5.2k views3 months ago
Commander
Size: 100Salt sum: 26.83
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Amorph0us

5.2k views3 months ago
Commander
Size: 100Salt sum: 26.83

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{"ops":[{"attributes":{"background":"#ffebcc","underline":true},"insert":"Discord server:"},{"insert":"\nDue to unexpected success of the primer, I created a dedicated discord server:\n"},{"attributes":{"link":"https://discord.gg/JW6tBF4Gat"},"insert":"https://discord.gg/JW6tBF4Gat"},{"insert":"\nJoin for discussion, card spoilers evaluation and side brews! If you are a pro with this deck you may also help as a moderator!\n\n"},{"attributes":{"background":"#ffebcc","underline":true},"insert":"My background:"},{"insert":"\nI am a more or less playing mtg for more than 10 years and most of the time I play in casual level, but the recently I started playing competitively mostly with online platforms. If you like the effort of this decklist that I would like to keep it updated please consider giving thumps up for this deck to pop up and more people can find a reliable way to play Shu Yun on a budget.\n\n"},{"attributes":{"background":"#ffebcc","underline":true},"insert":"Primer Guide:"},{"insert":"\nI prefer Shu Yun as a Voltron deck, I believe it works better this way. The aim is to make 21 damage with your One-Punch man (commander damage rule). This is the total assassin deck, excellent in 1v1, losing value if you play with more opponents because this decklist is not designed for that. I focus on cheap spells, as number of casts combos well with prowess. I focus more on protection as it already powers up our command and double strike already gives him insane damage output, so my main aspect is keep him alive and do not be greedy. This is a budget version of the deck and I have spend a lot of time to playtest and tune it.\nI think protection is better than indestructable for our deck and the reason is that it both protects from target removal and gives unblockable against certain color defenders. The weak point is aoe removals but they come later in the game and they are sorcery speed. You may consider keeping the indestructable spells for this point.\nAs for mana accelerators I totally prefer them at 1 or 2 cmc so you cast them before shu yun and have some more mana to protect him even at first cast.\nAbout the manabase, it would definitely power up the deck to add more versatile lands and this is where your budget should be aimed to.\nAs far as your mentality when playing this deck, be aware that if you sit in a table and show your commander, everyone will probably get crazy and start firing everything the got on you. This is the hilarious part of the story as this a budget deck and we will definitely be dead if everyone shoots their removal on you, especially if they have serious cEDH decks. So, you definitely have to keep a low profile and explain to them that the budget of your deck is no more than 150$. All in alll you have sit there for fun...\n\n"},{"attributes":{"background":"#ffebcc","underline":true},"insert":"Card Breakdown:"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"protection from removals:"},{"insert":" \n"},{"attributes":{"background":"inherit"},"insert":"Ajani's Presence/ buff and "},{"insert":"indestructible (I do not add many indestructable cards because removals are common even if they are better against boardwipe) \nApostle's Blessing/ 1cmc protection as life loss is irrelevant with the strategy\nBenevolent Blessing/ enchantment protection\nCenter Soul/ 2cmc but two turns protected\nEmerge Unscathed / the same but with 1cmc\nFlickering ward/ probably the most useful card in deck. constant protection is awesome. the ability to bounce it can save it for later and in very late game you can recast it for prowess.\nGods Willing/ pro + scry\nIntervene/ blue 1cmc counter to protect commander\nMother of Runes/ oh this is perfect for protecting shu yun. Do not care it is a creature, you need this down before shu yun.\nRebuff the Wicked/ white 1cmc counter to protect commander\nShelter/ protect and keep hand advantage\nSilence/This is to bait the oppponent. Have a second protection spell in hand to play in resonse to opponent's response.\nSwiftfoot boots/ constant hexproof and haste. Excellent when shu yun comes back\nTurn Aside/one more blue 1cmc counter to protect commander\n"},{"attributes":{"background":"inherit","bold":true},"insert":"protection counterspells: "},{"insert":"\nIzzet Charm/ multi use card, we need a few of this to avoid uncertain threats\nMisdirection"},{"attributes":{"background":"inherit"},"insert":"/ 0cmc spells are perfect for us"},{"insert":"\nSpell Pierce/ this is my last choice because it is difficult to use it late game but covers more threats\n"},{"attributes":{"background":"inherit"},"insert":"Stubborn Denial/ great synergy with shu yun even at your opponent's turn as the "},{"insert":"creature's ability triggers and goes top on the stack, so when the spell resolves, it always finds power 4.\n"},{"attributes":{"background":"inherit","bold":true},"insert":"unblockable: "},{"insert":"\nArcane Flight/ small buff and flying\n"},{"attributes":{"background":"inherit"},"insert":"Aqueous Form / keeps commander unblockable, good if he wont get removed"},{"insert":"\n"},{"attributes":{"background":"inherit"},"insert":"Artful Dodge / straight unblockable for 2 times"},{"insert":"\nCloak of Feathers / fly + draw\nDistortion strike/ buff unblockable for 2 turns\nKey to the city/ Do not underestimate it, it is better than it seems, cast it on t2 before commander and get cards back late game\n"},{"attributes":{"background":"inherit"},"insert":"Leap / our second fly + draw"},{"insert":"\n"},{"attributes":{"background":"inherit"},"insert":"Shadow Rift / shadow(better than flying) +draw"},{"insert":"\n"},{"attributes":{"background":"inherit"},"insert":"Slip Through Space / unblockable+draw"},{"insert":"\n"},{"attributes":{"background":"inherit"},"insert":"Veil of Secrecy/ 2 effects for 1 card but "},{"insert":"prepare to play it as the last spell because it gives shroud. Ability triggers first so you can give double strike before shu yun gets shroud.