sisgosg
899 views4 months ago
Commander
Size: 100Salt sum: 57.31
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":"\tHello, I am a struggling single mother, and this is my child. Born of my flesh and blood, it too is an abuser. The deck's core is centered on abusing "},{"insert":{"card-link":"Shorikai, Genesis Engine"}},{"insert":" 's ability to pay one mana to draw two, discard one and making a "},{"insert":{"card-link":"Pilot"}},{"insert":" . An ideal game hopes to get Shorikai out by turn three using traditional two mana mana rocks ("},{"insert":{"card-link":"Arcane Signet"}},{"insert":" , "},{"insert":{"card-link":"Liquimetal Torque"}},{"insert":" , "},{"insert":{"card-link":"Fabrication Foundry"}},{"insert":" the like), to set up for a turn 4 activation and play. The deck plays artifact untappers such as "},{"insert":{"card-link":"Voltaic Key"}},{"insert":" ,"},{"insert":{"card-link":"Manifold Key"}},{"insert":" , "},{"insert":{"card-link":"Unbender Tine"}},{"insert":" and "},{"insert":{"card-link":"Unwinding Clock"}},{"insert":" to get multiple Shorkai activations, making card selection and draw a breeze many decks cannot keep up with. The deck relies on Shorikai's discard card selection to manage an equal balance of both control and promoting the deck's win plans, which are as followed:\n\n"},{"attributes":{"bold":true},"insert":"Plan 1: Vehicle Beatdown"},{"insert":"\n\t"},{"attributes":{"bold":true},"insert":" "},{"insert":"Shorikai's "},{"insert":{"card-link":"Pilot"}},{"insert":" tokens crew as if they were crewing for three, this means Shorikai, can become an 8/8 creature with three pilots on board. Unfortunately, he lacks vigilance, so this does slow down the deck's main card draw, and does not have much evasion, so Shorikai dying to combat damage is often a real concern late game. The deck has other notable vehicles. "},{"insert":{"card-link":"Mobilizer Mech"}},{"insert":" can be crewed for only a single pilot, often allowing an early Shorikai crew as early as the turn Shorikai comes in, allowing for an 8/8 blocker until Shorikai loses summoning sickness, after which Shorikai is a solid 8/8 that comes out relatively early. "},{"insert":{"card-link":"Weatherlight"}},{"insert":" can also be crewed for a single pilot, allowing a cheap, evasive source of chip damage that also digs through our library for specifically historic. Almost all of the deck's primary wincons are historic, so Weatherlight can help find them if need be. The other support vehicle in the deck is "},{"insert":{"card-link":"Aerial Surveyor"}},{"insert":" , an evasive attacker that once again, easy to crew due to Shorikai, and lets us ramp plains in a color that doesn't usually have too much land ramp. The big two vehicles are "},{"insert":{"card-link":"Skysovereign, Consul Flagship"}},{"insert":" and "},{"insert":{"card-link":"Parhelion II"}},{"insert":" . Skysovereign is a capable flying attacker that, you guessed it, crews for only one pilot. Skysovereign can also deal 3 damage to any non-player legal target on attack, allowing for removal of any specific creatures or Planeswalkers. Parhelion II is a powerhouse, the "},{"insert":{"card-link":"Angel"}},{"insert":" tokens created on attack really get out of hand quick, and, both having vigilance, make for great blockers. The deck also runs a small angel sub-theme, while not supported by anthems or any tribal, they are a prominent feature of the deck. Parhelion II is often cheated out with "},{"insert":{"card-link":"Anchor to Reality"}},{"insert":" , by sacrificing a pilot and allowing the deck to cheat out Parhelion II for only 4 mana for a quick, effective threat. The deck also runs "},{"insert":{"card-link":"Akroma's Will"}},{"insert":" to quickly turn the large vehicles and angels into a win, while also giving them protection from the deck's three big boardwipes: "},{"insert":{"card-link":"Vanquish the Horde"}},{"insert":" ,"},{"insert":{"card-link":"Supreme Verdict"}},{"insert":" ,"},{"insert":{"card-link":"Organic Extinction"}},{"insert":" Vehicles can be returned from the graveyard with "},{"insert":{"card-link":"Academy Ruins"}},{"insert":" \n\n"},{"attributes":{"bold":true},"insert":"Plan 2: Construct Army!"