Before you read further, I will summarize the theme of this deck, its purpose and wincons, so you can decide if you want to spend more time on it. NOTE: This deck still need refinement with newest cards.
WHO: Shu Yun, the Silent Tempest, Jeskai khan during the Fate Reforge timeline, seemly the wisest of the five, highly values wisdom and foresight, and kill dragons with ease when required. Unlike other voltron generals, Shu Yun’s “pumping” comes naturally as you play noncreature spells, and his ability adds a lot of politics, which makes him highly versatile even in group games.
WHAT: This is an artifact-related deck focuses on Shu Yun and cards synergies with him, mostly Jeskai’s spell-based triggers. Shu Yun is NOT the only wincon here.
WHEN: This deck requires a lot of patience since Shu Yun relies on spells and equipments to protect him. Because Shu Yun doesn’t start big and strong and in many cases you might not even win with Shu Yun himself, which is ok.
WHERE: Because of Shu Yun’s versatility, I consider this deck 1v1/multiplayer able, although maintaining cards in hand may become increasingly difficult as number of players increases. Fortunately, there are cards in this deck that help you maintain a good hand.
WHY: I personally enjoy nonlinear decks with various of wincons, and because EDH is a social format I want my deck to be able to help others when needed.
HOW: This deck offers several wincons in addition to Shu Yun.
1) Shu Yun
2) Tokens
3) Superfriends
4) Go Infinite
STRENGTH
1) Potential to one-shot one or more opponents.
2) Strong board presence.
3) Consistent card advantage with cantrip, retrieval, and permanent-draws.
4) Jeskai colors which covers a wide range of spell choices.
5) Multiple wincons.
6) Strong politics. Many spells manipulate battles of others, this includes pumping, protections, counters, and of course Shu Yun’s own ability. The deck consists of planewalkers who could give and take advantages amongst players. Removals of all permanent types, i.e., bargaining chips.
WEAKNESS
1) This deck wins mostly by creatures, then planeswalkers, both are permanent types susceptible to damage and removal.
2) Refilling hands may become increasingly difficult as the number of players go up.
3) Mana intensive when attempt to maintain board state. Also has to support three colors.
Reasons you might LIKE about this deck:
1) You enjoy voltron deck and also want extra versatility.
2) You enjoy politics and control.
3) You enjoy multiple wincons.
4) You enjoy underused generals. (Is he?)
5) You enjoy supporting creatures with spells.
6) You like Jeskai color combination and/or the lore.
Reasons you might DISLIKE about this deck:
1) You dislike small creatures, tokens, and/or voltron.
2) You dislike politics and/or control variance.
3) You want more focus in a deck.
4) You don’t want too many colors in a deck.
5) You prefer hardcore competitive decks.
Now that you’ve learned a bit about the deck, here is the list.
1) Control with spells
2) Maintain board presence with creatures and planeswalkers
3) Mix of the above two.
During mid game, the deck could go :
1) Voltron: Equipment on any creature, with pump spells and/or Shu Yun for burst damage.
2) Tokens: Overwhelming opponents with tokens, pumping with Jeskai Ascendency/Monastery Mentor (Monks) if able.
3) Ultimate: With your planeswalkers.
4) Infinite Combo: Paradox Engine and/or Dramatic Reversal/Isochron Scepter. A) Sensei’s Divining Top can keep your hand full by stacking its draw ability with Paradox Engine’s untap ability. B) X spells like Bonfire of the Damned, Sphinx’s Revelation, and/or cast View from Above countless times to pump prowess if you have a white permanent, C) Infinitely pumps your army if you have Jeskai Ascendency out.
5) Politics: Maintaining control, appear harmless while manipulates opponents’ game.
WHO: Shu Yun, the Silent Tempest, Jeskai khan during the Fate Reforge timeline, seemly the wisest of the five, highly values wisdom and foresight, and kill dragons with ease when required. Unlike other voltron generals, Shu Yun’s “pumping” comes naturally as you play noncreature spells, and his ability adds a lot of politics, which makes him highly versatile even in group games.
WHAT: This is an artifact-related deck focuses on Shu Yun and cards synergies with him, mostly Jeskai’s spell-based triggers. Shu Yun is NOT the only wincon here.
WHEN: This deck requires a lot of patience since Shu Yun relies on spells and equipments to protect him. Because Shu Yun doesn’t start big and strong and in many cases you might not even win with Shu Yun himself, which is ok.
WHERE: Because of Shu Yun’s versatility, I consider this deck 1v1/multiplayer able, although maintaining cards in hand may become increasingly difficult as number of players increases. Fortunately, there are cards in this deck that help you maintain a good hand.
WHY: I personally enjoy nonlinear decks with various of wincons, and because EDH is a social format I want my deck to be able to help others when needed.
HOW: This deck offers several wincons in addition to Shu Yun.
1) Shu Yun
2) Tokens
3) Superfriends
4) Go Infinite
STRENGTH
1) Potential to one-shot one or more opponents.
2) Strong board presence.
3) Consistent card advantage with cantrip, retrieval, and permanent-draws.
