My first-ever Magic deck was a commander deck, a mono-green build with Vorinclex as general. (I've never played Standard; I'm starting to experiment with Modern.) Later on, as the deck progressed, I swapped in Omnath, and things got better. I didn't know much about the game, but swinging for hundreds of points of damage at a time seemed ... good.
My next commander deck took the skeleton of that green beatdown deck and splashed some white to play Captain Sisay. I still didn't know what I was doing, but legendary stuff seemed ... good.
I've built a handful of other decks since then, and now it's time to circle back and turn Sisay into the real captain's captain.
1. What's the proper balance of legendary to non-legendary permanents? None of the legendary ones I'm running feel shoe-horned into the deck to me, but there are only so many times you can activate Sisay in a given game. Should Patron of the Orochi be a Sword of Feast and Famine?
2. Is this fast enough? The curve is a little higher than it once was, and I've cut some of the ramp out of the deck in favor of cards like Avenger, but I'm thinking about putting Sakura-Tribe Elder back in.
3. Any upgrades you'd suggest?
4. How's my formatting? I started playing earlier this year and this is the first I've posted a deck list on a forum. What did I do wrong?
I'd recommend cutting the Kaldra cycle, which while cool don't really do anything all that impressive. Cutting them gets your artifact count low enough to run Kataki, War's Wage which I've been endlessly impressed by.
Both Kamahl, Fist of Krosa and Elesh Norn, Grand Cenobite are unstoppably awesome legends, which combine to do very mean things; but even if you're not driving for that combo, they're both excellent win conditions on their own, much better than non-legendary creatures like Primordial Hydra.
I'd recommend cutting the Kaldra cycle, which while cool don't really do anything all that impressive. Cutting them gets your artifact count low enough to run Kataki, War's Wage which I've been endlessly impressed by.
Yeah, the Kaldra equipment piece by piece isn't very efficient. Assembling Kaldra-tron is a great feeling, but opponents see it coming. I've won a couple games by drawing into two of the pieces, tutoring for the third and dropping them simultaneously, but at that point I probably should cast Kozilek (a new addition to the deck).
Both Kamahl, Fist of Krosa and Elesh Norn, Grand Cenobite are unstoppably awesome legends, which combine to do very mean things; but even if you're not driving for that combo, they're both excellent win conditions on their own, much better than non-legendary creatures like Primordial Hydra.
My meta doesn't really run land destruction, but I have considered Elesh Norn to shut down tokens. Cutting Kaldra opens a few slots. I like the Hydra as a place to dump extra mana, and it can get insane in a hurry if not dealt with. I don't often have a reason to leave lands behind for my opponents' turns.
If you're down with Eldrazi, you want Hall of the Bandit Lord Only thing scarier than Eldrazi is hasty Eldrazi. Also, faster tutors with Sisay are golden- and it even grants "haste" as an intrinsic property of the creature, so you can wait on tapping until opponents' turns.
It all depends on what you want your deck to accomplish. For Sisay and other toolbox Generals, you usually want a standard line of play that will win you the game quickly if it's uninterrupted, a backup plan in case it does, and some silver bullets to stop your opponents from doing the same.
For example, my Teneb deck linked in my signature is really a Sisay deck in disguise. Here is the standard line of play:
1) Use black and green tutors to find Sisay.
2) Build the board and lock them out of artifacts.
3) Cast Sisay, and protect her with Teneb's reanimation.
4) Tutor up Volrath's Stronghold to protect Sisay.
5) Tutor up things like Gaddock Teeg and Kataki, War's Wage, or lands, if you need them.
6) Tutor up and cast Sheoldred to protect Sisay even more.
7) Tutor up and cast Myojin of Night's Reach.
8) Reanimate things and win with them.
9) If that doesn't work, tutor up Elesh Norn, Grand Cenobite.
10) Tutor up and cast Kamahl, Fist of Krosa.
11) If either one dies, reanimate with Volrath's, Sheoldred, or Teneb.
12) Use Norn and Kamahl to destroy everyone's lands.
13) Overrun everyone for the win using Norn and Kamahl's pump.
14) If that doesn't work, overwhelm them with good creatures like Grave Titan and Rune-Scarred Demon.