},{"insert":"\n\tProbably the weakest of all the deck's winning plans. Both "},{"insert":{"card-link":"Thousand Moons Smithy // Barracks of the Thousand"}},{"insert":" and "},{"insert":{"card-link":"Urza's Saga"}},{"insert":" create "},{"insert":{"card-link":"Construct"}},{"insert":" tokens that gain in power with the number of artifacts the deck controls. The deck runs 28 artifacts, so sometimes the Constructs can get rather large, while sometimes they can't. The constructs are usually a great back-up. Notably, "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":" creates treasure tokens, which if hoarded, can significantly buff the construct's power and toughness. \n\n"},{"attributes":{"bold":true},"insert":"Plan 3: Doomsday..."},{"insert":"\n\tA recent addition has been "},{"insert":{"card-link":"The Millennium Calendar"}},{"insert":" . It's a great turn one play, and usually either eats the "},{"insert":{"card-link":"Vandalblast"}},{"insert":" an early Shorikai faces or goes unnoticed. Once Shorikai gets going, it is very easy to support the Calendar by untapping it repeatedly with cards usually used to untap Shorikai. Often times, people do not concern themselves with the Calendar until it is too late. Usually, Shorikai can draw into ways to protect the Calander such as "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" or the decks many, many counterspells (6 in total). The Calendar sometimes struggles with opponents who find a way to negate the damage, like phasing out with Teferi's Protection or a "},{"insert":{"card-link":"Morningtide's Light"}},{"insert":" , or preventing loss of the game through a creature such as "},{"insert":{"card-link":"Platinum Angel"}},{"insert":" , so the deck runs plenty of removal on top of its counterspells such as "},{"insert":{"card-link":"Abolish"}},{"insert":" ,"},{"insert":{"card-link":"Fate Forgotten"}},{"insert":" or "},{"insert":{"card-link":"Forsake the Worldly"}},{"insert":" . Additionally, the Millennium Calendar is sure to draw attention in pods that know what it does and how you plan on using it, which creates a fun, archenemy theme where the entire table teams up to stop it. In case of this, the deck runs plenty of things it really shouldn't, such as "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" and "},{"insert":{"card-link":"Humility"}},{"insert":" just in case. \n\n"},{"attributes":{"bold":true},"insert":"Plan 4: "},{"attributes":{"strike":true,"italic":true,"bold":true},"insert":"12"},{"attributes":{"italic":true,"bold":true},"insert":" 4 Mana"},{"attributes":{"bold":true},"insert":" 11/11 Trample, Infect, Indestructible. "},{"insert":"\n\tEarly versions of this deck run several creatures. "},{"insert":{"card-link":"Voltaic Servant"}},{"insert":" untapped my artifacts. "},{"insert":{"card-link":"Kotori, Pilot Prodigy"}},{"insert":" gave Shorikai crew 2, lifelink and vigilance, making him a super villain as early as turn 3, killing a player by turn 5. "},{"insert":{"card-link":"Psychosis Crawler"}},{"insert":" turned card draw into damage. But none of it was enough. Shorikai's excess pilots made have blockers a near guarantee, while the many board wipes often came at the cost of my own creatures. So, now, the deck runs a singular creature: good old reliable "},{"insert":{"card-link":"Blightsteel Colossus"}},{"insert":" . Blightsteel is unique in the deck because it serves more than one purpose that I don't think it was ever intended to serve. Notably, Blightsteel was printed so that it cannot enter the graveyard, specifically so that it couldn't be reanimated turn one with a reanimate. Drawing into blightsteel means we don't have to discard it, losing a card to the graveyard often permanently. The deck runs the card "},{"insert":{"card-link":"Polymorph"}},{"insert":" . Similar to "},{"insert":{"card-link":"Anchor to Reality"}},{"insert":" sacrificing a Pilot to find "},{"insert":{"card-link":"Parhelion II"}},{"insert":" , Polymorph will sacrifice a Pilot to find Blight Steel Colossus as early as turn 3 with fast mana, for only 4 mana! The giant is usually enough to close out games on its own with protection from Shorikai, especially if it's out early. Additionally, you can "},{"insert":{"card-link":"Mirrorform"}},{"insert":" your whole board into Blightsteels if need be. Sometimes its need be. \n\n"},{"attributes":{"bold":true},"insert":"Plan 5: Angel Takeover"},{"insert":"\n\tLike with the constructs, this is more of a support plan that can sometimes be enough on its own, but isn't always enough. The