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This list is still unfinished and I'm acquiring some essential parts still (Mana Crypt, Ancient Tomb) as well as perfecting my deck to fit my meta. This is not and will never be a 100%-tuned, all-in, Competitive Sisay deck.
This is however heavily influenced by the lists and primers of both ShakeAndShimmy's list and jpw234's list. Both of their lists and primers are incredible resources for getting the most out of building and playing Sisay.

I'll do my best to note some key points of my deck specifically as well as what Sisay Stax wants to do at any given table. I'm still learning this deck, the format, and the game (in the way that any person active in a format should be learning each time they sit down to play) so I'm open to questions, recommendations, rationales, and reasoning. I'm KingOfSuedeClothes on reddit and more likely to notice and respond to messages on there.

NVM THIS PRIMER IS DEAD UNTIL I LEARN HOW TO FORMAT WTF

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These are new and have yet to be tested. Haven't gotten to play the deck much because everyone in my lgs has gone into a deck building frenzy and we've been staying away from spike games.

-=OUT=-
Mistveil Plains: One of the last CIPT lands. Utility wasn't worth the tax

Pendelhaven: Useless land aside from being legendary but I'm never short on green mana

Temple of the False God: Didn't need the conditional land ramp, is a dead card if drawn in the first 4 turns of the game

Chord of Calling: Found triple green+CMC of whatever creature I wanted to be too unwieldy. I'm keeping it around though. Was often a win-more card if I was able to use non-dork creatures to convoke

Austere Command: Too big of a spell, I'd rather stick to spot removal to get rid of single problems rather than taking care of a few problems, and often hitting myself

Chrome Mox: Nice ramp, but trying to cut down on card disadvantage. Would have liked this to be a Mox Diamond from the start, but don't have one in my collection

Mana Vault: Acted more like a Lotus Petal in that it was nice ramp up front, but then I wouldn't have a good time to untap it. Just felt bad most of the time.

Trinisphere: This is still around, just have to find a place to fit it back in.

Kozilek, Butcher of Truth: The cast trigger wasn't worth it, I was mainly playing it for the annihilator effect. Oldlamog is spot removal, plus indestructible is a plus over drawing 4 cards.

-=IN=-
Cavern of Souls: I think I run enough humans for this to be worth it, or I can name Praetor, or Eldrazi if drawn later to make sure my wincons land

Unravel the Aether: Spot removal that doesn't put it in the graveyard, causing players to rely on sick topdecks or burn another tutor to get it back, can be back breaking on a combo turn

Birthing Pod: Working on acquiring an Academy Rector, but also just another option for instant speed tutoring for bears. I can keep a dork untapped, tap itself, pay 2 life, and get a bear in response to something.

Winter Orb: It's Winter Orb

Ulamog, the Infinite Gyre: As explained in the Kozilek cut, the cast trigger is arguably better since I don't NEED the card draw and spot removal is normally what I want to do, even if its hitting a utility land or cutting off a color. Indestructible with the same annihilator just seems better as well

Fyndhorn Elves: Another dork can't hurt. Might be cut for Rec Sage or Trinisphere

Ulvenwald Tracker: My meta is still full of creature based strategies and since this deck can be greedy with life total, I often get chipped down by table until it's dangerous for me. Have repeatable creature removal once an Elesh Norn or other fatty hits the table seems good enough. Haven't tested it yet though

Scavenging Ooze: My GY hatebear. Haven't tested this one either but I often lose to GY based strats and this creature is easier to get than Tormod's Crypt or Relic

I also just ordered an Aluren, Cream of the Crop, and Recycle to test in this deck. Very excited for those to arrive.
Also working on updating the foils/editions for the sake of seeing that cost rise

Comments

Date added 9 years
Last updated 3 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

17 - 1 Mythic Rares

45 - 4 Rares

16 - 3 Uncommons

10 - 1 Commons

Cards 100
Avg. CMC 3.00
Tokens Beast 3/3 G
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