Since you're not in black, you lack many of the stronger options and the reanimation, but you can still mess up their day with hateful creatures like Teeg, Kataki, and Linvala. You can still use Norn + Kamahl as a wincon. And there's always Avacyn, Angel of Hope + Armageddon. For a backup way to win, you can include a combo with Saffi Eriksdottir, since she's easy to tutor AND protects Sisay. Just try to figure out a gameplan.
Oh, and as for reanimation, there's plenty available in white if you want it:
I would keep the Kaldra set... I have them in my Sisay deck and would not take them out. All of the pieces do what they do very well, are almost always something you want to have, and can be tutored for. Also if you don't get Kaldra tron no biggie, if you got one of the pieces out you probably got some good use out of it. (but that is just my take on it (grain of salt))
If you're down with Eldrazi, you want Hall of the Bandit Lord Only thing scarier than Eldrazi is hasty Eldrazi. Also, faster tutors with Sisay are golden- and it even grants "haste" as an intrinsic property of the creature, so you can wait on tapping until opponents' turns.
Agreed that haste is ideal, but I'd generally prefer to give it via Akroma's Memorial, which probably fits the curve. If I'm tutoring up legendary lands, then I'm not tutoring up Avacyn, Myojin, Eldrazi, etc.
I do run Boseiju so that Tooth and Nail, Genesis Wave, etc. resolve, and two other legendary lands that tap for colored mana so that I don't miss any land drops.
It all depends on what you want your deck to accomplish. For Sisay and other toolbox Generals, you usually want a standard line of play that will win you the game quickly if it's uninterrupted, a backup plan in case it does, and some silver bullets to stop your opponents from doing the same.
I actually considered transitioning my Sisay deck into a Teneb deck at one point when it wasn't doing quite what I liked, but decided to stick it out in green/white. Still, I agree with your points regarding a standard line.
In a "win-now" game, I'll tutor up Rofellos first to ramp, so that I have access to cast any answers to my opponents' play. Saffi is second if Sisay seems vulnerable, and if not, then I'm apt to go get Reki, Linvala or Omnath. From there, I'm generally a turn away from Avacyn, and then a turn or two away from a win.
The only downside is that by developing a strong line, there's potential for boring/repetitive game play. My meta is packed with disruption so it's not a given that Sisay gets there every time, but I also want to build a deck that allows for some creativity whenever I shuffle up.
I enjoy having legendary answers for many different scenarios, because it allows me to respond to my opponents' lines rather than trying to race to a win.
Generally speaking, playing an early Avacyn followed immediately by an Eldrazi paints a large target on my back, so allowing my opponents to take the lead and draft off them is preferable. I have ways to keep them in check.
I would keep the Kaldra set... I have them in my Sisay deck and would not take them out. All of the pieces do what they do very well, are almost always something you want to have, and can be tutored for. Also if you don't get Kaldra tron no biggie, if you got one of the pieces out you probably got some good use out of it. (but that is just my take on it (grain of salt))
My primary concern is the cost to equip. If you're dropping a piece of equipment and the equipment or creature gets burned, then you're a turn behind. And generally speaking, if I try to play the Shield (indestructible) first, then my meta will find an answer in response.
It's worked out when I've drawn into the pieces and I'm playing them as a surprise when my opponents are tapped down, but if they see them coming, they know better than to allow them to resolve.
Granted, most of the deck is that way: if you leave it unchecked, I probably win. But I'm coming around to the idea that sinking a fair amount of mana into them might not be the most efficient path to take.
My primary concern is the cost to equip. If you're dropping a piece of equipment and the equipment or creature gets burned, then you're a turn behind. And generally speaking, if I try to play the Shield (indestructible) first, then my meta will find an answer in response.
It's worked out when I've drawn into the pieces and I'm playing them as a surprise when my opponents are tapped down, but if they see them coming, they know better than to allow them to resolve.
Granted, most of the deck is that way: if you leave it unchecked, I probably win. But I'm coming around to the idea that sinking a fair amount of mana into them might not be the most efficient path to take.
Any other opinions?
Yea, I see what you mean. Anyway how about adding a Kor Haven ?
One of my friends plays an interesting Sisay deck, but I don't actually think it's as good as yours. Your deck seems more solid with a much more clear game plan, rather than trying to assemble some inane combo.
I'm not here to tell you what you should and shouldn't do, but rather what I have experienced playing a GW deck, and frequently playing against a Sisay deck.
