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Now Workin' (Vs) 9 (Down) to 5!

Sisay's Illustrious House of Fine Shrining, the only place to come when you have no idea what power level your pod is and want a deck that can divert from fairly cutthroat play to more forgiving Shrine stuff, this deck has a variety of things it can choose to do with it's advantages, depending on what other people are doing. Sisay's tutor ability is leading some combo shenanigans, especially Emiel the Blessed stuff. Wins range from ~turn 4 to ~turn 8, but running this little protection/interaction gives me something to think about. Now, we also have Heronblade Elite, if we follow it up by finding Zur she's a 2/2 and when Zur digs out Freed I can go infinite, so this is great if I draw into it but can't be fetched and is clunkier than Sanctum Weaver. On the upside it can also go infinite with Inigo (and Emiel) if it's got 4 power somehow, which the deck can buff so IDK, seems like a good card in here? I guess might as well add Freed from the Real + Heronblade Elite as a reserve combo, it can also set up and generate infinite mana of every colour (I have a few 'infinite mana but no Blue, which can be fine if I've got The World Tree out and can still Sisay a bunch of times). Technically if I have Freed From the Real on a WUBRG dork (giving me infinite WBRG but not U), I can also fetch out Inigo to untap for W instead, thus getting infinite U... lots of moving pieces in here potentially! As for Emiel, the Unicorn also combos with Bloom Tender and Faeburrow Elder once they hit 5 mana per pop (and I have a Haste source), this greatly improves my odds of actually setting up in time for it to matter. I'm thinking of throwing a Kinnan, Bonder Prodigy in here to help my combos work more consistently and offer a 2 colour 2 drop when I'm recovering. Kinnan is also good with my artifact ramp fwiw, and turns Jeggy into a more relevant combo piece with Freed. Should I bother with Pemmin's Aura? I feel like Emiel is much better as the horse (of course) is fetchable via Sisay, finding Enchantments means I need to first get Zur out, which can be hard to do (to say nothing of how much of a hassle it can be to keep him alive). This deck can win surprisingly quickly if that's all it wants to do, but keep in mind that the deck is incredibly bad at protecting itself or interfering with opponents (until we go infinite).

If I need to attempt a lock before I have enough pieces to go infinite I can fetch Maralen of the Mornsong + Opposition Agent in the following order: Sisay gets Maralen on the end step before my turn, so that I get the first use of her ability, using that ability I then find Opposition Agent and cast it, hopefully with enough mana up to fetch Ertai Resurrected to protect myself (ideally hold up until you'll be able to do this). If I can set up Maralen and Oppo nobody else is drawing cards or tutoring, meaning I should be in fairly good shape. Anyways, it's mana intensive but it's a nasty lock if it can get set up, and it should be possible next turn to win on the spot (by exiling all of my opponent's permanents with my infinite mana), if not the turn after.

At this point the Shrines are mostly in here so I can play a friendly game with this deck if I random into a table of newer/less cutthroat players that aren't able to interact with me before I win, I can start digging out 'value' via Shrines and it still feels pretty solid in my experience, just not great at closing the game out (you likely need a few cycles when you've got them all out, if someone has enough life you'll deck yourself btw). The Shrines are also handy if I'm desperate/have lost most of my better options permanently, these offer a surprising amount of value in really slow, grindy games, and they survive most board wipes.

Raised by Giants is useful in Sisay if you care about having massive Power, so this is now a Voltron deck to an extent. I like to go Rhys > The Royal Scions > Raised and then hopefully am close to a 1 shot situation and can dig out any Legendary AFAIK next turn. Because of Raised by Giants, I tossed in a little pet for Sisay to fetch out when the table is just durdling, Progenitus. The main use of the Voltron strategy is to serve as a 'player removal' option, Sisay can get pretty big (and have Trample, if you get everything out except All That Glitters, which Sisay can't fetch, Sisay has 22 power).

I made custom headings for this deck, and one of them is 'Zur', these are the Enchantments he can fetch out, looking at it this way reveals a nice selection of effects, but I do notice I might look into card draw via Zur. I think if your opponents are playing relatively fast decks aggro decks you probably want to Fetch out Postie ASAP so he can start swinging. It's worth noting that any hand with Postie (and the ability to get him out early) has access to Freed from the Real + Sanctum Weaver and can be way better than anything Sisay can do. In this light I'm strongly considering Lively Dirge as a way to get Postie out. It can also dig out Selvala I guess?

Suggestions

Updates Add

I'm wondering about adjusting some stuff, I'd like to put in more 1 mana dorks that tap for non-green, stuff like Delighted Halfling and Noble Hierarch/Ignoble Hierarch, both of which offer a way to buff Sisay in a pinch, that could matter early sometimes! I'm also thinking this deck would be a decent home for a Relic of Legends, this deck has at least some Legendary creatures, this turns them all into ramp. I'll have to run some numbers to see if it makes sense.

The stuff I'm looking at pulling include Kodama's Reach, Cultivate, Harrow, and Tempt with Discovery. I personally like all of these ramp effects, but this deck could really use some faster ramp in practice, it's really tedious to do nothing turns 1 and 2, then play a 3 mana ramp spell turn 3 and pass, that's embarrassing at a High Power table, so I'm thinking more (slightly worse) BoPs will help this deck operate with more efficiency. Obviously I may pull something else. I'm also curious if I want to fiddle with the mana base, we'll see, if I keep those group hug Basic ramp spells I need plenty of Basics.

Edit: I was looking through some stuff I ordered a bit ago and came across this puppy! I think I had thought about using it in Sisay, but I think I stuck with Tempt with Discovery because I wanted it for it's shared ramp component (and it finds The World Tree, which the deck cares about and is bad at finding), but technically this is probably a better ramp effect, and there is no good reason I can't just throw it on Sisay herself, meaning if I ramp turn 1, Sisay turn 2 and this turn 3 I can still WUBRG that turn, which seems impressive. Oh, and it comes with a 'hotplate' (Ward 2), I think I'm pretty sold on this card. I think the lightbulb was people pointing out that using a card like Tempt with Discovery (and planning to sometimes use the deck vs potentially less skilled opponents) is probably not the nicest thing; it's a card that punishes the whole pod if even one player makes a bad choice, very few decks are going to use the mana more efficiently so it's almost never a good idea to give me an extra land. This card is just ramp and protection, meaning it avoids the whole 'shooting fish in a barrel' bad feelings, and on the plus side it's the same MV so I can't even argue that the 4 MV is too high. I guess the whole thing boils down to whether or not I care about the 'spells only' clause? I mean this deck often has hard to cast stuff in hand, so I'm guessing this is probably still fine?

Comments

94% Casual

Competitive

Date added 3 years
Last updated 2 weeks
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

51 - 1 Rares

20 - 0 Uncommons

5 - 0 Commons

Cards 100
Avg. CMC 3.26
Tokens Beast 3/3 G, Copy Clone, Elephant 3-3 G, Elf Warrior 1/1 GW, Spirit 1/1 C, Treasure, Zombie 2/2 B
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