breaks the color pie it should be scrutinized for its utility. In this case, a trick common to / is now available to . In a world with counterspells, this may not seem very interesting. However, the mind games the presence of this card provides are really useful. For one, most opponents who are planning their removal are often considering how much interaction we have. In the case of the most common target, Kairi- due to being a high-cmc value engine, they have to get through the Ward so they already have a reduced number of spells they can cast offensively, and therefore will normally try to back it up with defensive interaction to protect their invested spell. They tend to account for our blue mana to “calculate” how many we can conceivably cast. Then we tap a Liquimetal Torque and cast this, throwing a wrench in all of that calculation. It is cheap, recursive using our commander, and even allows for us to perform combat tricks since this gives protection from all colors and can be overloaded to extend it to our whole team. This provides flexible interaction while also providing an edge in combat that many decks simply don’t account for in . There are a lot of upsides here for the low chance that this is potentially a dead draw if we don’t need to protect our investments.

Fierce Guardianship
One of the "free" counterspells in our counter package that is... actually free, provided we have Kairi in play. For some, this might not be a card they want in the list due to how late our commander can enter play. That’s actually fair, and this slot can be some kind of interaction if needed to flex it out for meta considerations. Our deck does produce a lot of mana though, so we can always cast this for . A trap I see players fall into is only considering the free alternative cost of one of these types of spells when they can also be cast normally for a fairly reasonable rate. Remember also that it only targets non-creature spells.

Flare of Denial
"Free" counterspell. This time, the alternate cost is sacrificing a non-token creature. We have a few candidates in this deck. However, unless it is critical to do so we should not sacrifice Kairi, the Swirling Sky to this effect- no matter how tempting it can be with the death trigger. If we do need to consider this line, this is a situation where the value of bouncing a bunch of out opponents’ permanents using its first ability will help offset the tempo lost from needing to recast our commander. I tend to wait for additional value from an evoked Subtlety if possible, since the interaction trigger form it goes to the stack first allowing us to sacrifice it to Flare of Denial to provide more interaction. Think about cards that have already done their job, like Snapcaster Mage. These become great choices to sacrifice to extra interaction like this.

Force of Negation
We cannot cast this for its "free" cost on our own turn. Also, this is for non-creature spells only. These are common mistakes I've seen when this card is played. Otherwise, exiling a single blue card is a low cost for this deck and even paying 3 mana if needed isn't too demanding.

Force of Will
The most powerful counterspell in Magic: the Gathering. We will very rarely cast this for five mana, as the alternate cost is trivial to pay with all of the cards we draw. Note that there are some effects like Gaddock Teeg, Boromir, Warden of the Tower, and Lavinia, Azorius Renegade which can prevent this from being cast or simply automatically counter it, so try to have a backup plan as well.

High Tide
More classic mono- ramp for combo turns. Pay attention to what opponents are also playing blue, because this effect is for all Islands in play. Being an instant means that with our engine online, this goes from being a powerful line of play in a single turn to potentially being used on multiple turns. For those uninitiated to High Tide lines, they work best if we can either cast multiples of it using non-island sources and/or untap our islands afterwards. We can use Candelabra of Tawnos to accomplish this while being able to bounce and replay it for mana-positive value, or flicker it with Displacer Kitten. We can also use the classic spell for High Tide lines, Turnabout, to untap our lands.

Kozilek's Command
Another color-pie breaking effect and a great mana sink. Recurring this with our deck engine adds quite a bit of value over the course of a game as well. There is a lot going on here, so let’s look at what it does. First, we need to pick two different modes from it.
• If we use it to generate X eldrazi spawn, it becomes instant-speed ramp utility, emergency blockers, or sacrifice fodder.
• We can scry X and draw a card. If we are making absurd amounts of mana, doing this turn over turn is pretty close to stacking our deck, and should be a major consideration on a High Tide combo turn to find Thassa's Oracle for the mercy win with less risk of milling it. With all of the “free” interaction in our list, we can dig as an emergency and run less risk by expending a large amount of mana or tapping out to do so.
• It can exile a creature with cmc of X or less. This provides us recursive exile-based removal.
• This can also remove X cards from graveyards from the game. As we know, this can be a crippling effect. What is important about this clause is that we can choose any graveyard. This means the mode can be cast more efficiently than many other graveyard effects, as most would either indiscriminately nuke all graveyards or target a single player’s graveyard at a time.