concept is simple. Play "},{"insert":{"card-link":"Divine Visitation"}},{"insert":" so that Shorikai creates "},{"insert":{"card-link":"Angel"}},{"insert":" tokens instead of Pilots, swing, win with combat damage by making as many angels as you can. "},{"insert":{"card-link":"Parhelion II"}},{"insert":" also assists with making the Angel tokens, but often either one does fine on it's own. Again, with this, "},{"insert":{"card-link":"Akroma's Will"}},{"insert":" is often used as a quick finisher, but the strategy still works on it's own with Shorikai's control capabilities. \n\n"},{"attributes":{"bold":true},"insert":"Plan 6: SCP-001: When Day Breaks"},{"insert":"\n\tIncredibly simple. Play "},{"insert":{"card-link":"Approach of the Second Sun"}},{"insert":" , use Shorikai to draw into it, play it again, win. A lot easier to pull off with "},{"insert":{"card-link":"Alhammarret's Archive"}},{"insert":" out. Usually makes everyone full swing at you, so "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" or a board wipe is recommended. Usually impossible for opponents to stop once you're set up. \n\n"},{"attributes":{"bold":true},"insert":"Plan 7: All Will be One"},{"insert":"\n\tSometimes, I don't feel like playing this game, and all my friends want me to play, and they want to play miserable bracket 4 games. In situations like this, we dig for a"},{"insert":{"card-link":"Mirrorform"}},{"insert":" , let the "},{"insert":{"card-link":"Yennett, Cryptic Sovereign"}},{"insert":" player get his "},{"insert":{"card-link":"Ulamog, the Infinite Gyre"}},{"insert":" out, and then play Mirrorform to make the collection of Pilots we've hoarded all game into a pile of Annihilator 4 12/12s that proceed to nuke the board to the neolithic era.\n\n"},{"attributes":{"bold":true},"insert":"Plan 8: Concede. "},{"insert":"\n\tUsually happens if Shorikai gets blow up three times in a row. \n\n"},{"attributes":{"bold":true},"insert":"Notable Cards"},{"insert":"\n"},{"insert":{"card-link":"Library of Leng"}},{"insert":" let's us keep our discarded cards on top, making selection a bit easier. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Minamo, School at Water's Edge"}},{"insert":" is an untap on a land, hard for opponents to deal with, and a good land all around. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Seat of the Synod"}},{"insert":" ,"},{"insert":{"card-link":"Ancient Den"}},{"insert":" ,"},{"insert":{"card-link":"Darksteel Citadel"}},{"insert":" are all artifact lands, comes up sometimes like with the construct tokens. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Tezzeret, Cruel Captain"}},{"insert":" can be used to find both untapping keys, the calendar, or a sol ring. If it somehow lives to see all three played, works as a solid untapper for other artifacts too. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Bender's Waterskin"}},{"insert":" colored mana that untaps itself on other people's turn. Useful for holding up counter magic or for activation Shorikai on other people's turn. Used over the similar card, "},{"insert":{"card-link":"Victory Chimes"}},{"insert":" because of the colored mana, and my playgroup calls me the devil and has banned any sort of politics involving me. Victory Chimes may be better in more politically centered games. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Skullclamp"}},{"insert":" Turn pilots into extra card draw, usual skullclamp shenanigans"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Monument to Endurance"}},{"insert":" Gets us value for discarding our cards, pretty easy to get all three in one turn in the late game. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Vedalken Orrery"}},{"insert":" \"Why do tomorrow, what you can do today? What do today, what you can do on your opponents end step?\" -Sun Tzu, The Art of War. "},{"attributes":{"list":"true"},"insert":"\n"}]}
Shorikai, Genesis Engine
, : Draw two cards, then discard a card. Create a 1/1 colorless Pilot creature token with "This token crews Vehicles as though its power were 2 greater."
Crew 8 (Tap any number of creatures you control with total power 8 or more: This Vehicle becomes an artifact creature until end of turn.)
Crew 8 (Tap any number of creatures you control with total power 8 or more: This Vehicle becomes an artifact creature until end of turn.)
Legendary Artifact - Vehicle

