pie chart

5Color Sisay Legends, featuring a few Shrines

Commander / EDH Legendary Matters Multiplayer

PojkiMouse


This is my very first commander deck, made completely from scratch, haven't playtested it yet. I gave it some thought but please let me know if I did something weird (am I trying to do too many things at once? Or too few? Relying too much on the commander?) and what is its power level in your opinon. Thanks!


Casual commander deck built with a budget where most of the cards are < 5$. There are a few exceptions - Loran of the Third Path and Flowering of the White Tree and Reflecting Pool, cards that fit in just too well and don't exceed the budget too much.

The deck is basically a legendary tribal. It tries to build a board state where it can quickly tutor several strong cards onto battlefield, leading into a swift (though not instant) victory.

Hard Wincons:

Fallback strategy if Dynaheir/Jegantha get killed or Sisay doesn't stick around is just to get big with legends - there are no really huge creatures but Jodah, the Unifier or Heroes' Podium can boost them significantly and Ramos, Dragon Engine also works ok with the many-colors theme.

The rest of the deck just provides various support for these wincons:

  • There are some mana dorks/rocks to ensure the WUBRG is achieveable ASAP.

  • There are a lot of cheap multicolored legendaries, which boost Sisay's strength so that she can tutor more powerful permanents (Dynaheir 4CMC, Jegantha 5CMC). The role of the most <4 CMC legendaries is just to boost Sisay with their colors and provide some protections to the key pieces (like Pippin, Guard of the Citadel and others) or provide other value like token fodder or interatcion.

There is not too much redundancy as Sisay can tutor the right answer if she has enough power - tutoring Ertai Resurrected, Loran of the Third Path and cards like Hajar, Loyal Bodyguard can solve most of the problems. Nashi, Moon's Legacy can dig out some of the key pieces if they get killed, which can help to rebuild.

The mana base is somewhat clunky, half of the lands are taplands. I did not want to invest hundreds of $ into the mana base. There are some dorks and mana rocks and I guess if the mana base was upgraded it might free a few slots for other things as the deck consists mainly of cards with lower CMC. Note that a good play consists usually of one dork/rock -> one multicolored legendary -> Sisay -> WUBRG tutor, where the order of dork/rock and legendary are interchangable as there are many cheap legends.

In perfect draw the deck can get infinite mana combo on turn 3, resulting in killing 2 opponents with hasted+trampled big creatures and drain 40+ life from everybody on turn 4. Having Sisay out on turn 2 and Dynaheir turn 3 and WUBRG ready on turn 4, it is possible to drain for 40+ life on turn 5. If absolutely no ramp is used and no legendaries that increase Sisay's power are played from hand but we get 1 land per turn, then with no interaction it is possible to pull off the 40+ life drain on turn 9. So realistically, trying to win by turns 6-9 can be expected.

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

94% Casual

Competitive

Date added 10 months
Last updated 9 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

36 - 0 Rares

25 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 3.13
Tokens Angel 4/4 W w/ Vigilance, Copy Clone, Elephant 3/3 G, Elf Warrior 1/1 GW, Golem 4/4 RW, Shrine, Soldier 1/1 W, Spirit 1/1 C
Votes
Ignored suggestions
Shared with
Views