Why run a Yuriko build with an avg. CMC of 2.44?

Well, to be straight forward, she isn't fast enough for the current meta. This deck is geared to be interactive in the early game and survive in grindy board states using Yuriko's value ability to out-grind our opponents.

Well, why not just use Tymna? Word on the street is 3 is the magic number right now... This cat has that magic number. She also benefits in the longer, grindier games because of the pressure she puts on the board. She also can enter the command zone for 2 CMC later in the game, just another advantage she has over Tymna. The downside is we do lose access to additional colors, but blue and black is all we need.

In addition, our cat just got some Tuna which in my opinion may have been one of the strongest additions to her package. I think you know what card I'm talking about, but it has provided a very mana efficient combo for us to incidentally win off of.

So lets break down what this deck wants to do:

Gameplan/Starting the game:

What are we looking for in our opening hand:

Free/cheap interaction with a piece of ramp and a piece of card advantage:

We don't run a lot of 1 drops to get Yuriko out on turn 1. It doesn't do enough for us to try and maximize damage output early on because there are just faster decks in the meta. But that's okay because we are looking at early interaction to stop the faster decks and using traditional ways of getting card advantage through Mystic Remora and Rhystic Study. Yuriko is not there as a early win-con but as a card advantage engine in our command zone later in the game.

Yuriko does want to gain some advantage off of her ability through damage. Because of this, we are running a lot of alternative cost interaction spells that have a high CMC. This benefits our early game interaction to interact with Flash Hulk and other fast decks but also benefits in the late game getting hits off of Yuriko.

Combo's/Going for the Win

Thassa's Oracle is definitely going to reform our format, if it hasn't already. It has made Flash Hulk even more efficient, but it also gave Yuriko an effecient combo to win out of nowhere.

So how do we approach going for the win? We can go for the combo Thassa's Oracle+Demonic Consultation as quickly as possible if our hands are set up with fast mana, one of the two pieces, and a tutor. If not, we plan for a grindy game of heavy interaction and card advantage.

Insidious Dreams is a very potent card in this deck as it serves multiple purposes as an instant speed tutor. We essentially pave our path for our turn at the end of our opponent's turn. The following are some ways to approach using insidious dreams:

General info about this Deck

This deck is very flexible. It is both proactive and interactive and can adapt as necessary. Thanks to the addition of Thassa's Oracle, it serves as a very fast win con and is very slot efficient in our deck. I would also like to mention that playing Thassa's Oracle for card advantage, stacking the top of our deck, in this deck is not a bad strategy. You can ninjitsu Thassa's Oracle back to your hand later on if you draw/tutor into a Demonic Consultation.

Please provide comments and feedback. I have been testing this deck out and have had lots of fun with it so far. I plan on expanding this primer, but wanted to get this initial list out there.

Thanks for looking at my list!

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Casual

97% Competitive

Date added 4 years
Last updated 4 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

42 - 0 Rares

18 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 2.41
Tokens Bird 2/2 U, Copy Clone
Folders Competitive
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