4) Jeskai colors which covers a wide range of spell choices.
5) Multiple wincons.
6) Strong politics. Many spells manipulate battles of others, this includes pumping, protections, counters, and of course Shu Yun’s own ability. The deck consists of planewalkers who could give and take advantages amongst players. Removals of all permanent types, i.e., bargaining chips.
WEAKNESS
1) This deck wins mostly by creatures, then planeswalkers, both are permanent types susceptible to damage and removal.
2) Refilling hands may become increasingly difficult as the number of players go up.
3) Mana intensive when attempt to maintain board state. Also has to support three colors.
Reasons you might LIKE about this deck:
1) You enjoy voltron deck and also want extra versatility.
2) You enjoy politics and control.
3) You enjoy multiple wincons.
4) You enjoy underused generals. (Is he?)
5) You enjoy supporting creatures with spells.
6) You like Jeskai color combination and/or the lore.
Reasons you might DISLIKE about this deck:
1) You dislike small creatures, tokens, and/or voltron.
2) You dislike politics and/or control variance.
3) You want more focus in a deck.
4) You don’t want too many colors in a deck.
5) You prefer hardcore competitive decks.
Now that you’ve learned a bit about the deck, here is the list.
1 Shu Yun, the Silent Tempest
Artifacts 13
1 Azorius Signet
1 Chromatic Lantern
1 Fellwar Stone
1 Gilded Lotus
1 Grim Monolith
1 Isochron Scepter
1 Paradox Engine
1 Sensei's Divining Top
1 Sol Ring
1 Sunforger
1 Swiftfoot Boots
1 Sword of Feast and Famine
1 Umezawa's Jitte
Creatures 8
1 Archaeomancer
1 Godo, Bandit Warlord
1 Medomai the Ageless
1 Monastery Mentor
1 Snapcaster Mage
1 Stoneforge Mystic
1 Talrand, Sky Summoner
1 Young Pyromancer
Enchantments 5
1 Detention Sphere
1 Duelist's Heritage
1 Jeskai Ascendancy
1 Oblivion Ring
1 Rhystic Study
Instants 21
1 Boros Charm
1 Brainstorm
1 Brute Force
1 Counterflux
1 Cryptic Command
1 Cyclonic Rift
1 Dramatic Reversal
1 Enlightened Tutor
1 Hindering Light
1 Mystical Tutor
1 Path to Exile
1 Render Silent
1 Return to Dust
1 Shadow Rift
1 Shelter
1 Sphinx's Revelation
1 Steam Augury
1 Swords to Plowshares
1 Turnabout
1 Valorous Stance
1 View from Above
1 Artful Dodge
1 Austere Command
1 Bonfire of the Damned
1 Deep Analysis
1 Distortion Strike
1 Mystic Retrieval
1 Reckless Charge
1 Steelshaper's Gift
1 Supreme Verdict
1 Time Spiral
1 Wrath of God
Planeswalkers 7
1 Dovin Baan
1 Elspeth, Knight-Errant
1 Nahiri, the Lithomancer
1 Narset Transcendent
1 Ral Zarek
1 Tamiyo, the Moon Sage
1 Tezzeret the Seeker
Lands 34
1 Academy Ruins
1 Adarkar Wastes
1 Ancient Den
1 Arcane Lighthouse
1 Boseiju, Who Shelters All
1 Cascade Bluffs
1 Cavern of Souls
1 Celestial Colonnade
1 City of Brass
1 Command Tower
1 Eiganjo Castle
1 Flamekin Village
1 Flooded Strand
1 Great Furnace
1 Hallowed Fountain
1 Homeward Path
2 Island
1 Mana Confluence
1 Mistveil Plains
1 Mountain
1 Mystic Gate
1 Mystic Monastery
2 Plains
1 Reflecting Pool
1 Rogue's Passage
1 Rugged Prairie
1 Sacred Foundry
1 Seat of the Synod
1 Steam Vents
1 Temple of Enlightenment
1 Temple of Epiphany
1 Temple of Triumph
The deck initially goes three directions:
1) Control with spells
2) Maintain board presence with creatures and planeswalkers
3) Mix of the above two.
During mid game, the deck could go :
1) Voltron: Equipment on any creature, with pump spells and/or Shu Yun for burst damage.
2) Tokens: Overwhelming opponents with tokens, pumping with Jeskai Ascendency/Monastery Mentor (Monks) if able.
3) Ultimate: With your planeswalkers.
4) Infinite Combo: Paradox Engine and/or Dramatic Reversal/Isochron Scepter. A) Sensei’s Divining Top can keep your hand full by stacking its draw ability with Paradox Engine’s untap ability. B) X spells like Bonfire of the Damned, Sphinx’s Revelation, and/or cast View from Above countless times to pump prowess if you have a white permanent, C) Infinitely pumps your army if you have Jeskai Ascendency out.
5) Politics: Maintaining control, appear harmless while manipulates opponents’ game.
This thread was created in response to Jeff2302's thread about voltron: http://www.mtgsalvation.com/forums/the-game/commander-edh/772755-help-me-decide-voltron-commander-geist-rafiq-shu
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