Mana Drain
Polarizing card due to its powerful effect. We need to be wary when we cast this, as the mana we get from it will be on our next main phase. If we tap out in main phase one to counter a spell with this, we get the mana from it in main phase two, and it might go to waste. This is an excellent way to ramp out a surprise Kairi, the Swirling Sky, getting our engine online way earlier than we normally would. Due to the Ward on our commander, we are less likely to be punished by casting it early with less protection, since it is built in. We just need to be ready with stack interaction to ensure it can resolve. Even if we aren’t casting Kairi with the mana from this, we are still rewarded for our interaction by being able to utilize this mana to cast something like artifact ramp while being able to hold up more interaction for following turn cycles.

March of Swirling Mist
Interesting and cheap interaction. Can be used defensively to save our own creatures from removal or we can use it offensively to leave and opponent open for another attack (or our own). I've seen a game where an opponent was attempting to resolve a Thassa's Oracle trigger but failed to win due to this effect phasing out the Oracle, shorting the player two crucial blue devotion. This sort of thing isn’t common, but it always seems to find uses in blue lists.

Mental Misstep
This "free" counterspell is probably the second most powerful counterspell in the game- and is often called the most powerful anyway. The alternate cost of two life to counter any 1cmc card is exceptional in a format where many powerful spells cost only a single mana. We are playing blue; we should be running this.

Mystical Tutor
Finds the answer we need for the problem at hand, or the solution to win the game. With the draw available to us, top deck tutors like this cause less of a potential negative impact since the card can be grabbed reliably when we would need it. Since this finds an instant or sorcery, we can even use our deck engine to mill what we found at instant speed and return it to our hand.

Nexus of Fate *list*
The slot this provides our deck doubles as both protection from ourselves as well as inevitability. This is due to how it will shuffle itself into our library if put in the graveyard from anywhere. This is also a replacement effect, so at no point is it actually in the graveyard for an opponent to have priority to remove it. Therefore, we need to know to keep it safe from exile effects when it is in our hand, library, or on the stack. Our deck is designed to utilize its engine to take infinite turns while generating as much value as possible. Once we have removed our opponent’s ability to interact with us during this process, we will eventually mill to our very last card- Nexus of Fate *list*. From here, if we haven’t won with Thassa's Oracle, Brain Freeze, or just beats from Kairi, the Swirling Sky we can now use our last card to take extra turns every turn. From here is where the inevitability is, as Kairi beats punish the opponents who refused to scoop.

Pact of Negation
I hate this card. But it is very strong, and my own personal preferences don't change that fact. This is a commonly misused counterspell, and often considered a "free" spell despite having a cost of - a rate which is absurdly higher than we normally pay for this effect. It only costs , as advertised, if we never pay the cost. This can be accomplished a few ways. The most efficient way to utilize this spell is to protect our win. If we win the game, there won't be a following upkeep to pay or die on. Alternately, the Stifle-effects I keep placing importance on can take care of the trigger for 1-2 mana instead of its full cost, but this solution also costs another card from our hand. Compare this to effects like Force of Will and Force of Negation which only cost the additional card, but no mana requirement and we get an effect that is less potent and often misplayed. I don't blame anyone for replacing this with another reasonable option which performs a similar role. This card is more powerful in combo lists that protect the winning turn.

Spell Pierce
A time-tested and flexible counterspell for non-creature spells. It has more strength in the early game than the late game, but it also retains value when in a resource-heavy stack interaction with an opponent. If we are in a meta where it feels like we simply cannot live without Flusterstorm, this is probably the slot I would use for it since it serves a similar purpose but with more brute force as a tradeoff for only being able to target instants and sorceries.

Stifle
I cannot stress enough how important it is to have Stifle-effects in EDH. The namesake is also the most cost-efficient version. There are many spells that are not dangerous on their own but have costly and scary activated or triggered abilities after they resolve. Answer what is actually required to answer. Sometimes we can Stifle an opponent’s opening fetch land, potentially making that player lose the game on the spot. Every meta is different, so we shouldn’t sell our options short.