Commander
(Ctrl to add secondary)
Fabrication Foundry
: Add . Spend this mana only to cast an artifact spell or activate an ability of an artifact source.
, , Exile one or more other artifacts you control with total mana value X: Return target artifact card with mana value X or less from your graveyard to the battlefield. Activate only as a sorcery.
, , Exile one or more other artifacts you control with total mana value X: Return target artifact card with mana value X or less from your graveyard to the battlefield. Activate only as a sorcery.
Artifact

Artifact
(Ctrl to add secondary)
Disruption
(Ctrl to add secondary)
Draw
(Ctrl to add secondary)
The Millennium Calendar
Whenever you untap one or more permanents during your untap step, put that many time counters on The Millennium Calendar.
, : Double the number of time counters on The Millennium Calendar.
When there are 1,000 or more time counters on The Millennium Calendar, sacrifice it and each opponent loses 1,000 life.
, : Double the number of time counters on The Millennium Calendar.
When there are 1,000 or more time counters on The Millennium Calendar, sacrifice it and each opponent loses 1,000 life.
Legendary Artifact

Finisher
(Ctrl to add secondary)
Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Land
(Ctrl to add secondary)
Tezzeret, Cruel Captain
Whenever an artifact you control enters, put a loyalty counter on Tezzeret.
0: Untap target artifact or creature. If it's an artifact creature, put a +1/+1 counter on it.
−3: Search your library for an artifact card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
−7: You get an emblem with "At the beginning of combat on your turn, put three +1/+1 counters on target artifact you control. If it's not a creature, it becomes a 0/0 Robot artifact creature."
0: Untap target artifact or creature. If it's an artifact creature, put a +1/+1 counter on it.
−3: Search your library for an artifact card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
−7: You get an emblem with "At the beginning of combat on your turn, put three +1/+1 counters on target artifact you control. If it's not a creature, it becomes a 0/0 Robot artifact creature."
Legendary Planeswalker - Tezzeret

Planeswalker
(Ctrl to add secondary)
Conformer Shuriken
Equipped creature has "Whenever this creature attacks, tap target creature defending player controls. If that creature has greater power than this creature, put a number of +1/+1 counters on this creature equal to the difference."
Equip
Equip
Legendary Artifact - Equipment

Pump
(Ctrl to add secondary)
Ramp
(Ctrl to add secondary)
Removal
(Ctrl to add secondary)
Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Exile Teferi's Protection.
Instant

Thousand Moons Smithy
When Thousand Moons Smithy enters, create a white Gnome Soldier artifact creature token with "This token's power and toughness are each equal to the number of artifacts and/or creatures you control."
At the beginning of your first main phase, you may tap five untapped artifacts and/or creatures you control. If you do, transform Thousand Moons Smithy.
At the beginning of your first main phase, you may tap five untapped artifacts and/or creatures you control. If you do, transform Thousand Moons Smithy.
Legendary Artifact


Synergy
(Ctrl to add secondary)
Anchor to Reality
As an additional cost to cast this spell, sacrifice an artifact or creature.
Search your library for an Equipment or Vehicle card, put that card onto the battlefield, then shuffle. If it has mana value less than the sacrificed permanent's mana value, scry 2.
Search your library for an Equipment or Vehicle card, put that card onto the battlefield, then shuffle. If it has mana value less than the sacrificed permanent's mana value, scry 2.
Sorcery

Tutor
(Ctrl to add secondary)
Teferi, Who Slows the Sunset
+1: Choose up to one target artifact, up to one target creature, and up to one target land. Untap the chosen permanents you control. Tap the chosen permanents you don't control. You gain 2 life.
−2: Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
−7: You get an emblem with "Untap all permanents you control during each opponent's untap step" and "You draw a card during each opponent's draw step."
−2: Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
−7: You get an emblem with "Untap all permanents you control during each opponent's untap step" and "You draw a card during each opponent's draw step."
Legendary Planeswalker - Teferi