\n"},{"attributes":{"background":"inherit","bold":true},"insert":"ramp: "},{"attributes":{"background":"inherit"},"insert":"I prefer maximum 2cmc ramp card to help commander on t3 get protected."},{"insert":"\nArcane Signet / edh staple\nBoros signet/ only this from the cycle because it enables our comander's ability\n"},{"attributes":{"background":"inherit"},"insert":"Fellwar"},{"insert":" Stone / most of the times is great, if not worthy filter it\nLotus Bloom/ If you have it early you may plan for a great turn to finish the game - keep protection for that turn\n"},{"attributes":{"background":"inherit"},"insert":"Rite of Flame / pay attention that you need to play shu yun's ability first and then get the mana. So it is not perfect and you must plan you spells accordingly. Probably pay the ability's 2 R mana on your second spell."},{"insert":"\nSphere of the Suns / This is for a budget version, good if not gets saced. swap for talisman of progress when it reprints\nTalisman of Conviction/ talismans are great as you do not care much for life\nTalisman of Creativity/ talismans are great as you do not care much for life\n"},{"attributes":{"bold":true},"insert":"power ups: "},{"insert":"\nBrute Force / straight and clear megabump\nBuilt to Smash / one more of it. \nDefiant Strike / a cantrip to activate double strike\nFists of Flame / play it last after refilling your hand. Better at late game\nJeskai Ascendancy / making double prowess may be game ending. Cast it t3 and then cast shu yun with a protective spell on t4.\nLeering Emblem/ next turn you probably defeat someone...\nReckless Charge/ Haste is relevant especially late game when you recast Saitama, or early game when no blocker is in sight\nRush of Adrenaline / I prefer low buff spells that give more abilities than stats, the monk will be a monster anyways with double strike\nTitan's Strength  / Trample is madatory with possible creeps blocking him\nUnleash fury/ The one punch card. Make the math.\nUnstable Mutation "},{"attributes":{"italic":true},"insert":"(pay blue for power up and red/white mana for double strike)"},{"insert":"\n"},{"attributes":{"background":"inherit","bold":true},"insert":"equipment "},{"attributes":{"bold":true},"insert":"power ups"},{"attributes":{"background":"inherit","bold":true},"insert":": "},{"insert":"\nHero's Blade/ T2 this and T3 the monk auto equipped is awesome\nInquisitor's Flail / great synergy with our strategy and a game finisher\n"},{"attributes":{"background":"inherit"},"insert":"Sunforger/ "},{"insert":"trigger it to fetch a protection spell so we can have protection every turn in late game\n"},{"attributes":{"background":"inherit","bold":true},"insert":"bouncers: "},{"attributes":{"background":"inherit","italic":true},"insert":"I do not prefer it over a protection spells so I include only few. Great for enchanted targets and you may consider \"Fumble\" if you face a lot."},{"insert":"\n"},{"attributes":{"background":"inherit"},"insert":"Snap / free spell enabler to free shu yun from a blocker or threat"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"plan b: "},{"insert":"\nFeather, the Redeemed / You can lock your opponent with the correct protection spells\nYoung Pyromancer/ He can be still a thing, you can lock a crature-deck opponent with a lot of tokens for blocking, or at least make him waste a removal targeting pyro. It is a great opener for t2.\n"},{"attributes":{"bold":true},"insert":"art/ench removals:"},{"insert":" \n"},{"attributes":{"background":"inherit"},"insert":"Fragmentize/ low cost"},{"insert":"\nRip Apart/ cards with options are great for edh and this shall protect you from two different threads.\n"},{"attributes":{"background":"inherit"},"insert":"Wear//Tear/ A must card for edh. Remember you can cast both, although you get only 1 prowess trigger."},{"insert":"\n"},{"attributes":{"bold":true},"insert":"creature removals:"},{"insert":" \n"},{"attributes":{"background":"inherit"},"insert":"Gut Shot/ "},{"insert":"0cmc possible removal, just for enabling prowess it is good\nSwords to Plowshares/ With commander damage rule, you won't be hurt from lifegain.\n"},{"attributes":{"background":"inherit","bold":true},"insert":"draw/filter:"},{"attributes":{"background":"inherit"},"insert":" "},{"insert":"\n"},{"attributes":{"background":"inherit"},"insert":"Brainstorm / the best cantrip"},{"insert":"\nCurious Obsession/draw engine and small power up for blue mana (to activate easier double strike). do not play it the turn commander has summoning sickness\n"},{"attributes":{"background":"inherit"},"insert":"Faithless Looting / the best filter card"},{"insert":"\n"},{"attributes":{"background":"inherit"},"insert":"Frantic Search / zero cmc filtering from t3"},{"insert":"\nIsochron Scepter/ choose the spell that hurts the opponent. If he has big bodies, buff commander or get him unbloackable, if he has removal deny him. Surprise him with the other cards. Get uncounterable late game. Combo with silence.\n"},{"attributes":{"background":"inherit"},"insert":"Ponder/ more cantrips"},{"insert":"\n"},{"attributes":{"background":"inherit"},"insert":"Skullclamp/ buff Saitama a bit and punish them for killing him"},{"insert":"\nWhirlwind of Thought/ Excellent late game card\n\n"},{"attributes":{"background":"#ffebcc","underline":true},"insert":"Manabase:"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"We play 34 lands because we do not afford fetchlands. Try to avoid taplands. A very important note is that because of the shu yun ability's need in W and R, we have more cards that demand blue (in general blue is 32%, white 24% and red 24%)."