Three Steps Ahead
This card does a bit of everything- sometimes all at once. I have a special place in my heart for Cryptic Command *list*, and while this is not that card it feels like the natural evolution of it. It has multiple modes, allowing us to tailor it for what we need but we don't end up paying for things we don't. While other modal cards have static mana costs, sometimes we just need a single effect from it and the cost is tailored to the effect. This is simply the most powerful main engine component in our deck. We can reach a point where we can use two modes: countering a spell and creating a token copy of a creature. This gives us repeatable counter magic to grind down our opponents with, as the Kairi, the Swirling Sky death trigger will return this and another instant or sorcery to our hand. Prior to this point, we have had to return interaction and the card cloning our commander. When we see this pattern of play then the end is probably near. It can be tempting to also draw cards using the other mode, but I generally don’t use all three in favor of being able to hold up multiple interaction instead. However, nothing stops us from using it at the last end step before our turn to draw and copy Kairi, at which point whatever we discard is probably just more fuel or can simply be returned later.

Trickbind
The most difficult to deal with Stifle-effect, allowing us to stop a dangerous activated or triggered ability with split-second. Watch out for triggered abilities like Counterbalance, while no spells or activated abilities can enter the stack until the spell with split-second resolves, triggered abilities can still trigger. While not as powerful as Consign to Memory, this is among the best interaction for a Thassa's Oracle trigger.

Turnabout
A flexible spell as well as being a flexible slot depending on meta. This spell makes it easier to abuse High Tide during a critical turn, allowing us to untap our lands. This is the classic use for it. For those who have played High Tide lists before, they know that every permutation of this card has its uses as well. I bring this up so that we won’t get tunnel vision or treat it like its too good to use. Our commander engine adds even more depth to the spell, allowing us to perform some really nasty tricks. We can use it to blank an opponents attack every turn by tapping down their creatures. We can tap their lands at priority on their upkeep, providing a high likelihood combined with our ability to bounce permanents that we can lock down their entire turn. We can untap all of our own mana-producing artifacts, allowing lines where we are using the mana from multiple Gilded Lotuses, Grim Monoliths, and Mana Vaults multiple times in a turn, and in the case of the latter two also never needing to untap them “normally”. This is why it remains in the list, but at 4cmc I can see why certain meta make this a dubious choice and it should be pointed our that this can be replaced for a more meta-appropriate call.

Ugin's Binding
At face value, this is an underwhelming bounce spell. But this might be the one card in our list we can get away with never casting- intentionally. As our commander mills through our deck, this card might end up in our graveyard, waiting for a Nulldrifter (it even works when evoked) or Kozilek's Command to trigger it. When we do, we can choose for it to become a Cyclonic Rift for zero mana. This is in addition to the spell we were already casting anyway. It is also not a spell at this point; this is a triggered ability which goes to the stack, meaning it can be very difficult to interact with for our opponents. As part of a deckbuilding consideration for this list, I also considered Not of this World but could not find a consistent way to get Kairi, the Swirling Sky to seven power for actual free protection that would also trigger Ugin's Binding. This might just be some future technology when a set releases something that might consistently provide this power boost without feeling like a dead slot. Even if we don’t want to spend to cast this, we should use it if situationally appropriate. Pay attention to the Devoid clause as well- we cannot pitch this to Force of Will, Force of Negation, or Subtlety despite having a blue color identity.

Winds of Rebuke
Solid interaction with pure upside. While it does have 2cmc, it does more than just return a nonland permanent to its owner’s hand. We can use this to also mess with top-deck tutors from our opponents by casting after they have used a card like Vampiric Tutor. The cards we would mill add more fuel to the engine, potentially building the toolbox further. If we can get a loop where we are casting Nexus of Fate *list*, this might also be a win condition by bouncing a mana-positive artifact to our hand each turn and milling our opponents over and over with the help of our engine, becoming a pseudo Brain Freeze if the situation calls for it.

Snow-Covered Island
Not much to say here other than this is the type of basic land I chose to use. Feel free to use normal Islands instead since we don't take advantage of the typing here. Once upon a time, these lands were used in tandem with Extraplanar Lens as a mana-doubling effect to break its symmetry with our opponents’ lands. We don't see it much anymore, so make the call for yourself if this is worthwhile. There are a lot of beautiful basic lands out there to bling your deck with, so don't limit yourself to these.

