Amorph0us
5.2k views3 months ago
Commander
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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
Commander
(CTRL to add secondary)
Draw/filter
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 .)
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

Draw/filter
(CTRL to add secondary)
Land
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.)
: 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

Land
(CTRL to add secondary)
Plan B
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.
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

Plan B
(CTRL to add secondary)
Power-up
Power-up
(CTRL to add secondary)
Protection
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.)
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

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.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Protection
(CTRL to add secondary)
Ramp
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.
, Sacrifice this artifact: Add three mana of any one color.
Artifact

Ramp
(CTRL to add secondary)
Unblockable
Unblockable
(CTRL to add secondary)
Deck Info
Deck stats
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"}]}





















































