There are a couple of good legendary ramp spells that could be used if your deck if you worry that your deck isn't fast enough. Azusa, Lost but Seeking is pretty strong, and is a good way to power out lands in the early turns, but does become weaker in the later turns if you are low on lands. Also, having a lot of Legendary lands really helps to ensure a constant stream on one drops.
Here's a list of some good Legendary Lands:
Granted some of these cards are pretty weak, they are just something to keep in mind. Another option, for a deck with a lot of artifacts is Mox Opal. It probably won't often be active until pretty late in the game, but is Legendary, and fixes any colour of mana.
Seedborn Muse is probably the best non-Legendary green creature in Commander at the moment, and allows for multiple activation of Sisay in a turn. The one downside is that it draws a lot of hate. I did see you are running Vorinclex, Voice of Hunger. Now he's certainly not bad, but he is a bit of a griefer. I hate him, only because I am not the biggest fan of such hateful cards, but then again it also has to do with my play group who has issued a soft ban on him. Elesh Norn, Grand Cenobite however, is a card I love playing. It just makes such a massive difference, and is really good against tokens. Speaking of tokens, Rhys the Redeemed is almost an auto-include in most GW decks I have seen. He is a strong Legendary creature in both the early and late stages of the game, and something I would definitely try out.
I also am not the biggest fan of targeted reanimation, but I would like to see how Sun Titan and Repopulate are in this deck. I recently took Sun Titan out of my deck because he usually just didn't have enough targets.
I really do like your deck, and I wish you luck in the future with it.
On that note, Yavimaya Hollow is another way to protect Sisay.
I haven't done much in the way of legendary lands, which might be another way to give the deck some flexibility. Originally, I ran only Okina and Eiganjo Castle in the event that I was stuck and not drawing into my ramp. I added Boseiju recently after also adding Tooth and Nail, because ensuring that T&N and/or Genesis Wave resolve can win games.
I could cut the few remaining duals that enter the battlefield tapped. I don't want to cut any additional basics, because Rofellos loves forests. Definitely something to consider.
...There are a couple of good legendary ramp spells that could be used if your deck if you worry that your deck isn't fast enough. Azusa, Lost but Seeking is pretty strong, and is a good way to power out lands in the early turns, but does become weaker in the later turns if you are low on lands.
I did run Azusa for a bit, but I never seemed to have her and a bunch of lands in my hand at the same time. I ended up dropping her for non-legendary cards like Fierce Empath and Eternal Witness, which seem to provide more value at that stage of the game. I think I might even prefer Sakura-Tribe Elder to Azusa, just because it goes to find land, rather than relying on you to have it already.
Also, having a lot of Legendary lands really helps to ensure a constant stream on one drops.
Here's a list of some good Legendary Lands:
I run Pendelhaven in my modern infect deck, and it's great there, but not as good in this deck as I don't have 1/1 creatures. I initially wanted to proxy a Gaea's Cradle to try out, but I never seem to have a large number of creatures (and if I do, then I should already be winning the game in short order). I don't want to run too many non-forests, because Rofellos is the best ramp in the deck. I may up my count of non-basics, though, after having taken out Boundless Realms recently.
Seedborn Muse is probably the best non-Legendary green creature in Commander at the moment, and allows for multiple activation of Sisay in a turn.
Great suggestion. I run Seedborn Muse in my Yeva and Mimeoplasm EDH decks, but for some reason, not here. Yeva may be torn apart for pieces soon, and Seedborn will likely make its way over. It's definitely a game-changer, and would probably be my first Green Sun's Zenith target each game.
I also am not the biggest fan of targeted reanimation, but I would like to see how Sun Titan and Repopulate are in this deck. I recently took Sun Titan out of my deck because he usually just didn't have enough targets.
I just added Repopulate, so the jury's still out. Legends tend to die quickly, and sometimes it's nice (and necessary) to be able to use them more than once. Granted, the Eldrazi let me shuffle everything back in, too, but they tend to be exiled more often than they hit the graveyard. I decided to cut Praetor's Counsel in favor of Repopulate primarily for its cycling ability. It may be a dead card, but if it is, I'll hopefully draw into something better.