Flooded Strand
We run all blue-aligned fetch lands and Prismatic Vista in this list, so rather than listing them all out I'll just talk about them here. They do improve draws over time, marginally, but they are most importantly here to improve card quality in combination with Sensei's Divining Top. If possible, we should try to sit on these as long as possible. They don't just shuffle away things we don't want from the top of our deck, but they can also be utilized to shuffle things into the deck that have been put to the bottom of the library. Using these to find a Mystic Sanctuary allows us to recover an instant or sorcery from our graveyard at instant speed. There are even scenarios where we might have top-deck tutored for an answer and no longer need it or put an artifact on top with Academy Ruins but the board state changes in a way that makes the draw bad, or an opponent could have just tutored for an answer to it. Drawing any card can be better than a dead card. We just want to work on letting go, the correct play is better than brute-forcing the current play. It is important to note that I did not include Fabled Passage in the list and this was intentional. I tend to dislike lands that enter tapped, and with our card draw and mana rocks we don't need a high land count. Much of the time we may not have three other lands in play for when that fetch would resolve, which feels pretty bad. However, I just wanted to provide my preference and reasoning for this choice, but it is a perfectly reasonable inclusion if we find space for it.

Academy Ruins
This land allows us to establish a sort of soft-lock against our opponents using The One Ring and either Phyrexian Metamorph or Sculpting Steel. This can be too slow to make an impact on some games, but is a nice long-term include in case the game gets... durdle-y. A single colorless mana source at the worst, and the top deck nature of its artifact recursion is synergistic with our commander’s abilities allowing us to find utility artifacts that were milled.

Ancient Tomb
Powerful land which trades a bit of life for some mana acceleration. This effect does add up over the course of a game, but it synergizes very well with 2cmc artifact things like Arcane Signet or Grim Monolith. It has a home in almost every deck.

Castle Vantress
The blue plan is usually last-minute interaction. This land plays into that nicely. We use it for blue mana when we need to, but on turns where we leave up interaction it allows us to use our mana before our turn if we didn't need to do other things with it. Also doubles as some emergency digging and allows us to see more cards over the course of a game, improving overall card quality. If we scry cards to the bottom, then we will want to train ourselves to remember what has been put there since the last shuffle effect. This can help us keep things we need at the bottom and gain practice in cracking fetches when we want to potentially draw those cards again if we can afford to. I occasionally put Urborg, Tomb of Yawgmoth and Yavimaya, Cradle of Growth in this list to allow me to utilize fetches for mana without being forced to crack them for an Island. If I choose to, I would remove two Snow-Covered Islands for these inclusions, as they help us stack our deck in a way where we will have the highest chance of drawing cards that fit the current plan and board state. If we do, we may consider also replacing Harbinger of the Seas, since the type-adding effect from these lands still work due to layering rules which would make the Blood Moon-like effect from it less useful and it is a nonbo all by itself with this style of play.

Cavern of Souls
In almost every situation we will choose “dragon” as the creature type with this card. Occasionally, if we need to protect a win we can choose wizard to add a layer of protection to a Thassa's Oracle line.

Inventors' Fair
What a good land. We already accelerate with mana rocks and lets be real... we are playing monoblue- most tables will send chip damage at us. The incidental life gain is not exciting, but it is great as an added bonus we don't go out of our way for. This land also tutors for an artifact, and we have several powerful options in this list. Particularly The One Ring, Candelabra of Tawnos, and some clones.

Mystic Sanctuary
I normally don't like lands that enter tapped, but I make an exception for this land. Its a really strong effect, and a great trick we can use most of our fetch-lands to perform. Like an Academy Ruins but for Instants and Sorceries, we can use this land to reuse a critical spell when we need it. Take notice that this effect requires the conditions to enter untapped to recur the spell.

Otawara, Soaring City
This land provides great utility for bouncing some problem permanents. I'll be real though- most of the time, I end up playing this as a land drop. Which is okay. But it does provide some unique interaction that is hard to interact with itself due to being an activated ability and not a spell.

Soldevi Excavations
This is another land that improves our card quality over the course of a game, like Castle Vantress. This can be a dangerous land to include, since these types of land invite an opponent’s Strip Mine for value. My justification for this is two-fold. First, it enters untapped, so we do not lose mana when playing it. Second, our deck is filled with answers for land destruction effects. But I don't want to understate the risks here, and it can easily be another land if needed.