},{"insert":"\n"},{"attributes":{"background":"inherit","bold":true},"insert":"painlands:"},{"insert":" Battlefield Forge/ Shivan Reef \n"},{"attributes":{"background":"inherit","bold":true},"insert":"Bounce land:"},{"attributes":{"background":"inherit"},"insert":" Boros Garrison "},{"attributes":{"italic":true},"insert":"(only this from the cycle because it enables our comander's ability-great synergy with snap and frantic search) "},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Filter land: "},{"insert":"Rugged Praerie "},{"attributes":{"italic":true},"insert":"(only this from the cycle because it enables our comander's ability) "},{"insert":"\n"},{"attributes":{"background":"inherit","bold":true},"insert":"multi lands: "},{"insert":"\n"},{"attributes":{"background":"inherit"},"insert":"Aether Hub/ "},{"attributes":{"background":"inherit","italic":true},"insert":"this is a budget option that works better than expected in this deck, can be bounced to reset counter"},{"insert":"\n"},{"attributes":{"background":"inherit"},"insert":"Command Tower/ "},{"attributes":{"background":"inherit","italic":true},"insert":"a must"},{"insert":"\n"},{"attributes":{"background":"inherit"},"insert":"Exotic Orchard/ "},{"attributes":{"background":"inherit","italic":true},"insert":"relevant most of the time, especially in multiplayer"},{"insert":"\n"},{"attributes":{"background":"inherit"},"insert":"Path of Anscestry/ "},{"attributes":{"italic":true},"insert":"choose human type and scry triggers with our commander or pyro"},{"insert":"\nSpire of Industry/ "},{"attributes":{"italic":true},"insert":"this triggers too often with 15 lands"},{"insert":"\n"},{"attributes":{"background":"inherit","bold":true},"insert":"shocklands"},{"attributes":{"background":"inherit","italic":true},"insert":" (if you afford them they are excellent"},{"attributes":{"background":"inherit","bold":true},"insert":")"},{"attributes":{"background":"inherit"},"insert":": Hallowed Fountain/ Sacred Foundry/ Steam Vents"},{"insert":"\n"},{"attributes":{"background":"inherit","bold":true},"insert":"utility lands: "},{"insert":"Ghost Quarter "},{"attributes":{"italic":true},"insert":"(vs maze of "},{"attributes":{"background":"inherit","italic":true},"insert":"ith"},{"attributes":{"italic":true},"insert":" which negates attacker) "},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Basic lands:"},{"attributes":{"italic":true},"insert":" they still come untapped, never underestimate them. Also "},{"insert":"Praerie Stream"},{"attributes":{"italic":true},"insert":" synergizes perfectly the turn you want it for shu yun."},{"insert":"\n\n"},{"attributes":{"background":"#ffebcc","underline":true},"insert":"$$$ ugrades: (for paper)"},{"insert":"\nEverything helping the manabase\n0 cost ramp artifacts \n"},{"attributes":{"color":"#404040"},"insert":"Fierce Guardianship/"},{"insert":"Deflecing Swat/Flawless Maneuver/Force of Will\n\n"},{"attributes":{"background":"#ffebcc","underline":true},"insert":"Notable exclusions:"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Kediss"},{"insert":": Would be great in multiplayer but it is not working for 21 commander damage rule.\n"},{"attributes":{"bold":true},"insert":"Hand advantage spells"},{"insert":": after some testing I found out that with the current number of cards that have draw effects as a second ability, make hand advantage satisfactory and I rarely ran out of cards. In 1v1 it is undeniable. But if you play multiplayer with 4 people and you see your opponents not killing you early with combos, you may use [[mask of memory]].\n\n"},{"attributes":{"background":"#ffebcc","underline":true},"insert":"Matchups:"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Good matchups"},{"insert":": Every deck that doesn't care too much about what their opponent's play. Low generic interaction is not a problem for our built. Combo decks rarely are consistent enough to rush faster than us.\n"},{"attributes":{"bold":true},"insert":"Bad matchups"},{"insert":": Decks with a lot of interaction in different forms. Multicolor control decks tend to provide answers in different type of cards making it difficult to counter or remove that specific type. Imagine a liliana of the veil, we cannot deal with that, or maze of Ith that we must hope for a Ghost Quarter to remove. We cannot fill our deck with hate for such threats because we will be inconsistent or slower.\n\n"},{"attributes":{"background":"#ffebcc","underline":true},"insert":"Formats:"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Classic multiplayer commander:"},{"insert":" As we mentioned FFA is difficult, maybe the most difficult format to play this deck as you have to keep Shu alive from 3 players. If they make the mistake to let him live you can one shot people down, but in most cases everyone targets shu yun first... 40 life is a good value to keep you some turns alive but it is not enough.\n"},{"attributes":{"underline":true},"insert":"1v1 Commander:"},{"insert":" The deck is great in this format. 30 life to keep you alive from aggro decks and 21 damage rule working. Only one opponent to take down so I think this is probably the best format to play.\n"},{"attributes":{"underline":true},"insert":"Duel Commander"},{"insert":": In this format Shu is not as good as you think he can be, because you got only 20 life to keep you alive and all the competitive decks have tones of removal and fast aggro creatures.\n"},{"attributes":{"underline":true},"insert":"Two-Headed Giant Commander"},{"insert":": A format that in my opinion Shu is broken. 60 life per team to help you keep Shu alive and 21 life punch is working. Your ally will love you for this. As you can easily imagine, there are combo decks to play Shu Yun's deck with.\n\n"},{"attributes":{"background":"#ffebcc","underline":true},"insert":"Tips:"},{"insert":"\nShu Yun triggered ability needs to be paid first. This does not synergies with some cards ("},{"attributes":{"background":"inherit"},"insert":"Snap/"},{"insert":"Fists of Flame"},{"attributes":{"background":"inherit"},"insert":"/Frantic Search) "},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"At late game you can cast Shu Yun, the Silent Tempest + twice Reckless Charge to one hit kill an opponent out of nowhere."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Isochron scepter targets: Silence (to cut sorcery speed removals)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"In a multiplayer scenario like 2-headed format, remember that you can give double strike to another commander in order to kill an opponent (commander rule is relevant)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\n"}]}

