Dack Fayden - Great card filtering and a good way to get an edge up on color-fixing and ramp in colors without green as he can grab a Gilded Lotus or other mana rocks laying around in addition to being a Faithless Looting on a stick. Tezzeret the Seeker - Tutors and Ramps. Auto-include in most of my blue lists.
Shadow Rift - Grants Shu Yun some good evasion and cantrips while triggering Shu's Double strike trigger for cheap. Tithe - Tutors up Misveil Plains for use with Sunforger and is a good way to stay on top of color-fixing in non-green. Brainstorm - Good way to get rid of some unwanted stuff to a fetchland and to get at what I need for cheap! Gods Willing - Protects Shu from spot removal and helps to filter the deck some. Mystical Tutor - Gets what you need for cheap, slightly flavorful here. Enlightened Tutor - See Mystical Tutor. Swords to Plowshares - Best removal in the format. Boros Charm - Helps keep Shu alive and doubles as a second Shu what you've got other targets on the board. Impulse - Solid draw for cheap. Snap - Can be used to save Shu or to get rid of a blocker and then open up mana for Double strike triggers. Arcane Denial - Good hard counter with some draw power tacked on. Remand - Good soft counter with some draw power tacked on. Shelter - More protection for Shu, again with some draw power to keep the engine going. Unexpectedly Absent - Solid removal, Sunforger and can be used to get rid of pesky generals or any other nonland permanent. Long-Term Plans - Decent instant speed tutor which can net us the card right away with the amount of looting in the list. Dream Fracture - See Arcane Denial. Chaos Warp - See Unexpectedly Absent Frantic Search - This is great with Shu's trigger ability, like Snap and even ramps when cards like Sapphire Medallion are in play. Fact or Fiction - Potent draw power. Overblaze - A way to push the damage over the top and take someone out with general damage real quick or target Malignus :D. Turnabout - Good multi-utility here from ramping, to preventing attackers to getting rid of blockers ect
Preordain - Cheap draw power. Faithless Looting - See Preordain Fabricate - Helps tutor up ramp or equipments. Wheel of Fortune - Being less controlly, this deck can burn its hand pretty fast and this is the best way to refill it. Windfall - See Wheel of Fortune Seize the Day - A cheap way to push lethal, especially with Double strike online. Past in Flames - Allows you to replay any of the other 31 Instants or Sorceries. Bribery - Helps to act as a win-con to grab Eldrazi or other situational goodness. Time Warp, Temporal Manipulation, Capture of Jingzhou - I see these as Extra combat steps with "Draw a card".
Mana Crypt - Helps to push Shu out earlier, like T1. Sol Ring - EDH Staple. Why run without it?! O-Naginata - Cool eastern flavor equipment that helps grant some good power boost with soft-evasion. Great card here for . Wayfarer's Bauble - Colorless Rampant Growth thats Sun Titan recurable. Sensei's Divining Top - Again, EDH staple and mild flavor resonance here. Helm of Awakening - Helps cut the cost of Time Warp and other friends so you can chain more spells and grant more double strike. Sapphire Medallion - See Helm of Awakening Scroll Rack - Why not run it if you're also running Land Tax. Also another mild flavor card here. Umezawa's Jitte - Works excellent with Double strike and covers all the utility I could ask for in this list. Sunforger - Key card here that lets you tutor your arsenal of removal and other spells and also makes Shu quite a threat!
Land Tax - Synergizes with Scroll Rack and helps fix early game mana in non-green. Mystic Remora - Extra draw power is always a plus for this deck since it wants to keep casting more spells. Monastery Siege - Great double utility here as it helps protect Shu and also can be used to loot when we've already got established board presence. Rhystic Study - More extra draw power. Jeskai Ascendancy - Draw power, plus an extra prowess trigger for all our creatures, really pushing the overall strategy!
It seems like you might have some issues with running out of steam. Treasure Cruise and Dig Through Time are out-of-control bonkers and work well with lots of cantrips. Also, with Sunforger in the deck and plans to tutor for it I think you'll want a counterspell it can find. Options include:
Looks like a lot of fun! Have you had a chance to play with it? How is it?
I really like the inclusion of Mistveil Plains! Seems like an obvious choice with Sunforger once you mentioned it.
I've been running Vanishing to good effect in my Shu Yun deck. I have to agree with Hunding above, card draw has been a life saver for me, especially Treasure Cruise and Dig Through Time.
And as kalkris said, Medomai the Ageless can be a game ender, or he takes the heat off of Shu Yun for a bit.
A counterspell doesn't sound too bad for the sunforger package, though not sure what to cut... Snap maybe? Also what are thoughts on Mana Tithe for this slot since its cheap? Or Hindering Light for cantrip protection?