Strip Mine
Speaking of... there are just some lands like Cavern of Souls which we just need to deal with. Because activating this also takes us off of a mana, its best to utilize this last-minute to keep our resources around as long as we can. In a 1v1 game this sort of effect is theoretically symmetrical as both parties lose at least one mana source, but in a multiplayer game we are out resources when compared to other opponents. Keep this in mind when deciding to use this.

Urza's Saga
Like a miniature Inventors' Fair that puts the artifact directly into play. This commonly grabs Sol Ring these days but like with so many other tutors don't sell other options short. Maybe we need colored mana, so a mox could be more appropriate. We may also want to use this to find a Sensei's Divining Top to work on lines that improve our draws. Also, if we have the extra mana, feel free to make the construct token too, its often overlooked and can save us from early chip damage.

Playing the deck

Here we will have a list of cards to look out for due to their ability to either win the game or generate large amounts of value. Many, if not all, of these have been covered in the Single Card Breakdown. However, this is a consolidated place to look for these interactions that may also help in making meta-game tweaks to the list, learning mulligans, and considering tutor targets. Where possible they will be grouped by their main interaction piece.

Kairi, the Swirling Sky Engine
Kairi, the Swirling Sky + Three Steps Ahead
Kairi, the Swirling Sky + Cackling Counterpart
Kairi, the Swirling Sky + Rite of Replication
Kairi, the Swirling Sky + Quasiduplicate
Kairi, the Swirling Sky + Phyrexian Metamorph + Academy Ruins (This is a single use per turn cycle)
Kairi, the Swirling Sky + Liquimetal Torque + Sculpting Steel + Academy Ruins (This is a single use per turn cycle)

Kairi, the Swirling Sky Engine and Recursion Payoffs
Kairi, the Swirling Sky Engine + Vesuvan Duplimancy
Kairi, the Swirling Sky Engine + Brain Freeze
Kairi, the Swirling Sky Engine + Winds of Rebuke
Kairi, the Swirling Sky Engine + Turnabout
Kairi, the Swirling Sky Engine + Capture of Jingzhou
Kairi, the Swirling Sky Engine + Temporal Manipulation

…Basically, the last card can be any instant or sorcery in the deck that gives us immediate recursion value. The ones listed will usually either win the game or provide insane card value.

Displacer Kitten Engine (Assumes a non-creature spell is cast to trigger)
Displacer Kitten + Mana Vault
Displacer Kitten + Grim Monolith
Displacer Kitten + Sol Ring
Displacer Kitten + Gilded Lotus
Displacer Kitten + Candelabra of Tawnos
Displacer Kitten + The One Ring
Displacer Kitten + Sensei's Divining Top
Displacer Kitten + Nulldrifter
Displacer Kitten + Snapcaster Mage
Displacer Kitten + Subtlety
Displacer Kitten + Thassa's Oracle
Displacer Kitten + Tishana's Tidebinder
Displacer Kitten + Phyrexian Metamorph
Displacer Kitten + Sculpting Steel

Ugin's Binding Trigger
Ugin's Binding (in graveyard) + Nulldrifter (Evoke)
Ugin's Binding (in graveyard) + Kozilek's Command (x ≥ 5)

The One Ring Protection Engine
The One Ring + Sculpting Steel + Academy Ruins
The One Ring + Phyrexian Metamorph + Academy Ruins

High Tide Mana Engine (Mana Positive Tipping Point for Lands)
High Tide + Turnabout + 3x Island
High Tide + Candelabra of Tawnos (already in play) + 3x Island
High Tide + Candelabra of Tawnos + 4x Island
High Tide + Candelabra of Tawnos + Displacer Kitten (already in play) + 4x Island
High Tide + Candelabra of Tawnos + Displacer Kitten + 6x Island
High Tide + Candelabra of Tawnos (already in play) + Displacer Kitten (already in play) + 3x Island
High Tide + Candelabra of Tawnos (already in play) + Displacer Kitten + 5x Island

The efficiency of these change for the better as we cast High Tide and/or Displacer Kitten using non-Island sources. It is important to understand the worst case, so the better cases are easier to identify. Note that any Displacer Kitten line has immense returns the moment one non-creature spell is cast to flicker the Candelabra of Tawnos.