Commander

Qty: 1 Price: $0.49
Shu Yun, the Silent Tempest
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever you cast a noncreature spell, you may pay
. If you do, target creature gains double strike until end of turn.
Legendary Creature - Human Monk
Shu Yun, the Silent Tempest (frf) 52

Commander

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Draw/filter

Qty: 8 Price: $38.22
Brainstorm
Draw three cards, then put two cards from your hand on top of your library in any order.
Instant
Brainstorm (c21) 115
Combat Research
Enchant creature
Enchanted creature has "Whenever this creature deals combat damage to a player, draw a card."
As long as enchanted creature is legendary, it gets +1/+1 and has ward
. (Whenever enchanted creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
Enchantment - Aura
Combat Research (dmu) 44
Curious Obsession
Enchant creature
Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, you may draw a card."
At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice this Aura.
Enchantment - Aura
Curious Obsession (jmp) 148
Frantic Search
Draw two cards, then discard two cards. Untap up to three lands.
Instant
Frantic Search (c20) 111
Isochron Scepter
Imprint — When this artifact enters, you may exile an instant card with mana value 2 or less from your hand.
,
: You may copy the exiled card. If you do, you may cast the copy without paying its mana cost.
Artifact
Isochron Scepter (plst) MRD-188
Ponder
Look at the top three cards of your library, then put them back in any order. You may shuffle.
Draw a card.
Sorcery
Ponder (m12) 73
Skullclamp
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip
Artifact - Equipment
Skullclamp (plst) CMD-260
Whirlwind of Thought
Whenever you cast a noncreature spell, draw a card.
Enchantment
Whirlwind of Thought (iko) 215

Draw/filter

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Land

Qty: 34 (35 w/ MDFC)Price: $126.22
Adarkar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Adarkar Wastes (dmu) 243
Battlefield Forge
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Battlefield Forge (c20) 257
Boros Garrison
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Boros Garrison (znc) 122
Clifftop Retreat
This land enters tapped unless you control a Mountain or a Plains.
: Add
or
.
Land
Clifftop Retreat (dmr) 241
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (cc1) 8
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (c20) 273
Furycalm Snarl
As this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Furycalm Snarl (onc) 155
Glacial Fortress
This land enters tapped unless you control a Plains or an Island.
: Add
or
.
Land
Glacial Fortress (xln) 255
Hallowed Fountain
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Island
Hallowed Fountain (rna) 251
Inspiring Vantage
This land enters tapped unless you control two or fewer other lands.
: Add
or
.
Land
Inspiring Vantage (otj) 269
Island
(
: Add
.)
Basic Land - Island
Island (znr) 381
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (znr) 275
Nimbus Maze
: Add
.
: Add
. Activate only if you control an Island.
: Add
. Activate only if you control a Plains.
Land
Nimbus Maze (afc) 252
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land
Path of Ancestry (cmr) 353
Plains
(
: Add
.)
Basic Land - Plains
Plains (plst) UGL-84
Prairie Stream
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Island
Prairie Stream (c20) 299
Rugged Prairie
: Add
.
,
: Add
,
, or
.
Land
Rugged Prairie (2xm) 325
Sacred Foundry
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Mountain
Sacred Foundry (grn) 254
Seachrome Coast
This land enters tapped unless you control two or fewer other lands.
: Add
or
.
Land
Seachrome Coast (blc) 328
Secluded Courtyard
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.
Land
Secluded Courtyard (ecc) 62
Shivan Reef
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Shivan Reef (c20) 310
Spire of Industry
: Add
.
, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.
Land
Spire of Industry (aer) 184
Steam Vents
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Mountain
Steam Vents (grn) 257
Sulfur Falls
This land enters tapped unless you control an Island or a Mountain.
: Add
or
.
Land
Sulfur Falls (dmr) 258
Thran Portal
This land enters tapped unless you control two or fewer other lands.
As this land enters, choose a basic land type.
This land is the chosen type in addition to its other types.
Mana abilities of this land cost an additional 1 life to activate.
Land - Gate
Thran Portal (dmu) 259

Land

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Plan B

Qty: 1 Price: $0.79
Feather, the Redeemed
Flying
Whenever you cast an instant or sorcery spell that targets a creature you control, exile that card instead of putting it into your graveyard as it resolves. If you do, return it to your hand at the beginning of the next end step.
Legendary Creature - Angel
Feather, the Redeemed (war) 197

Plan B

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Power-up

Qty: 16 Price: $16.42
Brute Force
Target creature gets +3/+3 until end of turn.
Instant
Brute Force (mm2) 108
Built to Smash
Target attacking creature gets +3/+3 until end of turn. If it's an artifact creature, it gains trample until end of turn.
Instant
Built to Smash (plst) KLD-108
Defiant Strike
Target creature gets +1/+0 until end of turn.
Draw a card.
Instant
Defiant Strike (m21) 15
Fists of Flame
Draw a card. Until end of turn, target creature gains trample and gets +1/+0 for each card you've drawn this turn. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)
Instant
Fists of Flame (mh1) 123
Flare of Faith
Target creature gets +2/+2 until end of turn. If it's a Human, instead it gets +3/+3 and gains indestructible until end of turn.
Instant
Flare of Faith (mid) 19
Hero's Blade
Equipped creature gets +3/+2.
Whenever a legendary creature you control enters, you may attach this Equipment to it.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Hero's Blade (c17) 214
Inquisitor's Flail
If equipped creature would deal combat damage, it deals double that damage instead.
If another creature would deal combat damage to equipped creature, it deals double that damage to equipped creature instead.
Equip
Artifact - Equipment
Inquisitor's Flail (isd) 227
Jeskai Ascendancy
Whenever you cast a noncreature spell, creatures you control get +1/+1 until end of turn. Untap those creatures.
Whenever you cast a noncreature spell, you may draw a card. If you do, discard a card.
Enchantment
Jeskai Ascendancy (ktk) 180
Leering Emblem
Whenever you cast a spell, equipped creature gets +2/+2 until end of turn.
Equip
Artifact - Equipment
Leering Emblem (eve) 171
Legion Leadership
Until end of turn, double target creature's power and it gains first strike.
Instant
Legion Leadership // Legion Stronghold (mh3) 255Legion Leadership // Legion Stronghold (mh3) 255
Monstrous Rage
Target creature gets +2/+0 until end of turn. Create a Monster Role token attached to it. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has trample.)
Instant
Monstrous Rage (woe) 142
Raze the Effigy
Choose one —
• Destroy target artifact.
• Target attacking creature gets +2/+2 until end of turn.
Instant
Raze the Effigy (mid) 156
Reckless Charge
Target creature gets +3/+0 and gains haste until end of turn.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Reckless Charge (mh1) 144
Sunforger
Equipped creature gets +4/+0.
, Unattach this Equipment: Search your library for a red or white instant card with mana value 4 or less and cast that card without paying its mana cost. Then shuffle.
Equip
Artifact - Equipment
Sunforger (2xm) 293
Titan's Strength
Target creature gets +3/+1 until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Instant
Titan's Strength (ori) 166
Unstable Mutation
Enchant creature
Enchanted creature gets +3/+3.
At the beginning of the upkeep of enchanted creature's controller, put a -1/-1 counter on that creature.
Enchantment - Aura
Unstable Mutation (uma) 80

