MTG Commander: Chulane, Teller of Tales (Again)

The first time I played an earlier version of this deck, I won by feeding way too much mana into a Hydra Broodmaster to make 17 17/17 creatures and a 22/22 with haste on turn 4. In response I took out most of the good cards that allowed this: Concordant Crossroads, Guardian Project, Priest of Titania, Elvish Archdruid, and most of the rest of the permanent card draw other than Chulane. Now the deck just spins its wheels a lot instead of winning.

Chulane, Teller of Tales has gained a strong reputation for being super powerful, even by accident. Since I’m not interested in building a cEDH deck, I think I should limit its use to highly themed decks that need its ability to function at all, rather than trying to build around his abilities. Maybe I should’ve kept my thanksgiving deck together instead?

The point of this deck is: lots of mana ramp via dorks, and big fat X creatures. Having Haste makes this deck work much better; too much better, especially with Mobilize and Vitalize to untap all the dorks and use them again.

Chulane Tells Stories About Elves and Monsters

Commander (1)
Chulane, Teller of Tales

Creatures (41)
Avacyn’s Pilgrim
Beanstalk Giant
Birds of Paradise
Devoted Druid
Druid of the Cowl
Elvish Harbinger
Elvish Mystic
End-Raze Forerunners
Faeburrow Elder
Fyndhorn Elves
Giant Adephage
God-Eternal Rhonas
Gyre Engineer
Heart Warden
Heroes’ Bane
Hydra Broodmaster
Incubation Druid
Ivy Elemental
Leaf Gilder
Leafkin Druid
Llanowar Elves
Llanowar Tribe
Maraleaf Pixie
Momir Vig, Simic Visionary
Mother of Runes
Nimbus Swimmer
Nylea, God of the Hunt
Paradise Druid
Passwall Adept
Quirion Elves
Rampaging Baloths
Ramunap Excavator
Silhana Wayfinder
Steelbane Hydra
Taunting Elf
Tidespout Tyrant
Whisperer of the Wilds
Wildborn Preserver
Worldsoul Colossus
Yeva, Nature’s Herald

Enchantments (6)
Freed from the Real
Growing Rites of Itlimoc
Leyline of Anticipation
Oblivion Ring
Path of Discovery
Prison Realm

Sorcery (6)
Displacement Wave
Phyrexian Rebirth
Primal Surge
Winds of Abandon

Instant (8)
Dramatic Reversal
Eladamri’s Call
March of the Multitudes
Mercy Killing
Mystic Confluence
Return of the Wildspeaker
Settle the Wreckage

Arifacts (4)
Prowler’s Helm
Rhonas’s Monument
Ring of Kalonia
Stonecoil Serpent
Lands (34)
Azorius Chancery
Bant Panorama
Blossoming Sands
Bountiful Promenade
Canopy Vista
Evolving Wilds
Exotic Orchard
Fabled Passage
Flooded Grove
Hallowed Fountain
Krosan Verge
Myriad Landscape
Prairie Stream
Rogue’s Passage
Sea of Clouds
Selesnya Sanctuary
Simic Growth Chamber
Sungrass Prairie
Sunpetal Grove
Temple of Mystery
Thornwood Falls
Tranquil Cove
Tropical Island
Wirewood Lodge
Yavimaya Coast

MTG Commander: Shu Yun, the Silent Tempest

After taking apart my Elsha of the Infinite deck, I’ve built two versions of a Shu Yun, the Silent Tempest Voltron deck. Both aimed to suddenly deal lethal command damage to an opponent in a single attack: One-Punch Man style.

The first version tried to minimize board presence: other than land and mana rocks, the only permanent allowed was Shu Yun himself. The deck basically cast Shu Yun once you could protect him, and then built up a lethal hand. On the right turn, you cast enough buff and evasion spells so his activated double strike ability deals lethal command damage, and attack. He was vulnerable after either being attacked or attacking, so it was challenging to take on more than one opponent. The only hope the deck had was politicking itself into the final pair.

The main reason I rebuilt the deck is because it wasn’t very fun for me to play. Most of the time you did nothing other than cull your hand and try to think of new reasons people shouldn’t attack you. I prefer doing things instead of being patient.

The deck listed here is the last iteration of Shu Yun, One-Punch Man. It uses equipment and other permanents for better value, and to help with the longevity problem of the previous version. One-Punch Man With a Cane. It’s a lot more straightforward, and projects its danger through board presence a bit more obviously. It works better than the first version, and is more fun for me to play. However, we have so many Voltron-style decks that this has been pushed to the bottom of the pile. I have a very similar Okaun/Zndrsplt coin-flip deck that I’ll basically always play instead of this one, so… time to strip it for parts.