Combo Wins
Kairi, the Swirling Sky Engine and Recursion Engine Payoff (Brain Freeze) + Displacer Kitten Mana Engine (minimum of 11 net mana) + Thassa's Oracle
Kairi, the Swirling Sky Engine and Recursion Engine Payoff (Winds or Rebuke) + Displacer Kitten Mana Engine (minimum of 11 net mana) + Thassa's Oracle
Kairi, the Swirling Sky Engine and Recursion Engine Payoff (Turnabout) + High Tide Mana Engine (Turnabout line, minimum of 12 net mana) + Thassa's Oracle
Kairi, the Swirling Sky Engine and Recursion Engine Payoff (Turnabout) + Gilded Lotus + Sculpting Steel (copy of Gilded Lotus) + Phyrexian Metamorph (copy of Gilded Lotus) + Mana Vault + Thassa's Oracle
Kairi, the Swirling Sky Engine and Recursion Engine Payoff (Turnabout) + Gilded Lotus + Sculpting Steel (copy of Gilded Lotus) + Phyrexian Metamorph (copy of Gilded Lotus) + Grim Monolith + Thassa's Oracle
Kairi, the Swirling Sky Engine and Recursion Engine Payoff (Capture of Jingzhou)
Kairi, the Swirling Sky Engine and Recursion Engine Payoff (Temporal Manipulation)

Two of the normal payoffs for this deck are self-contained combo wins on their own. The larger combos are not meant to be tutored in a single turn, but rather assembled over the long game. While the Gilded Lotus lines may look daunting, they are copied at a net-zero cost using Sculpting Steel and Phyrexian Metamorph. This means the ramp package may be explosive and cast over time or chained together in the same turn with a Turnabout cast from hand to untap them, along with any other mana-producing artifacts we control. These larger combos are listed here to make it easier to identify when a win exists as it may not be obvious.

It is also possible to assemble combo wins without utilizing the Kairi engine. These are typically storm lines that will require practice and familiarity with playing storm decks, as many EDH “storm” win conditions are usually an infinite combo stapled to a storm payoff (such as Dramatic Scepter). When navigating High Tide lines and using Turnabout and/or Displacer Kitten untapping of artifacts we can naturally chain together a high storm count with an enabler such as Archmage Emeritus present. With the number of cards we see over the course of a game, storm counts of 10-15+ can potentially be lethal (for a self-mill win) allowing us to loop Nexus of Fate *list* or win via Thassa's Oracle.

When looking at how this deck should function turn over turn, it is only fitting that we start with mulligans. Here we shape the plan we will try to execute over the first three turns prior to the game state taking major shifts due to players setting up their wins and/or engines. Let’s consider the following:

1) We should try to do something impactful each turn. That can be development or hindering our opponents’ development.
2) We should have a clear picture of what our first few turns should look like. This means that we can see how each turn would play out given the lands and spells we currently have in that opening hand.
3) We should assume our opponents are keeping the best hands their decks are capable of.

These three guidelines are critical to mulligan evaluation. Every time we compromise with an opening hand it usually means that we are trying to sidestep one of these ideas. Sometimes it is unavoidable though, and that’s why it is called a compromise. Currently, M:TG uses the London Mulligan rule when deciding to keep an opening hand. This is the most powerful form of card selection, if not the most powerful game action, in the entire game. Because of this, we should interrogate every card in our first seven. Try to think of the hand as a six card keep, where the worst card isn’t present. If that hand is still reasonable and uncompromising on the above, then it is a mulligan. If it were our first “free seven”, it would be a keep. This is because we already see a perfectly serviceable six card mulligan with a bonus card. Otherwise, we should try our first “free” seven as a mulligan. If we can decide there is a better six based on the criteria we have looked at, then we can always go to six. Either way, we still see seven cards each time. Many times, we have seen players look at an opening hand and see 5 cards that are “good enough” and around 2 that are playable at some point… maybe. Or we can keep a one land hand and assume we will top deck another in the next two turns. In this situation, we just kept a five-card hand with two unplayable cards. Mulligan aggressively, as most opening hands only contain a plan for around four or five of the cards in it.