Power-up

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Protection

Qty: 21 Price: $158.91
Ajani's Presence
Strive — This spell costs
more to cast for each target beyond the first.
Any number of target creatures each get +1/+1 and gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Instant
Ajani's Presence (jou) 2
Apostle's Blessing
(
can be paid with either
or 2 life.)
Target artifact or creature you control gains protection from artifacts or from the color of your choice until end of turn.
Instant
Apostle's Blessing (plst) MM2-8
Benevolent Blessing
Flash
Enchant creature
As this Aura enters, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove Auras and Equipment you control that are already attached to it.
Enchantment - Aura
Benevolent Blessing (cmr) 13
Daze
You may return an Island you control to its owner's hand rather than pay this spell's mana cost.
Counter target spell unless its controller pays
.
Instant
Daze (plst) DD2-23
Emerge Unscathed
Target creature you control gains protection from the color of your choice until end of turn.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Instant
Emerge Unscathed (plst) IMA-19
Flickering Ward
Enchant creature
As this Aura enters, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove this Aura.
: Return this Aura to its owner's hand.
Enchantment - Aura
Flickering Ward (tmp) 19
Force of Will
You may pay 1 life and exile a blue card from your hand rather than pay this spell's mana cost.
Counter target spell.
Instant
Force of Will (dmr) 50
Fragmentize
Destroy target artifact or enchantment with mana value 4 or less.
Sorcery
Fragmentize (plst) KLD-14
Gods Willing
Target creature you control gains protection from the color of your choice until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything of that color.)
Scry 1.
Instant
Gods Willing (plst) UMA-18
Intervene
Counter target spell that targets a creature.
Instant
Intervene (ulg) 33
Loran's Escape
Target artifact or creature gains hexproof and indestructible until end of turn. Scry 1.
Instant
Loran's Escape (bro) 14
Mother of Runes
: Target creature you control gains protection from the color of your choice until end of turn.
Creature - Human Cleric
Mother of Runes (ddo) 20
Shelter
Target creature you control gains protection from the color of your choice until end of turn.
Draw a card.
Instant
Shelter (mh1) 28
Silence
Your opponents can't cast spells this turn.
Instant
Silence (tsr) 302
Spell Pierce
Counter target noncreature spell unless its controller pays
.
Instant
Spell Pierce (neo) 80
Stubborn Denial
Counter target noncreature spell unless its controller pays
.
Ferocious — If you control a creature with power 4 or greater, counter that spell instead.
Instant
Stubborn Denial (ktk) 56
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and
no matter when it came under your control.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Swiftfoot Boots (plst) A25-234
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (plst) C16-78
Turn Aside
Counter target spell that targets a permanent you control.
Instant
Turn Aside (plst) EMN-78
Untimely Malfunction
Choose one —
• Destroy target artifact.
• Change the target of target spell or ability with a single target.
• One or two target creatures can't block this turn.
Instant
Untimely Malfunction (dsk) 161
Wear
Destroy target artifact.
Fuse (You may cast one or both halves of this card from your hand.)
Instant
Wear // Tear (cmr) 456

Protection

(CTRL to add secondary)

Ramp

Qty: 8 Price: $21.82
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (khc) 96
Boros Signet
,
: Add
.
Artifact
Boros Signet (cmr) 459
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (plst) C15-254
Lotus Bloom
Suspend 3—
(Rather than cast this card from your hand, pay
and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
, Sacrifice this artifact: Add three mana of any one color.
Artifact
Lotus Bloom (tsr) 270
Rite of Flame
Add
, then add
for each card named Rite of Flame in each graveyard.
Sorcery
Rite of Flame (ss3) 7
Talisman of Conviction
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Conviction (mh1) 230
Talisman of Creativity
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Creativity (mh1) 231
Talisman of Progress
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Progress (cmm) 980

Ramp

(CTRL to add secondary)

Unblockable

Qty: 11 Price: $10.48
Aqueous Form
Enchant creature
Enchanted creature can't be blocked.
Whenever enchanted creature attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Enchantment - Aura
Aqueous Form (ths) 39
Birthday Escape
Draw a card. The Ring tempts you.
Sorcery
Birthday Escape (ltr) 43
Cloak of Feathers
Target creature gains flying until end of turn.
Draw a card.
Sorcery
Cloak of Feathers (por) 44
Distortion Strike
Target creature gets +1/+0 until end of turn and can't be blocked this turn.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Sorcery
Distortion Strike (plst) IMA-52
Enter the Enigma
Target creature can't be blocked this turn.
Draw a card.
Sorcery
Enter the Enigma (dsk) 52
Leap
Target creature gains flying until end of turn.
Draw a card.
Instant
Leap (sth) 35
Shadow Rift
Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.)
Draw a card.
Instant
Shadow Rift (tpr) 66
Slip Through Space
Devoid (This card has no color.)
Target creature can't be blocked this turn.
Draw a card.
Sorcery
Slip Through Space (ogw) 47
Snap
Return target creature to its owner's hand. Untap up to two lands.
Instant
Snap (plst) DDS-10
Sword Coast Sailor
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, this creature can't be blocked this turn."
Legendary Enchantment - Background
Sword Coast Sailor (clb) 98
Water Wings
Until end of turn, target creature you control has base power and toughness 4/4 and gains flying and hexproof. (It can't be the target of spells or abilities your opponents control.)
Instant
Water Wings (woe) 77