Seedborn Muse is a Green Sun's Zenith and Tooth and Nail target, while Primordial Hydra isn't. And while I don't interact much with my opponents on their turns, the Muse grants my creatures pseudo-vigilance (and doesn't make me worry about leaving back a plains for Path, Swords, etc.).
Qasali Pridemage gives me another two drop, balancing out the curve and removing Sword of X&Y, Oblivion Ring, and so forth when needed.
Ranger's Path feeds Rofellos, and it also finds Temple Garden. I thought about putting Sakura-Tribe Elder back in, but went for the ramp spell instead.
Question: Helm of Kaldra seems useful as Akroma's Memorial's baby brother (first strike, trample, haste), and is able to be tutored up (as opposed to something like Sword of Vengeance). Sword and Shield of Kaldra are more expensive to drop and equip and less useful, and so I'd generally rather be doing something else. Is is weird to run one piece of Kaldra-tron without the other two?
Here's the updated deck list sorted by card type and converted mana cost.
Restoration Angel didn't have enough targets to be incredibly useful in this deck. Elvish Harbinger goes and finds Rofellos, or Fierce Empath (which then finds the deck's beaters), or Elvish Piper (which then cheats in Ulamog), etc. Giving it a try to see how it plays.
So far, I haven't missed the Kaldra equipment. The Jitte and Akroma's Memorial have seen more play as a result, which is a good thing.
Tried it, didn't like it. Seedborn's effect is game-changing in certain decks. Not this one, because I simply don't interact much with my opponents on their turns. When I do, it's usually Path or Swords for one mana. If I want vigilance, Akroma's Memorial is a thing.
Enter another finisher. It seemed like the more credible threats (Eldrazi, Avacyn, etc.) were being exiled with regularity, and it might be beneficial to have another way to hit for an absurd amount of damage.
Made a few changes that seem to have the deck as finely tuned as it's ever been. It ramps up into bombs that are very difficult to answer on turn four.
The key I think was adding more creature-based ramp, rather than spell-based. Genesis Wave for a bunch. Limiting the number of finishers to some extent was also useful. I don't want to play the exact same game every time I shuffle up, but there also wasn't really a place for cards like Mossbridge Troll when I can aim for Kozilek instead.
My next commander deck took the skeleton of that green beatdown deck and splashed some white to play Captain Sisay. I still didn't know what I was doing, but legendary stuff seemed ... good.
I've built a handful of other decks since then, and now it's time to circle back and turn Sisay into the real captain's captain.
1 Captain Sisay
Legendary Creatures
1 Ulamog, the Infinite Gyre
1 Kozilek, Butcher of Truth
1 Myojin of Life's Web
1 Patron of the Orochi
1 Vorinclex, Voice of Hunger
1 Myojin of Cleansing Fire
1 Avacyn, Angel of Hope
1 Akroma, Angel of Wrath
1 Sakiko, Mother of Summer
1 Sigarda, Host of Herons
1 Linvala, Keeper of Silence
1 Glissa Sunseeker
1 Omnath, Locus of Mana
1 Reki, the History of Kamigawa
1 Rofellos, Llanowar Emissary
1 Eight-and-a-Half-Tails
1 Saffi Eriksdotter
Beaters
1 Primordial Hydra
1 Avenger of Zendikar
1 Serra Ascendant
Removal
1 Archon of Justice
1 Intrepid Hero
1 Oblation
1 Beast Within
1 Swords to Plowshares
1 Path to Exile
1 Aura Shards
1 Terminus
1 Hallowed Burial
1 Austere Command
Protection
1 Asceticism
1 Privileged Position
Acceleration
1 Solemn Simulacrum
1 Yavimaya Elder
1 Sol Ring
1 Explosive Vegetation
1 Cultivate
1 Kodama's Reach
Tutor
1 Fierce Empath
1 Worldly Tutor
1 Green Sun's Zenith
1 Tooth and Nail
1 Time of Need
Equipment
1 Shield of Kaldra
1 Sword of Kaldra
1 Helm of Kaldra
1 Umezawa's Jitte
1 Lightning Greaves
Finishers
1 Akroma's Memorial
1 Genesis Wave
1 Overwhelming Stampede
Utility
1 Sun Titan
1 Restoration Angel
1 Elvish Piper
1 Eternal Witness
1 Sensei's Divining Top
1 Lurking Predators
1 Summoning Trap
1 Repopulate
1 Selesnya Charm
1 Soul's Majesty
1 Hymn of Rebirth
1 Command Tower
1 Boseiju, Who Shelters All
1 Temple of the False God
1 Selesnya Sanctuary
1 Temple Garden
1 Razorverge Thicket
1 Sunpetal Grove
1 Stirring Wildwood
1 Graypelt Refuge
1 Selesnya Guildgate
1 Okina, Temple to the Grandfathers
1 Mosswort Bridge
1 Eiganjo Castle
1 Windbrisk Heights
1 Mistveil Plains
1 Riftstone Portal
14 Forest
7 Plains
Questions:
1. What's the proper balance of legendary to non-legendary permanents? None of the legendary ones I'm running feel shoe-horned into the deck to me, but there are only so many times you can activate Sisay in a given game. Should Patron of the Orochi be a Sword of Feast and Famine?