Take the following general scenario (based on a randomly generated hand). We keep seven. It is Snow-Covered Island, Mox Diamond, Jeweled Amulet, Crucible of Worlds, Harbinger of the Seas, Rhystic Study, Mystic Remora. At first glance, this hand looks excellent. We have a land, multiple castable spells for the mana we see in it. Powerful card-draw effects. But what is the Crucible of Worlds doing? If our plan is to play the land we can discard to Mox Diamond, then do we really have a path to that? Sure, we can hedge on playing Jeweled Amulet and charging it, but we lose critical setup turns from opponents where we could be drawing cards with Mystic Remora instead. If we chose to Mystic Remora, we are guaranteed less mana than the first plan. With either option, is Rhystic Study adding value to this hand? This keep is super dangerous. We have arguably the best turn one play in our deck, in the form of Mystic Remora, and the option to play it on turn one without lands is really only punished by a Collector Ouphe or Stony Silence. However, we have no plan for interaction. No plan exists for anything we are doing on turn two. On three, we are locked into Crucible of Worlds only, making turn four “maybe Rhystic Study or Harbinger of the Seas”. We are dead in the water, but hey we can gamble on the five cards we decided to keep in the hopes that our top deck is amazing. We also risk losing the Mystic Remora due to bad draws as well. If we are in the first two chairs (meaning we are going first or second), this might be worth gambling on to lead on Remora, but we are so low on action I wouldn’t advise it. I’m certain there is a six-card hand that is better than the virtual five we have here, and we should consult our “free seven” to improve the overall quality of our hand.

So now we arrive at our first mulligan, the “free seven”. This hand contains Snow-Covered Island, Mystic Sanctuary, Subtlety, Sapphire Medallion, Force of Negation, Gilded Lotus, and Consign to Memory. Optically, much less exciting than the Mox and Remora hand we pitched. Immediately we need to evaluate how good this hand is at six cards. The “worst” card is our un-castable, Gilded Lotus. Here we can play Mystic Sanctuary as a tapped land on turn one, but even without a play we have Force of Negation to inhibit a powerful start from an opponent. We can pitch Subtlety or Consign to Memory as the exiled card (depending on the decks in the pod), meaning we have interaction if needed. This would leave us shields down on turn two as we need to play Snow-Covered Island into Sapphire Medallion, but in the event that there is not a critical turn one play to stop (such as a Mystic Remora) we would still have interaction when we tap out for the turn. If we draw a land, we have the ability to hard-cast Subtlety in some situations, which will carry some conditional value dependent on the decks in the pod. This is dangerous thinking though, as we cannot plan for lands we do not have. On any turn Consign to Memory could be the card we play to, though it would mostly be good for countering a mana accelerating artifact from an opponent. This is a decent, but not powerful six if we are first. In other positions at the table, we are being funneled into a reactive role, which we are prepared to do in this list, but we do not want to be forced into it. There isn’t any card advantage to get us out of a hole we would have to make if forced to cast Force of Negation. Force of Negation and Force of Will are tricky, because in our minds we see them as “free spells”, but the card they cost in hand effectively puts us on a six-card hand as a trade for their power. In this case, we represent a virtual five card hand with the Gilded Lotus in it as well. Let’s look at our next six.

Here we have Snow-Covered Island, Snow-Covered Island, Soldevi Excavations, Flooded Strand, Fomori Vault, Tishana's Tidebinder, and Candelabra of Tawnos. The flood is real. This hand has some positives when viewed as a six-card hand. It is very easy to ship one of our Snow-Covered Island. The “worst” card we have now is unclear, as both are middling. Tishana's Tidebinder is slow and narrow, not coming online until turn three naturally. The only play before it is Candelabra of Tawnos, which is an artifact Fomori Vault can check but does actual nothing on its own. Soldevi Excavations should not be undersold here, and if this was a four-card hand we could keep it based on the card selection this provides. It is very important to have the habit of finding what is desirable in any hand we get, as it can be easy to tunnel vision and accidentally overlook something that might make the hand much better if we have only realized it. As a six though, we have better five card hands available, so this is a straight-forward trip to five. We can cast any spells we draw, and since we have a low land count with at least one land on the bottom of our library that we know about it is likely we draw action. But without knowing how it will stop our opponents from winning or create a win for us we are throwing the game by keeping this just due to the fear of a five-card hand.

