So I recently got a Serra's Sanctum and made a Heliod deck and a Bant deck and they both worked very well and I was happy with them and filed them away as decks I can make in the future. They both had a Staff of Domination in the 99 as well and I got to thinking if there is anyway I can play those things together in interesting ways and yeah I have a Natural Affinity and a Rude Awakening on hand no problem. My thought process then became okay if I am already making all of my lands into creatures for this very silly combo is there any way I can add to that in a way that just makes a damn good deck out of it and I came to the card and the reason I had to leave Bant in the dust.
Having already had a lot of experience utilizing this card with the best commander of the job I quickly remodeled the Bant deck into a Anti-B deck Commanded by these two.
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I have previously built this deck in a variety more benefiting Akiri in that it was full of very cheap artifacts to cast quite easily with the mana that Kydele produces to create some ridiculous storms.
This deck was still going to retain the enchantress parts of the previous Bant deck to power the Sanctum while incorporating everything else. In this case Akiri becomes a 2 mana creature ready whenever which can be relevant and killing 2 different people with Commander Damage in the same turn is a thing this deck can pull off.
The deck's primary goal is the drawing of cards which eventually fuel into the combos to allow for the drawing of more cards generally coupled with the making of a lot of mana to remove players from the game through either damage or through making them draw way too many cards. The deck does this by setting up some good synergies in the deck that can in the correct situations spill over to infinite combos but even then those are not required to pull out a victory.
I haven't gotten a chance to play it in a game yet, so I will leave any extrapolations or changes or anything like that until then, if you have any suggestions let me know.
Having already had a lot of experience utilizing this card with the best commander of the job I quickly remodeled the Bant deck into a Anti-B deck Commanded by these two.
&
I have previously built this deck in a variety more benefiting Akiri in that it was full of very cheap artifacts to cast quite easily with the mana that Kydele produces to create some ridiculous storms.
This deck was still going to retain the enchantress parts of the previous Bant deck to power the Sanctum while incorporating everything else. In this case Akiri becomes a 2 mana creature ready whenever which can be relevant and killing 2 different people with Commander Damage in the same turn is a thing this deck can pull off.
Here is the list:
1 Kydele, Chosen of Kruphix
Partner
1 Akiri, Line-Slinger
Creature
1 Argothian Enchantress
1 Birds of Paradise
1 Academy Rector
1 Azusa, Lost but Seeking
1 Avacyn's Pilgrim
1 Arbor Elf
1 Eidolon of Blossoms
1 Recruiter of the Guard
1 Llanowar Elves
1 Laboratory Maniac
1 Snapcaster Mage
1 Monastery Mentor
1 The Locust God
Enchantment
1 Land Tax
1 Sylvan Library
1 Mystic Remora
1 Concordant Crossroads
1 Earthcraft
1 Survival of the Fittest
1 Aura Shards
1 Solitary Confinement
1 Ghostly Prison
1 Copy Enchantment
1 Privileged Position
1 Enchanted Evening
1 Prismatic Omen
1 Stranglehold
1 Stony Silence
1 Exploration
1 Jeskai Ascendancy
1 Grasp of Fate
1 Cryptolith Rite
1 Solemnity
1 Rest in Peace
1 Strip Mine
1 City of Brass
4 Forest
3 Island
1 Mountain
3 Plains
1 Serra's Sanctum
1 Deserted Temple
1 Hall of the Bandit Lord
1 Tolaria West
1 Command Tower
1 Reliquary Tower
1 Hallowed Fountain
1 Steam Vents
1 Temple Garden
1 Breeding Pool
1 Sacred Foundry
1 Stomping Ground
1 Mana Confluence
1 Bloodstained Mire
1 Flooded Strand
1 Polluted Delta
1 Windswept Heath
1 Wooded Foothills
1 Horizon Canopy
Artifact
1 Skullclamp
1 Crucible of Worlds
1 Staff of Domination
1 Cloudstone Curio
1 Sol Ring
Instant
1 Mystical Tutor
1 Intuition
1 Crop Rotation
1 Frantic Search
1 Enlightened Tutor
1 Brainstorm
1 Harrow
1 Natural Affinity
1 Paradoxical Outcome
1 Benefactor's Draught
1 Cyclonic Rift
1 Teferi's Protection
1 Blue Sun's Zenith
1 Wheel of Fortune
1 Winds of Change
1 Time Spiral
1 Replenish
1 Farseek
1 Wargate
1 Ponder
1 Preordain
1 Life from the Loam
1 Rude Awakening
1 Council's Judgment
1 Green Sun's Zenith
1 Windfall
Planeswalker
1 Jace, the Mind Sculptor
The deck's primary goal is the drawing of cards which eventually fuel into the combos to allow for the drawing of more cards generally coupled with the making of a lot of mana to remove players from the game through either damage or through making them draw way too many cards. The deck does this by setting up some good synergies in the deck that can in the correct situations spill over to infinite combos but even then those are not required to pull out a victory.
I haven't gotten a chance to play it in a game yet, so I will leave any extrapolations or changes or anything like that until then, if you have any suggestions let me know.