2. Is this fast enough? The curve is a little higher than it once was, and I've cut some of the ramp out of the deck in favor of cards like Avenger, but I'm thinking about putting Sakura-Tribe Elder back in.
3. Any upgrades you'd suggest?
4. How's my formatting? I started playing earlier this year and this is the first I've posted a deck list on a forum. What did I do wrong?
Both Kamahl, Fist of Krosa and Elesh Norn, Grand Cenobite are unstoppably awesome legends, which combine to do very mean things; but even if you're not driving for that combo, they're both excellent win conditions on their own, much better than non-legendary creatures like Primordial Hydra.
Yeah, the Kaldra equipment piece by piece isn't very efficient. Assembling Kaldra-tron is a great feeling, but opponents see it coming. I've won a couple games by drawing into two of the pieces, tutoring for the third and dropping them simultaneously, but at that point I probably should cast Kozilek (a new addition to the deck).
My meta doesn't really run land destruction, but I have considered Elesh Norn to shut down tokens. Cutting Kaldra opens a few slots. I like the Hydra as a place to dump extra mana, and it can get insane in a hurry if not dealt with. I don't often have a reason to leave lands behind for my opponents' turns.
For example, my Teneb deck linked in my signature is really a Sisay deck in disguise. Here is the standard line of play:
1) Use black and green tutors to find Sisay.
2) Build the board and lock them out of artifacts.
3) Cast Sisay, and protect her with Teneb's reanimation.
4) Tutor up Volrath's Stronghold to protect Sisay.
5) Tutor up things like Gaddock Teeg and Kataki, War's Wage, or lands, if you need them.
6) Tutor up and cast Sheoldred to protect Sisay even more.
7) Tutor up and cast Myojin of Night's Reach.
8) Reanimate things and win with them.
9) If that doesn't work, tutor up Elesh Norn, Grand Cenobite.
10) Tutor up and cast Kamahl, Fist of Krosa.
11) If either one dies, reanimate with Volrath's, Sheoldred, or Teneb.
12) Use Norn and Kamahl to destroy everyone's lands.
13) Overrun everyone for the win using Norn and Kamahl's pump.
14) If that doesn't work, overwhelm them with good creatures like Grave Titan and Rune-Scarred Demon.
Since you're not in black, you lack many of the stronger options and the reanimation, but you can still mess up their day with hateful creatures like Teeg, Kataki, and Linvala. You can still use Norn + Kamahl as a wincon. And there's always Avacyn, Angel of Hope + Armageddon. For a backup way to win, you can include a combo with Saffi Eriksdottir, since she's easy to tutor AND protects Sisay. Just try to figure out a gameplan.
Oh, and as for reanimation, there's plenty available in white if you want it:
Emeria, the Sky Ruin
Haunted Fengraf
Loyal Retainers
Reveillark
Karmic Guide
Saffi Eriksdottir
Angelic Renewal
Adarkar Valkyrie
Twilight Shepherd
Cauldron of Souls
Miraculous Recovery
Marshal's Anthem
Defy Death
Breath of Life
False Defeat
Resurrection
Order of Whiteclay
Sun Titan
Angel of Serenity
Reya Dawnbringer
Mono Red's Strengths and Mono White's Strengths
- EDH
WG Sisay
Agreed that haste is ideal, but I'd generally prefer to give it via Akroma's Memorial, which probably fits the curve. If I'm tutoring up legendary lands, then I'm not tutoring up Avacyn, Myojin, Eldrazi, etc.