Tezzeret the Seeker
+1: Untap up to two target artifacts.
−X: Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle.
−5: Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.
−X: Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle.
−5: Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.
Legendary Planeswalker - Tezzeret

Untappers
(Ctrl to add secondary)
Parhelion II
Flying, first strike, vigilance
Whenever Parhelion II attacks, create two 4/4 white Angel creature tokens with flying and vigilance that are attacking.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Whenever Parhelion II attacks, create two 4/4 white Angel creature tokens with flying and vigilance that are attacking.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Legendary Artifact - Vehicle

Skysovereign, Consul Flagship
Flying
Whenever Skysovereign enters or attacks, it deals 3 damage to target creature or planeswalker an opponent controls.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Whenever Skysovereign enters or attacks, it deals 3 damage to target creature or planeswalker an opponent controls.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Legendary Artifact - Vehicle

Weatherlight
Flying
Whenever Weatherlight deals combat damage to a player, look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Crew 3
Whenever Weatherlight deals combat damage to a player, look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Crew 3
Legendary Artifact - Vehicle

Vehicles
(Ctrl to add secondary)
Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant

Win Condition
(Ctrl to add secondary)
Karn, the Great Creator
Activated abilities of artifacts your opponents control can't be activated.
+1: Until your next turn, up to one target noncreature artifact becomes an artifact creature with power and toughness each equal to its mana value.
−2: You may reveal an artifact card you own from outside the game or choose a face-up artifact card you own in exile. Put that card into your hand.
+1: Until your next turn, up to one target noncreature artifact becomes an artifact creature with power and toughness each equal to its mana value.
−2: You may reveal an artifact card you own from outside the game or choose a face-up artifact card you own in exile. Put that card into your hand.
Legendary Planeswalker - Karn

Mobilizer Mech
Flying
Whenever this Vehicle becomes crewed, up to one other target Vehicle you control becomes an artifact creature until end of turn.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Whenever this Vehicle becomes crewed, up to one other target Vehicle you control becomes an artifact creature until end of turn.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact - Vehicle

Padeem, Consul of Innovation
Artifacts you control have hexproof. (They can't be the targets of spells or abilities your opponents control.)
At the beginning of your upkeep, if you control the artifact with the greatest mana value or tied for the greatest mana value, draw a card.
At the beginning of your upkeep, if you control the artifact with the greatest mana value or tied for the greatest mana value, draw a card.
Legendary Creature - Artificer Vedalken

Reaver Titan
Void Shields — Protection from mana value 3 or less
Gatling Blaster — Whenever this Vehicle attacks, it deals 5 damage to each opponent.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Gatling Blaster — Whenever this Vehicle attacks, it deals 5 damage to each opponent.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact - Vehicle

Tezzeret, Betrayer of Flesh
The first activated ability of an artifact you activate each turn costs less to activate.
+1: Draw two cards. Then discard two cards unless you discard an artifact card.
−2: Target artifact becomes an artifact creature. If it isn't a Vehicle, it has base power and toughness 4/4.
−6: You get an emblem with "Whenever an artifact you control becomes tapped, draw a card."
+1: Draw two cards. Then discard two cards unless you discard an artifact card.
−2: Target artifact becomes an artifact creature. If it isn't a Vehicle, it has base power and toughness 4/4.
−6: You get an emblem with "Whenever an artifact you control becomes tapped, draw a card."
Legendary Planeswalker - Tezzeret

Tishana's Tidebinder
Flash
When this creature enters, counter up to one target activated or triggered ability. If an ability of an artifact, creature, or planeswalker is countered this way, that permanent loses all abilities for as long as this creature remains on the battlefield. (Mana abilities can't be targeted.)
When this creature enters, counter up to one target activated or triggered ability. If an ability of an artifact, creature, or planeswalker is countered this way, that permanent loses all abilities for as long as this creature remains on the battlefield. (Mana abilities can't be targeted.)
Creature - Wizard Merfolk