For our five, we are looking at Snow-Covered Island, Snow-Covered Island, Strip Mine, Otawara, Soaring City, Mystic Sanctuary, Temporal Manipulation, and Mana Drain. The deck just seems to want us to have lands I suppose. At first glance it may seem easy to consider this five by throwing back a Snow-Covered Island and a Mystic Sanctuary, but it is not so clear. Strip Mine has some value in a land-heavy hand, but is a large amount of card disadvantage to use to set back an opponent, even if we destroy an Ancient Tomb or other powerful land. We have two very powerful spells in hand and a third pseudo-spell in the form of Otawara. Normally, the five-drop Temporal Manipulation might not seem cast-able, but Mana Drain can help us either cast it or ramp into our commander. While neither plan is particularly great on its own, being able to rebuy either spell in the future is a consideration even if its not something we can plan for. Sadly, Mystic Sanctuary doesn’t pull its weight here, despite being a great way to rebuy a powerful effect like Mana Drain. We have to throw two back, and it along with Strip Mine are the two weakest cards in hand, either coming into play tapped or providing utility at the cost of colored mana generation and card disadvantage. Even if we don’t have a turn one play, the sanctuary simply does nothing for us. While Otawara, Soaring City and Mana Drain are sources of interaction, we are weak on turn one, we have no way to channel Otawara effectively, and our payoff for the Drain is little more than an over-costed Explore that is completely reliant on us countering a spell 3cmc or greater. If we absolutely need to have a hand with access to counter magic and we are first, then we can feel really bad while we keep this. But this is another mulligan in most cases, and we go to four cards.

At this point we should cover mulligans to four and below. In a one-on-one game of Magic, this is statistically doom. However, in a four-player free-for-all we can lean into our opponents not wanting to lose the game themselves to shore up weaknesses we might have in the upcoming hands. It is super important to not get caught up in hindsight, as each of these hands we threw back had potentially better starts. A strong four still exists, and it is possible to go lower if we have to. At this point, we should look to keep a hand with cast-able interaction and the mana to play it. Anything more is a gift.

At four cards we see a hand of Snow-Covered Island, Inventors' Fair, Sol Ring, The One Ring, Eldritch Immunity, Capture of Jingzhou, and Kozilek's Command. I promise this was random and I didn’t insert a Sol Ring to save the day. This is among the best four-card hands we can ask for, but lets look it over. The three “worst” cards are easy to identify, they are Capture of Jingzhou (uncast-able), Eldritch Immunity (not meaningful interaction at this stage of the game), and Kozilek's Command. Let’s talk about the Command in this hand, because it is worth delving into. This card is castable on turn two, and our turn one play is always Sol Ring, off of either land. If we cast it, we can do it right before our turn three. We would very likely pick modes “make two 0/1 spawns” and “Scry 2, then draw a card”. This allows us to untap with five mana before our draw on turn three, while potentially representing an audible into exiling something like an Esper Sentinel or other stax/advantage creature if we can justify sacrificing one of those modes. The scry and draw is important, replacing itself and providing selection. But more importantly, there is an infinitely lower chance of our opponents countering this than if we untap on turn two and play The One Ring. This is another meta call, completely dependent on the pod we are in. The more powerful play is the obvious keep of the two lands and two rings. But when we are coming from behind, being able to make a flexible play that helps to catch us up while not drawing unwanted attention is a valuable consideration. Either way, we have salvaged out game. Now compare this hand at four cards to the first hand at seven. Disregard the advantage of having three more cards, but instead look at how it sequences and the impact we know it can have on opening turns. This four is arguably stronger than the Mox and Fish hand, as it will be more consistent. Out of all of the hands we have looked at, this hand is comparable to our “free seven” from our first mulligan. Even then, we are comparing card draw from this current hand to interaction pieces available to the seven-card hand. This is why it was important to consider the local meta as well, as some matchups will simply require stack interaction in the early turns. I personally like to have powerful card draw, which becomes more valuable the further we mulligan down. In this case we have kept a hand where we can choose four cards to play a reasonable game of Magic.

It is impossible to cover every potential hand we could make, but we want to look at the thought process when considering our path through the early game. So often there are players who see some ramp, or “snap keep a Mystic Remora”, or some other arbitrary, self-imposed rule that doesn’t consider the situational context of that hand. This is designed to help focus on building better habits, as the best way to learn Magic is to play Magic. It is hard to play Magic with a hand that does actual nothing, so the mulligan is both the most powerful action we can take in a game and the most impactful one as well.

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Casual

98% Competitive

Date added 4 months
Last updated 1 month
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

18 - 0 Mythic Rares

48 - 0 Rares

13 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 2.41
Tokens Construct 0/0 C, Copy Clone, Treasure
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