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Now that the massively under-used Sisay can fetch walkers, I figured I would take apart my atraxa superfriends and design and build my own. I started the design with 26 walkers but have now wittled that down abit to allow for some artefact enchantment removal, genesis wave, and swords. All advice more than welcome as I really want to make this tier 1 playable. Thanks, and please be generous with the +1s :-p
Ok, my favourite combo here is to ramp as much as possible to turn 3 where you play sisay, (I'm not gonna list how because there is a hundred different ways to ramp with this deck aha). turn 4 summon nykthos shrine with sisay and play as much devotion as possible (to green). turn 5 summon paradox engine (with sisay), play this with your tappy creatures and artifacts, then play a spell and summon garruk wildspeeker with sisay. using the garruk + ability you can untap your shrine to get loads of mana. you then cast any spell and search for chain veil, this now allows you to infinitely cast you entire deck and infinite all walkers. You can do this sooner depending on how good your ramp is. (you can do the same with genesis mage if garruk is removed)There's a lot of good synergy, but I may add a couple of pieces to return the paradox engine from grave or exile if necessary.Also considered getting a copy of concordant crossroads. so if I genesis wave, or if I topdeck it, my vast collection of tokens and creatures have haste--- would like a couple of opinions on that please.Anyway hope you enjoy, all advice is welcome, try to keep it superfriends and planeswalker heavy as that was what I was building towards...*EDIT* Ditched Yeva, Nature's Herald and added in acidic slime in anticipation of the immortal sun artifact
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NOTE: Set by owner when deck was made.
All comments appreciated - also it's 1vs1 commander legal hence no sol ring.
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Recently started playing a selvala life gain (the selesnya one) considering running her as she is fetchable and ramps+ life gains at an acceptable level, opinions? Thanks
How is she able to fetch walkers? They aren't legendary
They are with the new rule change... all Planeswalkers are legendary. Since the legendary Jace Came out
Any more advice guys? Need any words of wisdom I can get.
Don't think you are light on lands?
I think it may need 1 or 2 more but runs ok atm, it doesn't suffer too much from being land screwed... but I may have just been lucky.
Love it. I've always been a big fan of Sissay and had the same idea at time of the rules change, just never got around to it. For starters I think you're a little light on the lands even with all the mana dorks/rocks you're running. After all you need mana to cast those in the first place. Speaking of rocks I've never been a fan of the Keyrunes or the Cluestones. They're good in budget builds but I feel there's better options. Like where is Sol Ring?! Or are you following the confines of the horrible dual commander ban list? (If you are following that list I fear this deck is way to slow to compete in a format with a lower starting life total). Two Planeswalkers I think you really should add are Ugin, the Spirit Dragon and Karn Liberated. They're just too good not to play in my opinion. Removal on a stick essentially is where you want to be in a deck like this without very much removal as is anyway. Just my opinions, Happy Casting.
Thank you for the advice, but yeah I am following the ban list so no sol ring I'm afraid. I own both these walkers so did consider running them, my main goal is really go infinite with the paradox engine as soon as possible, and in terms of speed that's where my creature ramp and cluestones come in. I need to make it faster and have more removal, but I'm at a loss as to what to add and drop...
I know you are trying to go infinite, but it's a pretty disruptable combo with a lot of pieces. It's never a good idea to sacrifice consistency for a glass cannon. For instance, I really want to resolve my Enter the Infinite/One with Nothing combo in my Nekusar deck, but I'm not going to take out Forced Fruition and Font of Mythos to run extra support for it. I still want to run cards with good synergy with my commander alongside my combos. With that being said, with all the ramp you have, and with planeswalker support in the deck already, there's absolutely no reason not to run Karn and Ugin. Furthermore, even in a creature-light deck, Aura Shards is an auto-include for any deck in Selesnya colors in my opinion. As far as the Tier One thing, I could honestly never see Sisay beating the likes of Narset, Teferi, Yisan, and Zur, with any amount of tweaking. There's T3 potential, but definitely not Tier One.
any tweaks you can think of to make this T2/T3... trying to stay superfriends as well.