Maybeboard
(Ctrl to add secondary)
Tokens & Extras
(Ctrl to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"\tHello, I am a struggling single mother, and this is my child. Born of my flesh and blood, it too is an abuser. The deck's core is centered on abusing "},{"insert":{"card-link":"Shorikai, Genesis Engine"}},{"insert":" 's ability to pay one mana to draw two, discard one and making a "},{"insert":{"card-link":"Pilot"}},{"insert":" . An ideal game hopes to get Shorikai out by turn three using traditional two mana mana rocks ("},{"insert":{"card-link":"Arcane Signet"}},{"insert":" , "},{"insert":{"card-link":"Liquimetal Torque"}},{"insert":" , "},{"insert":{"card-link":"Fabrication Foundry"}},{"insert":" the like), to set up for a turn 4 activation and play. The deck plays artifact untappers such as "},{"insert":{"card-link":"Voltaic Key"}},{"insert":" ,"},{"insert":{"card-link":"Manifold Key"}},{"insert":" , "},{"insert":{"card-link":"Unbender Tine"}},{"insert":" and "},{"insert":{"card-link":"Unwinding Clock"}},{"insert":" to get multiple Shorkai activations, making card selection and draw a breeze many decks cannot keep up with. The deck relies on Shorikai's discard card selection to manage an equal balance of both control and promoting the deck's win plans, which are as followed:\n\n"},{"attributes":{"bold":true},"insert":"Plan 1: Vehicle Beatdown"},{"insert":"\n\t"},{"attributes":{"bold":true},"insert":" "},{"insert":"Shorikai's "},{"insert":{"card-link":"Pilot"}},{"insert":" tokens crew as if they were crewing for three, this means Shorikai, can become an 8/8 creature with three pilots on board. Unfortunately, he lacks vigilance, so this does slow down the deck's main card draw, and does not have much evasion, so Shorikai dying to combat damage is often a real concern late game. The deck has other notable vehicles. "},{"insert":{"card-link":"Mobilizer Mech"}},{"insert":" can be crewed for only a single pilot, often allowing an early Shorikai crew as early as the turn Shorikai comes in, allowing for an 8/8 blocker until Shorikai loses summoning sickness, after which Shorikai is a solid 8/8 that comes out relatively early. "},{"insert":{"card-link":"Weatherlight"}},{"insert":" can also be crewed for a single pilot, allowing a cheap, evasive source of chip damage that also digs through our library for specifically historic. Almost all of the deck's primary wincons are historic, so Weatherlight can help find them if need be. The other support vehicle in the deck is "},{"insert":{"card-link":"Aerial Surveyor"}},{"insert":" , an evasive attacker that once again, easy to crew due to Shorikai, and lets us ramp plains in a color that doesn't usually have too much land ramp. The big two vehicles are "},{"insert":{"card-link":"Skysovereign, Consul Flagship"}},{"insert":" and "},{"insert":{"card-link":"Parhelion II"}},{"insert":" . Skysovereign is a capable flying attacker that, you guessed it, crews for only one pilot. Skysovereign can also deal 3 damage to any non-player legal target on attack, allowing for removal of any specific creatures or Planeswalkers. Parhelion II is a powerhouse, the "},{"insert":{"card-link":"Angel"}},{"insert":" tokens created on attack really get out of hand quick, and, both having vigilance, make for great blockers. The deck also runs a small angel sub-theme, while not supported by anthems or any tribal, they are a prominent feature of the deck. Parhelion II is often cheated out with "},{"insert":{"card-link":"Anchor to Reality"}},{"insert":" , by sacrificing a pilot and allowing the deck to cheat out Parhelion II for only 4 mana for a quick, effective threat. The deck also runs "},{"insert":{"card-link":"Akroma's Will"}},{"insert":" to quickly turn the large vehicles and angels into a win, while also giving them protection from the deck's three big boardwipes: "},{"insert":{"card-link":"Vanquish the Horde"}},{"insert":" ,"},{"insert":{"card-link":"Supreme Verdict"}},{"insert":" ,"},{"insert":{"card-link":"Organic Extinction"}},{"insert":" Vehicles can be returned from the graveyard with "},{"insert":{"card-link":"Academy Ruins"}},{"insert":" \n\n"},{"attributes":{"bold":true},"insert":"Plan 2: Construct Army!"