I do run Boseiju so that Tooth and Nail, Genesis Wave, etc. resolve, and two other legendary lands that tap for colored mana so that I don't miss any land drops.
I actually considered transitioning my Sisay deck into a Teneb deck at one point when it wasn't doing quite what I liked, but decided to stick it out in green/white. Still, I agree with your points regarding a standard line.
In a "win-now" game, I'll tutor up Rofellos first to ramp, so that I have access to cast any answers to my opponents' play. Saffi is second if Sisay seems vulnerable, and if not, then I'm apt to go get Reki, Linvala or Omnath. From there, I'm generally a turn away from Avacyn, and then a turn or two away from a win.
The only downside is that by developing a strong line, there's potential for boring/repetitive game play. My meta is packed with disruption so it's not a given that Sisay gets there every time, but I also want to build a deck that allows for some creativity whenever I shuffle up.
I enjoy having legendary answers for many different scenarios, because it allows me to respond to my opponents' lines rather than trying to race to a win.
Generally speaking, playing an early Avacyn followed immediately by an Eldrazi paints a large target on my back, so allowing my opponents to take the lead and draft off them is preferable. I have ways to keep them in check.
My primary concern is the cost to equip. If you're dropping a piece of equipment and the equipment or creature gets burned, then you're a turn behind. And generally speaking, if I try to play the Shield (indestructible) first, then my meta will find an answer in response.
It's worked out when I've drawn into the pieces and I'm playing them as a surprise when my opponents are tapped down, but if they see them coming, they know better than to allow them to resolve.
Granted, most of the deck is that way: if you leave it unchecked, I probably win. But I'm coming around to the idea that sinking a fair amount of mana into them might not be the most efficient path to take.
Any other opinions?
Yea, I see what you mean. Anyway how about adding a Kor Haven ?
- EDH
WG Sisay
On that note, Yavimaya Hollow is another way to protect Sisay.
Mono Red's Strengths and Mono White's Strengths
I'm not here to tell you what you should and shouldn't do, but rather what I have experienced playing a GW deck, and frequently playing against a Sisay deck.
There are a couple of good legendary ramp spells that could be used if your deck if you worry that your deck isn't fast enough. Azusa, Lost but Seeking is pretty strong, and is a good way to power out lands in the early turns, but does become weaker in the later turns if you are low on lands. Also, having a lot of Legendary lands really helps to ensure a constant stream on one drops.
Here's a list of some good Legendary Lands:
Granted some of these cards are pretty weak, they are just something to keep in mind. Another option, for a deck with a lot of artifacts is Mox Opal. It probably won't often be active until pretty late in the game, but is Legendary, and fixes any colour of mana.
Seedborn Muse is probably the best non-Legendary green creature in Commander at the moment, and allows for multiple activation of Sisay in a turn. The one downside is that it draws a lot of hate. I did see you are running Vorinclex, Voice of Hunger. Now he's certainly not bad, but he is a bit of a griefer. I hate him, only because I am not the biggest fan of such hateful cards, but then again it also has to do with my play group who has issued a soft ban on him. Elesh Norn, Grand Cenobite however, is a card I love playing. It just makes such a massive difference, and is really good against tokens. Speaking of tokens, Rhys the Redeemed is almost an auto-include in most GW decks I have seen. He is a strong Legendary creature in both the early and late stages of the game, and something I would definitely try out.
I also am not the biggest fan of targeted reanimation, but I would like to see how Sun Titan and Repopulate are in this deck. I recently took Sun Titan out of my deck because he usually just didn't have enough targets.
I really do like your deck, and I wish you luck in the future with it.
I haven't done much in the way of legendary lands, which might be another way to give the deck some flexibility. Originally, I ran only Okina and Eiganjo Castle in the event that I was stuck and not drawing into my ramp. I added Boseiju recently after also adding Tooth and Nail, because ensuring that T&N and/or Genesis Wave resolve can win games.
I could cut the few remaining duals that enter the battlefield tapped. I don't want to cut any additional basics, because Rofellos loves forests. Definitely something to consider.
