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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 a card draw from Zur. I think if your opponents are playing relatively fast decks you probably want to Fetch out Postie ASAP so he can start swinging. I could also look at a removal effect, but I'd rather find one Sisay can get out (I mean I do run Legacy weapon?). 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.

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So, I guess with those bans this deck looks much better at the top end?? The biggest issue was people threatening very early wins against me (that's part of why it couldn't play vs 10s), a thing this deck can't interact with and just folds to; this deck now plays the premier ramp source in the format in Sol Ring. Technically this deck didn't want Mana Crypt very badly (and it doesn't exactly love Sol Ring, but I've got too much 3 mana ramp to not bother with it), but it would have benefited from Dockside without question. I think Jeweled Lotus is a trap in a deck like this, if you're doing what wins games you don't care about getting Sisay out early because you won't have other Legendary permanents out or you won't have WUBRG available. I think you could argue that Lotus was worth it to cast Sisay on the turn when you hit WUBRG (so you can fetch something), but unlike me other Sisay lists don't run a fast lock and lack a single fetch solution like Maralen, so WUBRG a turn earlier might or might not matter very much (if you get half a combo piece at a remotely competitive table you're probably not going to be winning with it next turn for various reasons). Nadu would have no place in here IMHO, but people tried literally everything they could think of to make the bird fly while they had the chance (I still say it would have been a reasonable cEDH list, but not a top tier one because it lacks redundancy/tutoring in Simic, and Sisay is the only list that could cheat out Nadu reliably).

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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