},{"insert":"\n\tProbably the weakest of all the deck's winning plans. Both "},{"insert":{"card-link":"Thousand Moons Smithy // Barracks of the Thousand"}},{"insert":" and "},{"insert":{"card-link":"Urza's Saga"}},{"insert":" create "},{"insert":{"card-link":"Construct"}},{"insert":" tokens that gain in power with the number of artifacts the deck controls. The deck runs 28 artifacts, so sometimes the Constructs can get rather large, while sometimes they can't. The constructs are usually a great back-up. Notably, "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":" creates treasure tokens, which if hoarded, can significantly buff the construct's power and toughness. \n\n"},{"attributes":{"bold":true},"insert":"Plan 3: Doomsday..."},{"insert":"\n\tA recent addition has been "},{"insert":{"card-link":"The Millennium Calendar"}},{"insert":" . It's a great turn one play, and usually either eats the "},{"insert":{"card-link":"Vandalblast"}},{"insert":" an early Shorikai faces or goes unnoticed. Once Shorikai gets going, it is very easy to support the Calendar by untapping it repeatedly with cards usually used to untap Shorikai. Often times, people do not concern themselves with the Calendar until it is too late. Usually, Shorikai can draw into ways to protect the Calander such as "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" or the decks many, many counterspells (6 in total). The Calendar sometimes struggles with opponents who find a way to negate the damage, like phasing out with Teferi's Protection or a "},{"insert":{"card-link":"Morningtide's Light"}},{"insert":" , or preventing loss of the game through a creature such as "},{"insert":{"card-link":"Platinum Angel"}},{"insert":" , so the deck runs plenty of removal on top of its counterspells such as "},{"insert":{"card-link":"Abolish"}},{"insert":" ,"},{"insert":{"card-link":"Fate Forgotten"}},{"insert":" or "},{"insert":{"card-link":"Forsake the Worldly"}},{"insert":" . Additionally, the Millennium Calendar is sure to draw attention in pods that know what it does and how you plan on using it, which creates a fun, archenemy theme where the entire table teams up to stop it. In case of this, the deck runs plenty of things it really shouldn't, such as "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" and "},{"insert":{"card-link":"Humility"}},{"insert":" just in case. \n\n"},{"attributes":{"bold":true},"insert":"Plan 4: "},{"attributes":{"strike":true,"italic":true,"bold":true},"insert":"12"},{"attributes":{"italic":true,"bold":true},"insert":" 4 Mana"},{"attributes":{"bold":true},"insert":" 11/11 Trample, Infect, Indestructible. "},{"insert":"\n\tEarly versions of this deck run several creatures. "},{"insert":{"card-link":"Voltaic Servant"}},{"insert":" untapped my artifacts. "},{"insert":{"card-link":"Kotori, Pilot Prodigy"}},{"insert":" gave Shorikai crew 2, lifelink and vigilance, making him a super villain as early as turn 3, killing a player by turn 5. "},{"insert":{"card-link":"Psychosis Crawler"}},{"insert":" turned card draw into damage. But none of it was enough. Shorikai's excess pilots made have blockers a near guarantee, while the many board wipes often came at the cost of my own creatures. So, now, the deck runs a singular creature: good old reliable "},{"insert":{"card-link":"Blightsteel Colossus"}},{"insert":" . Blightsteel is unique in the deck because it serves more than one purpose that I don't think it was ever intended to serve. Notably, Blightsteel was printed so that it cannot enter the graveyard, specifically so that it couldn't be reanimated turn one with a reanimate. Drawing into blightsteel means we don't have to discard it, losing a card to the graveyard often permanently. The deck runs the card "},{"insert":{"card-link":"Polymorph"}},{"insert":" . Similar to "},{"insert":{"card-link":"Anchor to Reality"}},{"insert":" sacrificing a Pilot to find "},{"insert":{"card-link":"Parhelion II"}},{"insert":" , Polymorph will sacrifice a Pilot to find Blight Steel Colossus as early as turn 3 with fast mana, for only 4 mana! The giant is usually enough to close out games on its own with protection from Shorikai, especially if it's out early. Additionally, you can "},{"insert":{"card-link":"Mirrorform"}},{"insert":" your whole board into Blightsteels