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Huh, interesting. I was just commenting on another Shu Yun EDH, and when I went back to look for more interesting decks (EDH), here was another one. In both cases it's a different take on using him as a Commander. As to the Tags given, I kind of feel that the Monk Tribal part is played up somewhat (there are 10 total Monks out of 19 possible creatures, over half, but not by much), not counting the spawn of the Mentor. Overall, I like the idea of making a monastery deck, and this is a good one. Some of the cards definitely belong in here and work great synergy, namely Jeskai Ascendancy (though it clashes somewhat with Brave the Sands). Others... I kind of wonder about. The mix of tempo-aggro seems somewhat skewed to me, due in turn to the choices in your creatures, enchantments, and spells.In terms of your creature base, I'm wondering if you were caught in the process of deciding to use Dragons or Monks as your primary tribe. There's a fair littering of Dragons in here (I'm guessing due in parts to Ojutai's appearance as well as the 'noncreature spell' addition for some of them), but not enough to trigger Ojutai's ability often enough to lock down the board successfully. In the case of the monks, I just fear that not enough credit is given them for their tribe to truly shine in-game. This puts the two at odds with one another, in my eyes. To balance out the Monks more, I'd suggest the use of cards like Bloodfire Enforcers; Homura, Human Ascendant; Jeskai Elder; Mistfire Adept; Ojutai Exemplars; Rune-Tail, Kitsune Ascendant; Serene Master and Student of Ojutai. To balance out the Dragons instead, you could make use of Bogardan Hellkite; Eternal Dragon; Flameblast Dragon; Niv-Mizzet, Dracogenius; Numot, the Devastator; Rimescale Dragon; Ryusei, the Falling Star; Shockmaw Dragon; Spellbound Dragon; Sunscorch Regent; Thunder Dragon; Wardscale Dragon and Yosei, the Morning Star. Of course, all of this depends on how you wish to theme the deck.Your enchantments are a tricky situation, in a word. This is because it depends largely on your commitment to either global/local enchantments or auras. Global and Local enchantments are really the easiest to plan with, in my opinion, because you can try to use the same common theme to build upon what kind of deck you're pursuing. For example, say you want to focus the deck on control tactics and creature manipulation. Since you already use the Monastery Siege, I'd also toss in the Citadel Siege because it helps to control an opponent's field more (If used in the Dragon sense) so than the Khans outlook. Another useful control enchantment could be Curse of Inertia, because it works as a Twiddle on a stick when you attack the cursed player. This outlook suits your current deck style, as opposed to the aggro style it could embody.And here's the hardest part of this deck to deal with: the spells. What's going on here is a really strange amalgam of control-aggro that really needs some refining, I think. The way you whittle these down and refine the overall flow of the deck again depends on how it is you wish to proceed with the deck's theme. While playing a toolbox is quite fun and can be very rewarding, it can also get incredibly hectic and frustrating when you begin to get cards that don't always jive well together once you breach the two-color stage (To be completely honest, it's also a lot easier to pull off when you're utilizing Green for ramp). I believe it could be easier to manage this deck if you were able to focus on a specific theme (I know I keep beating this Thematic Dead Horse, but there's method to the madness), primarily between the already-stated aspects.
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The main tribal should be Monks, Ojutai wants to be replaced by his older Dragonlordy version if he wasn't so expensive. Right now he's just a strong flyer for when I need air support, and I have one, if I get multiple triggers off of Ojutai's effect, cool, otherwise the single trigger does the job well enough to make it worthwhile (in that I already have him so I don't need to hunt down a functional flyer for the deck, keeping in mind the deck is heavier in blue making double red a harder sell for me).My Artifacts/Enchantments do need work as it comes to functional things. I want to add more here and remove more of the reactive spells wherever possible. The goal of my spells are mostly to just cast into as many Shu Yun triggers as possible faster than my opponent can stop me. I probably need to tweak my creature and noncreature base to help that more. I've been avoiding Rogue's Passage due to prohibitive mana costs and not being a prowess trigger, Whirler Rogue could work out of new cards. I'm still taking ideas as to how to get Shu Yun through faster.It doesn't help that I'm budgeting cards, as there are things that would definitely help if they weren't prohibitively priced moneywise. The same issue is holding back fixing my manapool into something a bit tighter knit. (I could so use Fetch+Shock combo on this deck.)So yeah, I have had a lot of the ideas you've suggested, just... money.