Unblockable

(CTRL to add secondary)

Deck Info

Deck stats

20 pips - 19 cards
33 mana - 29 cards
27 pips - 26 cards
25 mana - 23 cards
0 pips - 0 cards
0 mana - 8 cards
14 pips - 14 cards
33 mana - 27 cards
0 pips - 0 cards
0 mana - 8 cards
0 pips - 0 cards
10 mana - 10 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"attributes":{"background":"#ffebcc","underline":true},"insert":"Discord server:"},{"insert":"\nDue to unexpected success of the primer, I created a dedicated discord server:\n"},{"attributes":{"link":"https://discord.gg/JW6tBF4Gat"},"insert":"https://discord.gg/JW6tBF4Gat"},{"insert":"\nJoin for discussion, card spoilers evaluation and side brews! If you are a pro with this deck you may also help as a moderator!\n\n"},{"attributes":{"background":"#ffebcc","underline":true},"insert":"My background:"},{"insert":"\nI am a more or less playing mtg for more than 10 years and most of the time I play in casual level, but the recently I started playing competitively mostly with online platforms. If you like the effort of this decklist that I would like to keep it updated please consider giving thumps up for this deck to pop up and more people can find a reliable way to play Shu Yun on a budget.\n\n"},{"attributes":{"background":"#ffebcc","underline":true},"insert":"Primer Guide:"},{"insert":"\nI prefer Shu Yun as a Voltron deck, I believe it works better this way. The aim is to make 21 damage with your One-Punch man (commander damage rule). This is the total assassin deck, excellent in 1v1, losing value if you play with more opponents because this decklist is not designed for that. I focus on cheap spells, as number of casts combos well with prowess. I focus more on protection as it already powers up our command and double strike already gives him insane damage output, so my main aspect is keep him alive and do not be greedy. This is a budget version of the deck and I have spend a lot of time to playtest and tune it.\nI think protection is better than indestructable for our deck and the reason is that it both protects from target removal and gives unblockable against certain color defenders. The weak point is aoe removals but they come later in the game and they are sorcery speed. You may consider keeping the indestructable spells for this point.\nAs for mana accelerators I totally prefer them at 1 or 2 cmc so you cast them before shu yun and have some more mana to protect him even at first cast.\nAbout the manabase, it would definitely power up the deck to add more versatile lands and this is where your budget should be aimed to.\nAs far as your mentality when playing this deck, be aware that if you sit in a table and show your commander, everyone will probably get crazy and start firing everything the got on you. This is the hilarious part of the story as this a budget deck and we will definitely be dead if everyone shoots their removal on you, especially if they have serious cEDH decks. So, you definitely have to keep a low profile and explain to them that the budget of your deck is no more than 150$. All in alll you have sit there for fun...\n\n"},{"attributes":{"background":"#ffebcc","underline":true},"insert":"Card Breakdown:"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"protection from removals:"},{"insert":" \n"},{"attributes":{"background":"inherit"},"insert":"Ajani's Presence/ buff and "},{"insert":"indestructible (I do not add many indestructable cards because removals are common even if they are better against boardwipe) \nApostle's Blessing/ 1cmc protection as life loss is irrelevant with the strategy\nBenevolent Blessing/ enchantment protection\nCenter Soul/ 2cmc but two turns protected\nEmerge Unscathed / the same but with 1cmc\nFlickering ward/ probably the most useful card in deck. constant protection is awesome. the ability to bounce it can save it for later and in very late game you can recast it for prowess.\nGods Willing/ pro + scry\nIntervene/ blue 1cmc counter to protect commander\nMother of Runes/ oh this is perfect for protecting shu yun. Do not care it is a creature, you need this down before shu yun.\nRebuff the Wicked/ white 1cmc counter to protect commander\nShelter/ protect and keep hand advantage\nSilence/This is to bait the oppponent. Have a second protection spell in hand to play in resonse to opponent's response.\nSwiftfoot boots/ constant hexproof and haste. Excellent when shu yun comes back\nTurn Aside/one more blue 1cmc counter to protect commander\n"},{"attributes":{"background":"inherit","bold":true},"insert":"protection counterspells: "},{"insert":"\nIzzet Charm/ multi use card, we need a few of this to avoid uncertain threats\nMisdirection"},{"attributes":{"background":"inherit"},"insert":"/ 0cmc spells are perfect for us"},{"insert":"\nSpell Pierce/ this is my last choice because it is difficult to use it late game but covers more threats\n"},{"attributes":{"background":"inherit"},"insert":"Stubborn Denial/ great synergy with shu yun even at your opponent's turn as the "},{"insert":"creature's ability triggers and goes top on the stack, so when the spell resolves, it always finds power 4.\n"},{"attributes":{"background":"inherit","bold":true},"insert":"unblockable: "},{"insert":"\nArcane Flight/ small buff and flying\n"},{"attributes":{"background":"inherit"},"insert":"Aqueous Form / keeps commander unblockable, good if he wont get removed"},{"insert":"\n"},{"attributes":{"background":"inherit"},"insert":"Artful Dodge / straight unblockable for 2 times"},{"insert":"\nCloak of Feathers / fly + draw\nDistortion strike/ buff unblockable for 2 turns\nKey to the city/ Do not underestimate it, it is better than it seems, cast it on t2 before commander and get cards back late game\n"},{"attributes":{"background":"inherit"},"insert":"Leap / our second fly + draw"},{"insert":"\n"},{"attributes":{"background":"inherit"},"insert":"Shadow Rift / shadow(better than flying) +draw"},{"insert":"\n"},{"attributes":{"background":"inherit"},"insert":"Slip Through Space / unblockable+draw"},{"insert":"\n"},{"attributes":{"background":"inherit"},"insert":"Veil of Secrecy/ 2 effects for 1 card but "},{"insert":"prepare to play it as the last spell because it gives shroud. Ability triggers first so you can give double strike before shu yun gets shroud.