I did run Azusa for a bit, but I never seemed to have her and a bunch of lands in my hand at the same time. I ended up dropping her for non-legendary cards like Fierce Empath and Eternal Witness, which seem to provide more value at that stage of the game. I think I might even prefer Sakura-Tribe Elder to Azusa, just because it goes to find land, rather than relying on you to have it already.
I run Pendelhaven in my modern infect deck, and it's great there, but not as good in this deck as I don't have 1/1 creatures. I initially wanted to proxy a Gaea's Cradle to try out, but I never seem to have a large number of creatures (and if I do, then I should already be winning the game in short order). I don't want to run too many non-forests, because Rofellos is the best ramp in the deck. I may up my count of non-basics, though, after having taken out Boundless Realms recently.
Great suggestion. I run Seedborn Muse in my Yeva and Mimeoplasm EDH decks, but for some reason, not here. Yeva may be torn apart for pieces soon, and Seedborn will likely make its way over. It's definitely a game-changer, and would probably be my first Green Sun's Zenith target each game.
I just added Repopulate, so the jury's still out. Legends tend to die quickly, and sometimes it's nice (and necessary) to be able to use them more than once. Granted, the Eldrazi let me shuffle everything back in, too, but they tend to be exiled more often than they hit the graveyard. I decided to cut Praetor's Counsel in favor of Repopulate primarily for its cycling ability. It may be a dead card, but if it is, I'll hopefully draw into something better.
Out: Primordial Hydra, Shield of Kaldra, Sword of Kaldra
In: Seedborn Muse, Qasali Pridemage, Ranger's Path
Seedborn Muse is a Green Sun's Zenith and Tooth and Nail target, while Primordial Hydra isn't. And while I don't interact much with my opponents on their turns, the Muse grants my creatures pseudo-vigilance (and doesn't make me worry about leaving back a plains for Path, Swords, etc.).
Qasali Pridemage gives me another two drop, balancing out the curve and removing Sword of X&Y, Oblivion Ring, and so forth when needed.
Ranger's Path feeds Rofellos, and it also finds Temple Garden. I thought about putting Sakura-Tribe Elder back in, but went for the ramp spell instead.
Question: Helm of Kaldra seems useful as Akroma's Memorial's baby brother (first strike, trample, haste), and is able to be tutored up (as opposed to something like Sword of Vengeance). Sword and Shield of Kaldra are more expensive to drop and equip and less useful, and so I'd generally rather be doing something else. Is is weird to run one piece of Kaldra-tron without the other two?
Here's the updated deck list sorted by card type and converted mana cost.
1 Ulamog, the Infinite Gyre
1 Kozilek, Butcher of Truth
1 Myojin of Life's Web
1 Patron of the Orochi
1 Vorinclex, Voice of Hunger
1 Myojin of Cleansing Fire
1 Avacyn, Angel of Hope
1 Akroma, Angel of Wrath
1 Avenger of Zendikar
1 Sun Titan
1 Sakiko, Mother of Summer
1 Seedborn Muse
1 Archon of Justice
1 Sigarda, Host of Herons
1 Solemn Simulacrum
1 Restoration Angel
1 Elvish Piper
1 Linvala, Keeper of Silence
1 Glissa Sunseeker
1 Omnath, Locus of Mana
1 Fierce Empath
1 Reki, the History of Kamigawa
1 Intrepid Hero
1 Eternal Witness
1 Yavimaya Elder
1 Rofellos, Llanowar Emissary
1 Eight-and-a-Half-Tails
1 Qasali Pridemage
1 Saffi Eriksdotter
1 Serra Ascendant
1 Akroma's Memorial
1 Helm of Kaldra
1 Umezawa's Jitte
1 Lightning Greaves
1 Sol Ring
1 Sensei's Divining Top
1 Lurking Predators
1 Asceticism
1 Privileged Position
1 Aura Shards
1 Summoning Trap
1 Oblation
1 Beast Within
1 Repopulate
1 Selesnya Charm
1 Swords to Plowshares
1 Path to Exile
1 Worldly Tutor
1 Genesis Wave
1 Green Sun's Zenith
1 Tooth and Nail
1 Terminus
1 Austere Command
1 Soul's Majesty
1 Overwhelming Stampede
1 Hallowed Burial
1 Hymn of Rebirth
1 Explosive Vegetation
1 Ranger's Path
1 Cultivate
1 Kodama's Reach
1 Time of Need
1 Command Tower
1 Boseiju, Who Shelters All
1 Temple of the False God
1 Selesnya Sanctuary
1 Temple Garden
1 Razorverge Thicket
1 Sunpetal Grove
1 Stirring Wildwood
1 Graypelt Refuge
1 Selesnya Guildgate
1 Okina, Temple to the Grandfathers
1 Mosswort Bridge
1 Eiganjo Castle
1 Windbrisk Heights
1 Mistveil Plains
1 Riftstone Portal
14 Forest
7 Plains
OUT: Restoration Angel
IN: Elvish Harbinger
Restoration Angel didn't have enough targets to be incredibly useful in this deck. Elvish Harbinger goes and finds Rofellos, or Fierce Empath (which then finds the deck's beaters), or Elvish Piper (which then cheats in Ulamog), etc. Giving it a try to see how it plays.
