~ Saitama, the Silent Tempest ~

This is a quick primer outlining my Voltron deck called "Saitama, the Silent Tempest" with Shu Yun, the Silent Tempest.
Every 10-20 matches or so, I update the deck from ideas I've had while playing, and track statistics from the games per "season" as a fun little project. Enjoy!


~ Win Percentages ~

Season I
Season II
Season III
Season IV
Season V
Season VI
Season VII
100%
-
TBA
TBA
TBA
TBA
TBA

[THE COMMANDER] This deck is a manifestation of Shu Yun, the Silent Tempest, with the cards and spells being his abilities, resources, and allies. The deck as such is not commanded by him, but instead, the deck is him.

[THE GAME PLAN] The deck wants to utilize Shu’s ability with evasive, protective, and power-boosting spells to spend ideally one combat per opponent.

[THE POWER LEVEL] On a traditional power level scale, I would rate this deck at 7 out of 10. It can quickly take out an opponent but struggle more and more the longer the game and the grind goes on. It is far from invincible, despite it’s often-leathal first few turns.

[THE PHILOSOPHY] The main idea behind the deck is to show how typically non-EDH cards like Run Amok can be far more deadly than expected. Closing out games as fast as possible is also a main objective, as well as to experience Voltron strategies. All this combined with the flavor combination between Shu and Saitama made the deck too appealing not to build.

[EARLY GAME] The first few turns are basically a quick window to set up a good hand through cards like Brainstorm and Impulse. Hitting the land drops are essential, so don’t shuffle away too many of them.

[MID GAME] Mid game for this deck is typically 1-2 turns. Play Shu. Equip him with anything available, like Swiftfoot Boots or Inquisitor's Flail. Protect him for a turn rotation or two.

[LATE GAME] Once the opportunity present itself, take out opponents out one by one instead of everyone at once at a later stage to minimize opposition. By identifying and neutralizing the most resilient/“grindiest” opponent first, problematic situations are decreased to a minimum. Alternatively, begin with the opponent who whines on how it breaks flavor to have the “One-Punch Man” win through double strike. It rarely takes more than a couple of cheap pumps and an evasive spell.


On its own, the deck usually presents its first one-hit K.O. by turn 4-6. Later K.O.’s varies widely depending on the level of interaction.

As far as interactions of interest, the deck is pretty straightforward and self-explanatory. Mastering the deck is more a question of understanding which opponents to take out first (and perhaps how Prowess works with Hidden Strings).

There are small, almost neglectable improvements to be made by including Unleash Fury and Flare of Faith. Some bigger changes is adding more creatures, like Dreadhorde Arcanist, Mother of Runes, Giver of Runes and Selfless Savior to have the first two turns be more relevant.

The far bigger upgrades are in the forms of a more reliable mana base with fetch, shock, filter, pain, bond and horizon lands, then free counterspells like Fierce Guardianship, Force of Negation and Force of Will.

I did not play the deck during Season II.
I built the deck from typically non-EDH cards for the fun of it, played it once, and won the game. Based on the reception as well as the fear of losing a perfect win score, I decided to let the deck rest for a little while.

Cards switched after the season Show

Check out the decks below for more of my builds. Comments, suggestions and upvotes are greatly appreciated!

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Date added 5 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

21 - 0 Rares

21 - 0 Uncommons

33 - 0 Commons

Cards 100
Avg. CMC 1.62
Tokens Bird 2/2 U, Copy Clone, On an Adventure, Spirit 1/1 W, Treasure
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