Also what are people's thoughts on Angelic Renewal vs Vanishing since they each have their upsides and are both Sun Titan recurable..
I'm 100% in the Vanishing camp. It works against exile effects. It's also better in a meta with graveyard-hate (Leyline of the Void and friends). I run it in Zur, and it is almost always the first Enchantment that I go for.
Quote from foo_intherain » »
A counterspell doesn't sound too bad for the sunforger package, though not sure what to cut... Snap maybe? Also what are thoughts on Mana Tithe for this slot since its cheap? Or Hindering Light for cantrip protection?
I'm not big on taxing/soft counters like Mana Tithe or Mana Leak in EDH. Too often, if people have spells to cast, they have mana open. I think Hindering Light or Render Silent would be a great fit.
RE: Mana Tithe. Mana Tithe gets it's power from being a surprise card--not many people expect a non-blue deck to counter something. Having access to blue kinda nullifies Mana Tithe's impact since you can cast any number of hard counters or free counters instead.
I am building a similar deck, but more casual. Have you thought about using Ensnaring Bridge? I haven't tested this yet, but could imagine it being a good fit for the deck. It can work with Shu Yun's Prowess and lock an opponent's ability to attack. How many cards do you end up holding on an opponent's turn?
I am building a similar deck, but more casual. Have you thought about using Ensnaring Bridge? I haven't tested this yet, but could imagine it being a good fit for the deck. It can work with Shu Yun's Prowess and lock an opponent's ability to attack. How many cards do you end up holding on an opponent's turn?
My brother plays it in his Sliver Queen Superfriend deck to good effect protecting his walkers. I'm not sure how I feel about it here with Shu and Malignus and Serra Ascendent and Sun Titan however.
I've actually yet to play, sleeving up today after brainstorming this list a bit. A few more changes:
- Dream Fracture >> Hindering Light : Sunforger target that protects Shu or another permanent and cantrips. Might go back to Dream Fracture depending on how relevant the Sunforger targeting is here.
- Scroll Rack >> Ancient Tomb : Wanted to ensure I'd be hitting lands as well as this helps to accelerate us quicker, while despite its great interaction with Land Tax, I wanted to see if the draw power here was good enough to get by without Scroll Rack for now...
You need to find room for View from Above. When you control a white permanent you can pretty much spam it for Prowess triggers/Jeskai Ascendancy while you have the mana for it. Also Stoic Rebutal is amazing to protect Shu. He gets to 4 power once you counter the spells so it becomes a hard counter for noncreature spells for one mana. If you had more instant/socrercy spells that target your guys, Battlefield Thaumaturge. Also another option to protect your guys without increasing counterspells is Veilstone Amulet. It allows you to be offensive and defensive at the same time against spot removal.
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To the people that say that a card needs to be a higher rarity because of Limited... I hate you guys so much. I present to you with this.
Cool list, sadly you can't cast Unexpectedly Absent with Sunforger. Or, you can, but x will be 0. Any alternate costs in the text of the card you can pay, but the actual mana cost can't change.
I do like Pyroblast and Red Elemental Blast in Sunforger decks. Unless there's a lack of blue in your meta... (HA HA HA HA) ...it works out to be a 1 mana vindicate or a 1 mana "No" to blue.
Way of the Jeskai
Deckstats:
Way of the Jeskai
CMC: 2.71
1 Mother of Runes
1 Serra Ascendant
1 Stoneforge Mystic
1 Phantasmal Image
1 Snapcaster Mage
1 Thassa, God of the Sea
1 Thada Adel, Acquisitor
1 Imperial Recruiter
1 Phyrexian Metamorph
1 Clever Impersonator
1 Malignus
1 Sun Titan
1 Narset, Enlightened Master
//Planeswalkers
1 Dack Fayden
1 Tezzeret the Seeker
//Instants
1 Shadow Rift
1 Tithe
1 Brainstorm
1 Gods Willing
1 Mystical Tutor
1 Enlightened Tutor
1 Swords to Plowshares
1 Boros Charm
1 Impulse
1 Snap
1 Arcane Denial
1 Remand
1 Shelter
1 Unexpectedly Absent
1 Hindering Light
1 Chaos Warp
1 Frantic Search
1 Fact or Fiction
1 Overblaze
1 Turnabout
1 Dig Through Time
1 Preordain
1 Faithless Looting
1 Fabricate
1 Wheel of Fortune
1 Windfall
1 Seize the Day
1 Past in Flames
1 Bribery
1 Time Warp
1 Temporal Manipulation
1 Capture of Jingzhou
1 Treasure Cruise
//Artifacts
1 Mana Crypt
1 Sol Ring
1 O-Naginata
1 Wayfarer's Bauble
1 Sensei's Divining Top
1 Helm of Awakening
1 Sapphire Medallion
1 Umezawa's Jitte
1 Sunforger
//Enchantments
1 Vanishing
1 Land Tax
1 Mystic Remora
1 Rhystic Study
1 Jeskai Ascendancy
//Land
1 Command Tower
1 Plateau
1 Volcanic Island
1 Tundra
1 Steam Vents
1 Hallowed Fountain
1 Sacred Foundry
1 Rugged Prairie
1 Mystic Gate
1 Cascade Bluffs
1 Scalding Tarn
1 Arid Mesa
1 Flooded Strand
1 Misty Rainforest
1 Wooded Foothills
1 Windswept Heath
1 Marsh Flats
1 Polluted Delta
1 Mistveil Plains
8 Snow-Covered Island
3 Snow-Covered Mountain
3 Snow-Covered Plains
1 Cathedral of War
1 Slayers' Stronghold
1 Strip Mine
1 Ancient Tomb
Mother of Runes - Helps to push Shu Yun through blockers as well as to save him and our other win-con creatures from spot removal.