So far, I haven't missed the Kaldra equipment. The Jitte and Akroma's Memorial have seen more play as a result, which is a good thing.
IN: Mossbridge Troll
Tried it, didn't like it. Seedborn's effect is game-changing in certain decks. Not this one, because I simply don't interact much with my opponents on their turns. When I do, it's usually Path or Swords for one mana. If I want vigilance, Akroma's Memorial is a thing.
Enter another finisher. It seemed like the more credible threats (Eldrazi, Avacyn, etc.) were being exiled with regularity, and it might be beneficial to have another way to hit for an absurd amount of damage.
The key I think was adding more creature-based ramp, rather than spell-based. Genesis Wave for a bunch. Limiting the number of finishers to some extent was also useful. I don't want to play the exact same game every time I shuffle up, but there also wasn't really a place for cards like Mossbridge Troll when I can aim for Kozilek instead.
1 Captain Sisay
Creatures
1 Ulamog, the Infinite Gyre
1 Kozilek, Butcher of Truth
1 Iona, Shield of Emeria
1 Myojin of Life's Web
1 Vorinclex, Voice of Hunger
1 Avacyn, Angel of Hope
1 Akroma, Angel of Wrath
1 Avenger of Zendikar
1 Sun Titan
1 Sakiko, Mother of Summer
1 Archon of Justice
1 Sigarda, Host of Herons
1 Solemn Simulacrum
1 Elvish Piper
1 Linvala, Keeper of Silence
1 Glissa Sunseeker
1 Omnath, Locus of Mana
1 Fierce Empath
1 Reki, the History of Kamigawa
1 Elvish Harbinger
1 Eternal Witness
1 Yavimaya Elder
1 Yavimaya Dryad
1 Rofellos, Llanowar Emissary
1 Eight-and-a-Half-Tails
1 Qasali Pridemage
1 Saffi Eriksdotter
1 Sakura-Tribe Elder
1 Wall of Roots
1 Serra Ascendant
1 Joraga Treespeaker
1 Akroma's Memorial
1 Umezawa's Jitte
1 Lightning Greaves
1 Sol Ring
1 Sensei's Divining Top
Enchantments
1 Asceticism
1 Privileged Position
1 Aura Shards
1 Sylvan Library
Instants
1 Summoning Trap
1 Oblation
1 Beast Within
1 Swords to Plowshares
1 Path to Exile
1 Worldly Tutor
Sorceries
1 Genesis Wave
1 Green Sun's Zenith
1 Tooth and Nail
1 Terminus
1 Austere Command
1 Soul's Majesty
1 Overwhelming Stampede
1 Hallowed Burial
1 Hymn of Rebirth
1 Explosive Vegetation
1 Ranger's Path
1 Wrath of God
1 Cultivate
1 Kodama's Reach
1 Recross the Paths
1 Time of Need
1 Command Tower
1 Boseiju, Who Shelters All
1 Temple of the False God
1 Selesnya Sanctuary
1 Temple Garden
1 Razorverge Thicket
1 Sunpetal Grove
1 Stirring Wildwood
1 Graypelt Refuge
1 Okina, Temple to the Grandfathers
1 Mosswort Bridge
1 Eiganjo Castle
1 Windbrisk Heights
1 Mistveil Plains
1 Riftstone Portal
15 Forest
7 Plains
Also mother of runes and quicksilver amulet might be good things for your deck also homeward path for defense against things like bribery or any other steal effects.