if need be. Sometimes its need be. \n\n"},{"attributes":{"bold":true},"insert":"Plan 5: Angel Takeover"},{"insert":"\n\tLike with the constructs, this is more of a support plan that can sometimes be enough on its own, but isn't always enough. The concept is simple. Play "},{"insert":{"card-link":"Divine Visitation"}},{"insert":" so that Shorikai creates "},{"insert":{"card-link":"Angel"}},{"insert":" tokens instead of Pilots, swing, win with combat damage by making as many angels as you can. "},{"insert":{"card-link":"Parhelion II"}},{"insert":" also assists with making the Angel tokens, but often either one does fine on it's own. Again, with this, "},{"insert":{"card-link":"Akroma's Will"}},{"insert":" is often used as a quick finisher, but the strategy still works on it's own with Shorikai's control capabilities. \n\n"},{"attributes":{"bold":true},"insert":"Plan 6: SCP-001: When Day Breaks"},{"insert":"\n\tIncredibly simple. Play "},{"insert":{"card-link":"Approach of the Second Sun"}},{"insert":" , use Shorikai to draw into it, play it again, win. A lot easier to pull off with "},{"insert":{"card-link":"Alhammarret's Archive"}},{"insert":" out. Usually makes everyone full swing at you, so "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" or a board wipe is recommended. Usually impossible for opponents to stop once you're set up. \n\n"},{"attributes":{"bold":true},"insert":"Plan 7: All Will be One"},{"insert":"\n\tSometimes, I don't feel like playing this game, and all my friends want me to play, and they want to play miserable bracket 4 games. In situations like this, we dig for a"},{"insert":{"card-link":"Mirrorform"}},{"insert":" , let the "},{"insert":{"card-link":"Yennett, Cryptic Sovereign"}},{"insert":" player get his "},{"insert":{"card-link":"Ulamog, the Infinite Gyre"}},{"insert":" out, and then play Mirrorform to make the collection of Pilots we've hoarded all game into a pile of Annihilator 4 12/12s that proceed to nuke the board to the neolithic era.\n\n"},{"attributes":{"bold":true},"insert":"Plan 8: Concede. "},{"insert":"\n\tUsually happens if Shorikai gets blow up three times in a row. \n\n"},{"attributes":{"bold":true},"insert":"Notable Cards"},{"insert":"\n"},{"insert":{"card-link":"Library of Leng"}},{"insert":" let's us keep our discarded cards on top, making selection a bit easier. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Minamo, School at Water's Edge"}},{"insert":" is an untap on a land, hard for opponents to deal with, and a good land all around. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Seat of the Synod"}},{"insert":" ,"},{"insert":{"card-link":"Ancient Den"}},{"insert":" ,"},{"insert":{"card-link":"Darksteel Citadel"}},{"insert":" are all artifact lands, comes up sometimes like with the construct tokens. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Tezzeret, Cruel Captain"}},{"insert":" can be used to find both untapping keys, the calendar, or a sol ring. If it somehow lives to see all three played, works as a solid untapper for other artifacts too. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Bender's Waterskin"}},{"insert":" colored mana that untaps itself on other people's turn. Useful for holding up counter magic or for activation Shorikai on other people's turn. Used over the similar card, "},{"insert":{"card-link":"Victory Chimes"}},{"insert":" because of the colored mana, and my playgroup calls me the devil and has banned any sort of politics involving me. Victory Chimes may be better in more politically centered games. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Skullclamp"}},{"insert":" Turn pilots into extra card draw, usual skullclamp shenanigans"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Monument to Endurance"}},{"insert":" Gets us value for discarding our cards, pretty easy to get all three in one turn in the late game. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Vedalken Orrery"}},{"insert":" \"Why do tomorrow, what you can do today? What do today, what you can do on your opponents end step?\" -Sun Tzu, The Art of War. "},{"attributes":{"list":"true"},"insert":"\n"}]}










































































