\n"},{"attributes":{"background":"inherit","bold":true},"insert":"ramp: "},{"attributes":{"background":"inherit"},"insert":"I prefer maximum 2cmc ramp card to help commander on t3 get protected."},{"insert":"\nArcane Signet / edh staple\nBoros signet/ only this from the cycle because it enables our comander's ability\n"},{"attributes":{"background":"inherit"},"insert":"Fellwar"},{"insert":" Stone / most of the times is great, if not worthy filter it\nLotus Bloom/ If you have it early you may plan for a great turn to finish the game - keep protection for that turn\n"},{"attributes":{"background":"inherit"},"insert":"Rite of Flame / pay attention that you need to play shu yun's ability first and then get the mana. So it is not perfect and you must plan you spells accordingly. Probably pay the ability's 2 R mana on your second spell."},{"insert":"\nSphere of the Suns / This is for a budget version, good if not gets saced. swap for talisman of progress when it reprints\nTalisman of Conviction/ talismans are great as you do not care much for life\nTalisman of Creativity/ talismans are great as you do not care much for life\n"},{"attributes":{"bold":true},"insert":"power ups: "},{"insert":"\nBrute Force / straight and clear megabump\nBuilt to Smash / one more of it. \nDefiant Strike / a cantrip to activate double strike\nFists of Flame / play it last after refilling your hand. Better at late game\nJeskai Ascendancy / making double prowess may be game ending. Cast it t3 and then cast shu yun with a protective spell on t4.\nLeering Emblem/ next turn you probably defeat someone...\nReckless Charge/ Haste is relevant especially late game when you recast Saitama, or early game when no blocker is in sight\nRush of Adrenaline / I prefer low buff spells that give more abilities than stats, the monk will be a monster anyways with double strike\nTitan's Strength  / Trample is madatory with possible creeps blocking him\nUnleash fury/ The one punch card. Make the math.\nUnstable Mutation "},{"attributes":{"italic":true},"insert":"(pay blue for power up and red/white mana for double strike)"},{"insert":"\n"},{"attributes":{"background":"inherit","bold":true},"insert":"equipment "},{"attributes":{"bold":true},"insert":"power ups"},{"attributes":{"background":"inherit","bold":true},"insert":": "},{"insert":"\nHero's Blade/ T2 this and T3 the monk auto equipped is awesome\nInquisitor's Flail / great synergy with our strategy and a game finisher\n"},{"attributes":{"background":"inherit"},"insert":"Sunforger/ "},{"insert":"trigger it to fetch a protection spell so we can have protection every turn in late game\n"},{"attributes":{"background":"inherit","bold":true},"insert":"bouncers: "},{"attributes":{"background":"inherit","italic":true},"insert":"I do not prefer it over a protection spells so I include only few. Great for enchanted targets and you may consider \"Fumble\" if you face a lot."},{"insert":"\n"},{"attributes":{"background":"inherit"},"insert":"Snap / free spell enabler to free shu yun from a blocker or threat"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"plan b: "},{"insert":"\nFeather, the Redeemed / You can lock your opponent with the correct protection spells\nYoung Pyromancer/ He can be still a thing, you can lock a crature-deck opponent with a lot of tokens for blocking, or at least make him waste a removal targeting pyro. It is a great opener for t2.\n"},{"attributes":{"bold":true},"insert":"art/ench removals:"},{"insert":" \n"},{"attributes":{"background":"inherit"},"insert":"Fragmentize/ low cost"},{"insert":"\nRip Apart/ cards with options are great for edh and this shall protect you from two different threads.\n"},{"attributes":{"background":"inherit"},"insert":"Wear//Tear/ A must card for edh. Remember you can cast both, although you get only 1 prowess trigger."},{"insert":"\n"},{"attributes":{"bold":true},"insert":"creature removals:"},{"insert":" \n"},{"attributes":{"background":"inherit"},"insert":"Gut Shot/ "},{"insert":"0cmc possible removal, just for enabling prowess it is good\nSwords to Plowshares/ With commander damage rule, you won't be hurt from lifegain.\n"},{"attributes":{"background":"inherit","bold":true},"insert":"draw/filter:"},{"attributes":{"background":"inherit"},"insert":" "},{"insert":"\n"},{"attributes":{"background":"inherit"},"insert":"Brainstorm / the best cantrip"},{"insert":"\nCurious Obsession/draw engine and small power up for blue mana (to activate easier double strike). do not play it the turn commander has summoning sickness\n"},{"attributes":{"background":"inherit"},"insert":"Faithless Looting / the best filter card"},{"insert":"\n"},{"attributes":{"background":"inherit"},"insert":"Frantic Search / zero cmc filtering from t3"},{"insert":"\nIsochron Scepter/ choose the spell that hurts the opponent. If he has big bodies, buff commander or get him unbloackable, if he has removal deny him. Surprise him with the other cards. Get uncounterable late game. Combo with silence.\n"},{"attributes":{"background":"inherit"},"insert":"Ponder/ more cantrips"},{"insert":"\n"},{"attributes":{"background":"inherit"},"insert":"Skullclamp/ buff Saitama a bit and punish them for killing him"},{"insert":"\nWhirlwind of Thought/ Excellent late game card\n\n"},{"attributes":{"background":"#ffebcc","underline":true},"insert":"Manabase:"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"We play 34 lands because we do not afford fetchlands. Try to avoid taplands. A very important note is that because of the shu yun ability's need in W and R, we have more cards that demand blue (in general blue is 32%, white 24% and red 24%)."