Serra Ascendant - Early game pressure and possible win-con.
Stoneforge Mystic - Tutors for key cards like Sunforger.
Phantasmal Image - Helps to copy existing threats like Serra Ascendant or double up on value like Snapcaster Mage. Also a Sun Titan target.
Snapcaster Mage - Lots of Instant/Sorcery cards for this guy to target, but most importantly, Time Warp and friends.
Thassa, God of the Sea - More evasion and great filtering, overall solid inclusion for this or any voltron/saboteur oriented build.
Thada Adel, Acquisitor - Early game ramp via Sol Ring snatching, and great with Double strike.
Imperial Recruiter - Tutors for the three Clones and other utility creatures like Mother of Runes.
Phyrexian Metamorph - See Phantasmal Image. Can also by tutored for by Tezzeret the Seeker and Fabricate.
Clever Impersonator - See Phantasmal Image.
Malignus - Another win-con card, almost guaranteed kill shot with Double strike.
Sun Titan - Overall great value card and auto-include in most white decks.
Narset, Enlightened Master - Another value card for these colors. Great for chaining into extra turns.
Dack Fayden - Great card filtering and a good way to get an edge up on color-fixing and ramp in colors without green as he can grab a Gilded Lotus or other mana rocks laying around in addition to being a Faithless Looting on a stick.
Tezzeret the Seeker - Tutors and Ramps. Auto-include in most of my blue lists.
Shadow Rift - Grants Shu Yun some good evasion and cantrips while triggering Shu's Double strike trigger for cheap.
Tithe - Tutors up Misveil Plains for use with Sunforger and is a good way to stay on top of color-fixing in non-green.
Brainstorm - Good way to get rid of some unwanted stuff to a fetchland and to get at what I need for cheap!
Gods Willing - Protects Shu from spot removal and helps to filter the deck some.
Mystical Tutor - Gets what you need for cheap, slightly flavorful here.
Enlightened Tutor - See Mystical Tutor.
Swords to Plowshares - Best removal in the format.
Boros Charm - Helps keep Shu alive and doubles as a second Shu what you've got other targets on the board.
Impulse - Solid draw for cheap.
Snap - Can be used to save Shu or to get rid of a blocker and then open up mana for Double strike triggers.
Arcane Denial - Good hard counter with some draw power tacked on.
Remand - Good soft counter with some draw power tacked on.
Shelter - More protection for Shu, again with some draw power to keep the engine going.
Unexpectedly Absent - Solid removal, Sunforger and can be used to get rid of pesky generals or any other nonland permanent.
Long-Term Plans - Decent instant speed tutor which can net us the card right away with the amount of looting in the list.
Dream Fracture - See Arcane Denial.
Chaos Warp - See Unexpectedly Absent
Frantic Search - This is great with Shu's trigger ability, like Snap and even ramps when cards like Sapphire Medallion are in play.
Fact or Fiction - Potent draw power.
Overblaze - A way to push the damage over the top and take someone out with general damage real quick or target Malignus :D.
Turnabout - Good multi-utility here from ramping, to preventing attackers to getting rid of blockers ect
Preordain - Cheap draw power.
Faithless Looting - See Preordain
Fabricate - Helps tutor up ramp or equipments.
Wheel of Fortune - Being less controlly, this deck can burn its hand pretty fast and this is the best way to refill it.
