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So the goal here is to try and get as much value from Chishiro’s ability to create an army of spirits with menace by abusing enter the battlefield mechanics. My game plan is to create an army with my bounced auras, create value from the auras that return from my graveyard, and make my existing threats on the board grow bigger and bigger to swing for a lot. Spearbreaker Behemoth is in here to make my creatures indestructible, since most of them should quickly get up to power 5 or higher. Otherwise, as long as enough creatures enter the battlefield, I can take out my opponents with cards like Purphoros, God of the Forge and/or Warstorm Surge. There is a strong possibility that Impact Tremors will find its way in here as well. I didn't have enough room for it and need to play test to figure out how to adjust. Ultimately, this deck is all about modifying my creatures for maximum value, and the best way to do that was to go through two methods: counters and Auras.

Since this is the main meat and potatoes of this deck, there needed to be recurring effects to ensure maximum value. The biggest Auras in here are going to be the ones that either go back to my hand, or come back from the graveyard. I tried to include a bunch of these effects to ensure that I would always have at least one available. Mark of Fury bounces back to my hand every time, while Whip Silk, Crown of Flames, and Ghitu Firebreathing all can be bounced back to my hand at any time for one mana each. Ghitu Firebreathing is fun because if I have enough mana, I can bounce and flash it a few times on my opponents turns if I have the available mana to get some extra spirits before my turn. Otherwise, Rancor and Unquenchable Fury return to my hand when the creature dies, so those should ideally always be available to use as well. Reins of the Vinesteed is a fun addition for this deck because as long as I have one extra Spirit on the battlefield, I will never lose that card. The idea is that it would be attached to one of the actual Spirits in the deck, or ideally just slapped right on one of the Spirit tokens and just have it keep returning attached to the remaining Spirit, so it creates a new backup as it re-enters. Good fun.

Otherwise, the other Auras that I have are just meant to provide maximum value. Cards like Bear Umbra is too good of an Aura to pass up, and cards like Snake Umbra, Sixth Sense, Pattern of Rebirth and One with Nature are all there to help generate further advantage. Aspect of Mongoose is there to protect mostly Chishiro, but any key target I want to keep around. Latulla's Orders is also just overpowered and had to be included. Ancestral Mask and Helm of the Gods (though not an Aura) both beef up as I play more enchantments, and the Helm is right on theme to make sure that Chishiro triggers when it enters the battlefield. As an extra security measure for Chishiro, as well as trigger, I also included a copy of Swiftfoot Boots.

The rest of my enchantment cards are just enchantments that care about other enchantments. Herald of the Pantheon was an easy slot to find with both effects. Enchantress's Presence, Eidolon of Blossoms and Verduran Enchantress all just draw me cards for doing what I already want to do. Destiny Spinner is here to help make sure these spells all get out, and Sanctum Weaver for see if I can't get most of them out in one fell swoop. I also made sure to include Wild Growth, Fertile Ground and Utopia Sprawl to help me ramp, as well as give me more triggers. I think one of the more powerful enchantments for this deck would have to be Season of Growth because almost everything this deck does will give me triggers. It allows me to scry through my deck as I summon Spirits to help me find the spells I need to have in order to draw cards as I play the spells that get me more creatures. It's the circle of life...or something.

The subtheme here is ultimately looking to modify most to all of my creatures and achieve the maximum payout for having those modified creatures. The easiest way to do this was to aim for +1/+1 counter subtheme to pair with my bouncing Auras to help spread the love to all of my Spirit tokens as they enter the battlefield. Since I wanted to include as many enchantments and Auras as possible, I needed to make sure that any cards that weren't in those categories would have a critical impact. Renata, Called to the Hunt and Grumgully, the Generous will make every single creature, or non-human creature in Grumgully's case (which is all but three of my creatures. Two of those three are self-sufficient in their own counter generation) enter with a +1/+1 counter, thus granting them modification. My two humans are Setessan Champion and Champion of Lambholt who, as mentioned, are going to naturally get larger as I play. Forgotten Ancient and Taurean Mauler both get bigger as the game goes on, and the Ancient lets me move those counters if I need to. Rishkar, Peema Renegade serves double duty here, as it will give a few creatures counters as it enters, but ultimately serves to aid in my ramp. Loyal Guardian is here to put counters on each creature I control, Invigorating Hot Springs is in here to give my modified creatures haste, as well as modify a few of my creatures. Rhythm of the Wild is here for a similar effect, but ultimately to help ensure my creatures get onto the field. Otherwise, since I'm looking to get counters onto my creatures, the best way to maximize those effects is through Hardened Scales and Branching Evolution to turn one counter into four with both on the field. Otherwise, at least one on the field should still prove devastating for my opponents. Finally, Evolution Sage is here to proliferate all the counters from all the sources as I play lands.

Obviously, I need some payoff for the effort of turning my creatures into modified threats. The best options to get that payoff included Kodama of the West Tree, since it grants them all trample and helps me ramp even harder, Remnant of the Rising Star   (the flip side of Jugan), since it should always have the boost from other modified creatures on the field, and ensure that each incoming creature should have a good chance of becoming modified as it comes into play. Thundering Raiju was included because he should be a good fit for the deck. Group damage that scales from having modified creatures? Seemed like a pretty good choice. Otherwise, Akki Battle Squad to help give me an extra combat step each turn with ideally every creature on my field.

Like any good deck, there is a removal and interaction package. Granted, because of what this deck is aiming to do, I had to make sure these cards were bangers since I only had a few slots. For some enchantment spot removal (that would trigger some of my other enchantress cards) I included Kenrith's Transformation, Song of the Dryads and Lignify. I also included Chaos Warp, Beast Within and Ruinous Intrusion for a little more removal. I also included Chandra's Ignition as a board wipe, because it's especially devastating in combo with a card like Heroic Intervention or Inspiring Call to make my creatures indestructible. Silkguard is as an alternate way to grant hexproof, if need be.

All in all, this deck looks like a lot of fun. It should be incredibly resilient to opponents threats, have answers for my opponents key pieces and should ideally let me power through the deck fast enough to have my key pieces of protection when necessary. I genuinely wish I could afford a copy of Doubling Season and Parallel Lives to really turn this deck up to 11, but alas. Here we are. This should still be a rip-snortin' good time for all (but mostly me).

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96% Casual

Competitive

Date added 2 years
Last updated 2 years
Exclude colors WUB
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

43 - 0 Rares

22 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 2.92
Tokens Beast 3/3 G, Human Monk, Spirit 2/2 R
Folders EDH Decks
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