},{"insert":"\n"},{"attributes":{"background":"inherit","bold":true},"insert":"painlands:"},{"insert":" Battlefield Forge/ Shivan Reef \n"},{"attributes":{"background":"inherit","bold":true},"insert":"Bounce land:"},{"attributes":{"background":"inherit"},"insert":" Boros Garrison "},{"attributes":{"italic":true},"insert":"(only this from the cycle because it enables our comander's ability-great synergy with snap and frantic search) "},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Filter land: "},{"insert":"Rugged Praerie "},{"attributes":{"italic":true},"insert":"(only this from the cycle because it enables our comander's ability) "},{"insert":"\n"},{"attributes":{"background":"inherit","bold":true},"insert":"multi lands: "},{"insert":"\n"},{"attributes":{"background":"inherit"},"insert":"Aether Hub/ "},{"attributes":{"background":"inherit","italic":true},"insert":"this is a budget option that works better than expected in this deck, can be bounced to reset counter"},{"insert":"\n"},{"attributes":{"background":"inherit"},"insert":"Command Tower/ "},{"attributes":{"background":"inherit","italic":true},"insert":"a must"},{"insert":"\n"},{"attributes":{"background":"inherit"},"insert":"Exotic Orchard/ "},{"attributes":{"background":"inherit","italic":true},"insert":"relevant most of the time, especially in multiplayer"},{"insert":"\n"},{"attributes":{"background":"inherit"},"insert":"Path of Anscestry/ "},{"attributes":{"italic":true},"insert":"choose human type and scry triggers with our commander or pyro"},{"insert":"\nSpire of Industry/ "},{"attributes":{"italic":true},"insert":"this triggers too often with 15 lands"},{"insert":"\n"},{"attributes":{"background":"inherit","bold":true},"insert":"shocklands"},{"attributes":{"background":"inherit","italic":true},"insert":" (if you afford them they are excellent"},{"attributes":{"background":"inherit","bold":true},"insert":")"},{"attributes":{"background":"inherit"},"insert":": Hallowed Fountain/ Sacred Foundry/ Steam Vents"},{"insert":"\n"},{"attributes":{"background":"inherit","bold":true},"insert":"utility lands: "},{"insert":"Ghost Quarter "},{"attributes":{"italic":true},"insert":"(vs maze of "},{"attributes":{"background":"inherit","italic":true},"insert":"ith"},{"attributes":{"italic":true},"insert":" which negates attacker) "},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Basic lands:"},{"attributes":{"italic":true},"insert":" they still come untapped, never underestimate them. Also "},{"insert":"Praerie Stream"},{"attributes":{"italic":true},"insert":" synergizes perfectly the turn you want it for shu yun."},{"insert":"\n\n"},{"attributes":{"background":"#ffebcc","underline":true},"insert":"$$$ ugrades: (for paper)"},{"insert":"\nEverything helping the manabase\n0 cost ramp artifacts \n"},{"attributes":{"color":"#404040"},"insert":"Fierce Guardianship/"},{"insert":"Deflecing Swat/Flawless Maneuver/Force of Will\n\n"},{"attributes":{"background":"#ffebcc","underline":true},"insert":"Notable exclusions:"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Kediss"},{"insert":": Would be great in multiplayer but it is not working for 21 commander damage rule.\n"},{"attributes":{"bold":true},"insert":"Hand advantage spells"},{"insert":": after some testing I found out that with the current number of cards that have draw effects as a second ability, make hand advantage satisfactory and I rarely ran out of cards. In 1v1 it is undeniable. But if you play multiplayer with 4 people and you see your opponents not killing you early with combos, you may use [[mask of memory]].\n\n"},{"attributes":{"background":"#ffebcc","underline":true},"insert":"Matchups:"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Good matchups"},{"insert":": Every deck that doesn't care too much about what their opponent's play. Low generic interaction is not a problem for our built. Combo decks rarely are consistent enough to rush faster than us.\n"},{"attributes":{"bold":true},"insert":"Bad matchups"},{"insert":": Decks with a lot of interaction in different forms. Multicolor control decks tend to provide answers in different type of cards making it difficult to counter or remove that specific type. Imagine a liliana of the veil, we cannot deal with that, or maze of Ith that we must hope for a Ghost Quarter to remove. We cannot fill our deck with hate for such threats because we will be inconsistent or slower.\n\n"},{"attributes":{"background":"#ffebcc","underline":true},"insert":"Formats:"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Classic multiplayer commander:"},{"insert":" As we mentioned FFA is difficult, maybe the most difficult format to play this deck as you have to keep Shu alive from 3 players. If they make the mistake to let him live you can one shot people down, but in most cases everyone targets shu yun first... 40 life is a good value to keep you some turns alive but it is not enough.\n"},{"attributes":{"underline":true},"insert":"1v1 Commander:"},{"insert":" The deck is great in this format. 30 life to keep you alive from aggro decks and 21 damage rule working. Only one opponent to take down so I think this is probably the best format to play.\n"},{"attributes":{"underline":true},"insert":"Duel Commander"},{"insert":": In this format Shu is not as good as you think he can be, because you got only 20 life to keep you alive and all the competitive decks have tones of removal and fast aggro creatures.\n"},{"attributes":{"underline":true},"insert":"Two-Headed Giant Commander"},{"insert":": A format that in my opinion Shu is broken. 60 life per team to help you keep Shu alive and 21 life punch is working. Your ally will love you for this. As you can easily imagine, there are combo decks to play Shu Yun's deck with.\n\n"},{"attributes":{"background":"#ffebcc","underline":true},"insert":"Tips:"},{"insert":"\nShu Yun triggered ability needs to be paid first. This does not synergies with some cards ("},{"attributes":{"background":"inherit"},"insert":"Snap/"},{"insert":"Fists of Flame"},{"attributes":{"background":"inherit"},"insert":"/Frantic Search) "},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"At late game you can cast Shu Yun, the Silent Tempest + twice Reckless Charge to one hit kill an opponent out of nowhere."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Isochron scepter targets: Silence (to cut sorcery speed removals)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"In a multiplayer scenario like 2-headed format, remember that you can give double strike to another commander in order to kill an opponent (commander rule is relevant)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\n"}]}
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