Windfall - See Wheel of Fortune
Seize the Day - A cheap way to push lethal, especially with Double strike online.
Past in Flames - Allows you to replay any of the other 31 Instants or Sorceries.
Bribery - Helps to act as a win-con to grab Eldrazi or other situational goodness.
Time Warp, Temporal Manipulation, Capture of Jingzhou - I see these as Extra combat steps with "Draw a card".
Mana Crypt - Helps to push Shu out earlier, like T1.
Sol Ring - EDH Staple. Why run without it?!
O-Naginata - Cool eastern flavor equipment that helps grant some good power boost with soft-evasion. Great card here for .
Wayfarer's Bauble - Colorless Rampant Growth thats Sun Titan recurable.
Sensei's Divining Top - Again, EDH staple and mild flavor resonance here.
Helm of Awakening - Helps cut the cost of Time Warp and other friends so you can chain more spells and grant more double strike.
Sapphire Medallion - See Helm of Awakening
Scroll Rack - Why not run it if you're also running Land Tax. Also another mild flavor card here.
Umezawa's Jitte - Works excellent with Double strike and covers all the utility I could ask for in this list.
Sunforger - Key card here that lets you tutor your arsenal of removal and other spells and also makes Shu quite a threat!
Land Tax - Synergizes with Scroll Rack and helps fix early game mana in non-green.
Mystic Remora - Extra draw power is always a plus for this deck since it wants to keep casting more spells.
Monastery Siege - Great double utility here as it helps protect Shu and also can be used to loot when we've already got established board presence.
Rhystic Study - More extra draw power.
Jeskai Ascendancy - Draw power, plus an extra prowess trigger for all our creatures, really pushing the overall strategy!
Slayer's Stronghold - Giving haste to Malignus out of the box can be game ending. And +2 for Shu is welcome too.
Strip Mine - Maze of Ith can be a pain...
Mistveil Plains - Helps to reuse and abuse Sunforger targets.
Reliquary Tower - Drawing as many cards as we do, this can be of usefulness, especially during early game Mystic Remora.
Cathedral of War - Free way to give Shu an added little boost of power.
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
~Lil Kalki
Proud Disciple of the Church of the Wary
I really like the inclusion of Mistveil Plains! Seems like an obvious choice with Sunforger once you mentioned it.
I've been running Vanishing to good effect in my Shu Yun deck. I have to agree with Hunding above, card draw has been a life saver for me, especially Treasure Cruise and Dig Through Time.
And as kalkris said, Medomai the Ageless can be a game ender, or he takes the heat off of Shu Yun for a bit.
Thanks for sharing.
Also what are people's thoughts on Angelic Renewal vs Vanishing since they each have their upsides and are both Sun Titan recurable..
I think I could cut Monastery Siege for either of those and x1 Island and Long-Term Plans for the two Delve cards.
A counterspell doesn't sound too bad for the sunforger package, though not sure what to cut... Snap maybe? Also what are thoughts on Mana Tithe for this slot since its cheap? Or Hindering Light for cantrip protection?
- Long-Term Plans
- Island
- Monastery Siege
+ Dig Through Time
+ Treasure Cruise
+ Vanishing
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
I'm 100% in the Vanishing camp. It works against exile effects. It's also better in a meta with graveyard-hate (Leyline of the Void and friends). I run it in Zur, and it is almost always the first Enchantment that I go for.
I'm not big on taxing/soft counters like Mana Tithe or Mana Leak in EDH. Too often, if people have spells to cast, they have mana open. I think Hindering Light or Render Silent would be a great fit.
BRRakdos, Lord of RiotsBR
My brother plays it in his Sliver Queen Superfriend deck to good effect protecting his walkers. I'm not sure how I feel about it here with Shu and Malignus and Serra Ascendent and Sun Titan however.
I've actually yet to play, sleeving up today after brainstorming this list a bit. A few more changes:
- Dream Fracture >> Hindering Light : Sunforger target that protects Shu or another permanent and cantrips. Might go back to Dream Fracture depending on how relevant the Sunforger targeting is here.
- Scroll Rack >> Ancient Tomb : Wanted to ensure I'd be hitting lands as well as this helps to accelerate us quicker, while despite its great interaction with Land Tax, I wanted to see if the draw power here was good enough to get by without Scroll Rack for now...
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
http://www.youtube.com/watch?v=SY8h2vp5Xis
I do like Pyroblast and Red Elemental Blast in Sunforger decks. Unless there's a lack of blue in your meta... (HA HA HA HA) ...it works out to be a 1 mana vindicate or a 1 mana "No" to blue.
WUBRG Some of these decks can actually win games...WUBRG
How I know I should build a deck: