Kairos
1.8k views2 months ago
Commander
Size: 100Salt sum: 37.98
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
Commander
Go-Shintai of Life's Origin
, : Return target enchantment card from your graveyard to the battlefield.
Whenever Go-Shintai of Life's Origin or another nontoken Shrine you control enters, create a 1/1 colorless Shrine enchantment creature token.
Whenever Go-Shintai of Life's Origin or another nontoken Shrine you control enters, create a 1/1 colorless Shrine enchantment creature token.
Legendary Creature Enchantment - Shrine

Commander
(CTRL to add secondary)
Card Advantage
Card Advantage
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Mana Ramp / Fix
Kyoshi Island Plaza
When Kyoshi Island Plaza enters, search your library for up to X basic land cards, where X is the number of Shrines you control. Put those cards onto the battlefield tapped, then shuffle.
Whenever another Shrine you control enters, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Whenever another Shrine you control enters, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Legendary Enchantment - Shrine

Mana Ramp / Fix
(CTRL to add secondary)
Protection & Prison
Protection & Prison
(CTRL to add secondary)
Recursion Synergy
Go-Shintai of Lost Wisdom
Flying
At the beginning of your end step, you may pay . When you do, target player mills X cards, where X is the number of Shrines you control. (To mill a card, a player puts the top card of their library into their graveyard.)
At the beginning of your end step, you may pay . When you do, target player mills X cards, where X is the number of Shrines you control. (To mill a card, a player puts the top card of their library into their graveyard.)
Legendary Creature Enchantment - Shrine

Recursion Synergy
(CTRL to add secondary)
Removal
Removal
(CTRL to add secondary)
Tokens
Crescent Island Temple
When Crescent Island Temple enters, for each Shrine you control, create a 1/1 red Monk creature token with prowess. (Whenever you cast a noncreature spell, it gets +1/+1 until end of turn.)
Whenever another Shrine you control enters, create a 1/1 red Monk creature token with prowess.
Whenever another Shrine you control enters, create a 1/1 red Monk creature token with prowess.
Legendary Enchantment - Shrine

Tokens
(CTRL to add secondary)
Tutors
Sanctum of All
At the beginning of your upkeep, you may search your library and/or graveyard for a Shrine card and put it onto the battlefield. If you search your library this way, shuffle.
If a triggered ability of another Shrine you control triggers while you control six or more Shrines, that ability triggers an additional time.
If a triggered ability of another Shrine you control triggers while you control six or more Shrines, that ability triggers an additional time.
Legendary Enchantment - Shrine

Wild Research
: Search your library for an enchantment card and reveal that card. Put it into your hand, then discard a card at random. Then shuffle.
: Search your library for an instant card and reveal that card. Put it into your hand, then discard a card at random. Then shuffle.
: Search your library for an instant card and reveal that card. Put it into your hand, then discard a card at random. Then shuffle.
Enchantment

Tutors
(CTRL to add secondary)
WinCon: Big Hittas
Katilda, Dawnhart Martyr
Flying, lifelink, protection from Vampires
Katilda's power and toughness are each equal to the number of permanents you control that are Spirits and/or enchantments.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Katilda's power and toughness are each equal to the number of permanents you control that are Spirits and/or enchantments.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Legendary Creature - Spirit Warlock


WinCon: Big Hittas
(CTRL to add secondary)
WinCon: Drain Life
WinCon: Drain Life
(CTRL to add secondary)
WinCon: Stax-Prison Locks
Decree of Silence
Whenever an opponent casts a spell, counter that spell and put a depletion counter on this enchantment. If there are three or more depletion counters on this enchantment, sacrifice it.
Cycling (, Discard this card: Draw a card.)
When you cycle this card, you may counter target spell.
Cycling (, Discard this card: Draw a card.)
When you cycle this card, you may counter target spell.
Enchantment

WinCon: Stax-Prison Locks
(CTRL to add secondary)
~Combo-Immortal Package (NOT IN DECK)
~Combo-Immortal Package (NOT IN DECK)
(CTRL to add secondary)
~Pressure Package (NOT IN DECK)
Bloodchief Ascension
At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on this enchantment. (Damage causes loss of life.)
Whenever a card is put into an opponent's graveyard from anywhere, if this enchantment has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
Whenever a card is put into an opponent's graveyard from anywhere, if this enchantment has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
Enchantment

~Pressure Package (NOT IN DECK)
(CTRL to add secondary)
Maybeboard
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Composer of Spring
Constellation — Whenever an enchantment you control enters, you may put a land card from your hand onto the battlefield tapped. If you control six or more enchantments, instead you may put a creature or land card from your hand onto the battlefield tapped.
Creature - Satyr Bard

Elvish Archivist
Whenever one or more artifacts you control enter, put two +1/+1 counters on this creature. This ability triggers only once each turn.
Whenever one or more enchantments you control enter, draw a card. This ability triggers only once each turn.
Whenever one or more enchantments you control enter, draw a card. This ability triggers only once each turn.
Creature - Elf Artificer

Energy Storm
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Prevent all damage that would be dealt by instant and sorcery spells.
Creatures with flying don't untap during their controllers' untap steps.
Prevent all damage that would be dealt by instant and sorcery spells.
Creatures with flying don't untap during their controllers' untap steps.
Enchantment

Hallowed Haunting
As long as you control seven or more enchantments, creatures you control have flying and vigilance.
Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This token's power and toughness are each equal to the number of Spirits you control."
Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This token's power and toughness are each equal to the number of Spirits you control."
Enchantment

Hei Bai, Forest Guardian
When Hei Bai enters, reveal cards from the top of your library until you reveal a Shrine card. You may put that card onto the battlefield. Then shuffle.
, : For each legendary enchantment you control, create a 1/1 colorless Spirit creature token with "This token can't block or be blocked by non-Spirit creatures."
, : For each legendary enchantment you control, create a 1/1 colorless Spirit creature token with "This token can't block or be blocked by non-Spirit creatures."
Legendary Creature - Spirit Bear

Reality Twist
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
If tapped for mana, Plains produce , Swamps produce , Mountains produce , and Forests produce instead of any other type.
If tapped for mana, Plains produce , Swamps produce , Mountains produce , and Forests produce instead of any other type.
Enchantment

Maybeboard
(CTRL to add secondary)
Tokens & Extras
Tokens & Extras
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"italic":true},"insert":"the below is an incomplete work in progress"},{"insert":"\n\n\n"},{"attributes":{"bold":true},"insert":"MANA RAMP"},{"insert":"\n\nNote on Earthcraft. Synergises well when a Land Aura is attached to a basic land. \n\n\n\n\n\n\n\n\n\n"},{"attributes":{"bold":true},"insert":"WIN CONDITIONS"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"1. Shrines + ??? = Profit!"},{"insert":"\n\nThis is probably what most people starting a Shrines deck are thinking. Accumulate Shrines, and their effects accumulate. The red and black Shrines are generally burners and drainers, and once you have accumulated enough Shrine density they do a fair amount of damage to life totals. This is not the fastest win-con. We are usually waiting a full turn-cycle to have effect, and likely not finishing off all opponents in a single turn. But we are a pillow-fort deck, the idea is we become unassailable and then win via attrition.\n\n"},{"attributes":{"bold":true},"insert":"Sanctum of Stone Fangs"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Northern Air Temple "},{"insert":"are the best, being cheap to cast; hit all opponents; and also have lifegain. The former is slower but more impactful over time, the later has immediate effect, but less impactful over time. Sanctum of Stone Fangs should be played as soon as you have a protected board-state, whereas Northern Air Temple should be played as a finisher, later game when opponents life-totals are low enough to end the game. "},{"attributes":{"bold":true},"insert":"Hondon of Infinite Rage "},{"insert":"is similar, but only hits a single player (the being it also functions as creatureremoval). It shokld be played early, used as creature removal, and then pivot into player removal once life-totals are low enough.\n\nIt is noted that "},{"attributes":{"bold":true},"insert":"Sanctum of All "},{"insert":"will speed this up significantly, by both doubling the drain/burn triggers; and also the ability to tutor all the above Shrines.\n\n\n"},{"attributes":{"bold":true},"insert":"2. Combat Damage"},{"insert":"\n\nCombat damage is a tried and tested win, condition, and especially effective in a deck that does not appear to have any real combat capabilities on face-value. "},{"attributes":{"bold":true},"insert":"Ancestral Mask"},{"insert":", "},{"attributes":{"bold":true},"insert":"Ethereal Armor"},{"insert":", "},{"attributes":{"bold":true},"insert":"All That Glitters"},{"insert":", etc. can be applied to any small creature we have, and then slap in for damage. With the large number of enchantments we have (don't forget all the "},{"attributes":{"bold":true},"insert":"Shrine Tokens"},{"insert":" also count!), it is easy to get +20/+20 from a single effect.\n\nIt is often good to use an enchantment creature to carry these auras, as many of the blanket protections in this deck protect enchantments, such as "},{"attributes":{"bold":true},"insert":"Sterling Grove"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Privileged Position"},{"insert":". Creatures with lifelink are also good, as even a blocked attack will boost your own life-total significantly. The best creatures for this play-line are (in order of preference):\n\n• "},{"attributes":{"bold":true},"insert":"Katilda, Dawnheart Martyr, "},{"insert":"which has flying and lifelink, and the back-side of which is a recurable Aura with the same statistics.\n• "},{"attributes":{"bold":true},"insert":"Jukai Naturalist"},{"insert":", which is an enchantment and has lifelink.\n• "},{"attributes":{"bold":true},"insert":"Go-Shintai of Boundless Vigor"},{"insert":", which is an enchantment, has trample, and also generates it's own additional +/+1 counters.\n• "},{"attributes":{"bold":true},"insert":"Go-Shintai of Lost Wisdom"},{"insert":", which is an enchantment and has flying.\n• "},{"attributes":{"bold":true},"insert":"Go-Shintai of Shared Purpose"},{"insert":", which is an enchantment and has vigilance.\n\n\n"},{"attributes":{"bold":true},"insert":"3. Recursion of Big Prison Threats"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Go-Shintai of Life's Origin"},{"insert":" second ability seems to be often overlooked. For WUBRG we can recur any enchantment from the graveyard directly into play. This is nice protection for any of our enchantments, but can also be abused to cheat high-mana enchantments directly into play.\n\nThe challenge then becomes getting the best enchantments into our graveyard. We could add any number of self-mill effects, however this will usually dilute the core strategy. Graveyard tutors are highly recommended if we wanted to increase the power of the deck, and for a while the deck included cards like "},{"attributes":{"bold":true},"insert":"Entomb"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Unmarked Grave"},{"insert":", however it became the focus of my game-plan and I cut them in favour of a more variable game experience. Ultimately, I don't believe any of this is needed. Enchantress decks can draw a disgusting amount of cards (see above). I found myself drawing 10+ cards per turn, and then discarding fist-fulls of cards at the end of each turn. This is sufficient to find and discard the desired enchantments for recursion.\n\nMy preferred enchantments for this action are "},{"attributes":{"bold":true},"insert":"Decree of Silence "},{"insert":"and "},{"attributes":{"bold":true},"insert":"Overwhelming Splendour"},{"insert":". They synergise with the pillow-fort / prison strategy, and are highly-impactful. But mix-and-match any other enchantments to your own flavour.\n\nThis play-line is very difficult for opponents to manage, as:\n\n• this is not a 'cast' effect, the enchantment is just put into play, so this effect cannot be countered by the usual counter-spells.\n• these enchantments can be recured multiple times, making it difficult for our opponents to permanently remove our high-threat enchantments. This also works will with "},{"attributes":{"bold":true},"insert":"Decree of Silence"},{"insert":", which will be sacrificed to its own effect, but can then be recured again... and again...\n\n\n"}]}





















































































































