Shu Yun, One-Punch Man

Commander (1)
Shu Yun, the Silent Tempest

Instants (24)
Apostle’s Blessing
Arcane Denial
Brute Force
Chaos Warp
Deflecting Palm
Fists of Flame
Fists of the Anvil
Gods Willing
Hindering Light
Memory Lapse
Mystical Tutor
Restore the Peace
Run Amok
Rush of Blood
Shadow Rift
Swords to Plowshares
Titan’s Strength

Sorceries (14)
Aether Gale
Artful Dodge
Divine Reckoning
Gravitic Punch
Insult // Injury
Merchant Scroll
River’s Rebuke
Slip Through Space
Stealth Mission
Theft of Dreams
Wrath of God

Creatures (7)
Burnished Hart
Feather, the Redeemed
Jori En, Ruin Diver
Lu Xun, Scholar General
Mother of Runes
Nivix Guildmage
Talrand, Sky Summoner

Artifacts (16)
Azorius Signet
Bident of Thassa
Boros Signet
Commander’s Sphere
Darksteel Ingot
Fellwar Stone
Firemind Vessel
Inquisitor’s Flail
Izzet Signet
Jeskai Banner
Leering Emblem
Mana Vault
Runechanter’s Pike
Sol Ring
Wayfarer’s Bauble
Whispersilk Cloak

Enchantments (2)
Madcap Skills
Aqueous Form

Planeswalker (1)
Narset, Parter of Veils
Lands (35)
Cascade Bluffs
Command Tower
Evolving Wilds
Exotic Orchard
Fabled Passage
Faerie Conclave
Forge of Heroes
Highland Lake
Izzet Boilerworks
Myriad Landscape
Mystic Monastery
Mystic Sanctuary
Nivix, Aerie of the Firemind
Prairie Stream
Reflecting Pool
Rugged Prairie
Sejiri Refuge
Strip Mine
Swiftwater Cliffs
Temple of Triumph
Terramorphic Expanse
Tranquil Cove
Vivid Creek
Volcanic Island
Wind-Scarred Crag
Zhalfirin Void

MTG Commander: Mogis, God of Slaughter

This deck is a hateful creation. For some reason it feels horrible to play against in 1v1, but isn’t as annoying in multiplayer.

Where the deck falls short is in how fun it is to play. Since most of the deck consists of pain and taxes, playing the deck well is more about pestering your opponents to remember your cards’ triggers, than making interesting gameplay decisions.

Even with all that trigger policing, if the deck wins, it’s typically a bit more Voltron: commander damage from Mogis once you have a few damage multipliers on the board.

It looks like I built two decks into one, again.

This was built long before Theros: Beyond Death came out; there may be some new enchantments that would be worth including. Many of the cards are just weird old cards I’ve never had a chance to play.

Mogis, God of Laughter

Commander (1)
Mogis, God of Slaughter

Enchantments (19)
Aether Flash
Ancient Runes
Citadel of Pain
Dauthi Embrace
Death Pits of Rath
Dictate of the Twin Gods
Gratuitous Violence
Haunting Wind
Impulsive Maneuvers
Last Laugh
Leyline of Combustion
No Mercy
Kaya’s Ghostform
Revenge of Ravens
Sulfuric Vortex
Theater of Horrors

Creatures (13)
Fate Unraveler
Forgeborn Oreads
Grim Guardian
Harsh Mentor
Heartless Hidetsugu
Hissing Iguanar
Immolation Shaman
Mayhem Devil
Sorceress Queen
Syr Konrad, the Grim
Torbran, Thane of Red Fell
Tunneling Geopede
Viashino Heretic

Spells (4)
Extinguish All Hope
Hour of Devastation
In Garruk’s Wake

Artifacts (26)
Ankh of Mishra
Bag of Holding
Charcoal Diamond
Commander’s Sphere
Darksteel Ingot
Dingus Staff
Endless Atlas
Fellwar Stone
Fire Diamond
Firemind Vessel
God-Pharaoh’s Statue
Grafted Exoskeleton
Iron Maiden
Mana Vault
Prowler’s Helm
Rakdos Cluestone
Rakdos Locket
Rakdos Signet
Sol Ring
Staff of Nin
Swiftfoot Boots
Tapestry of the Ages
Well of Knowledge
Wishclaw Talisman

Planeswalkers (3)
Jaya, Venerated Firemage
Ob Nixilis, the Hate-Twisted
Tibalt, Rakish Instigator
Lands (36)
Akoum Refuge
Bloodfell Caves
Cinder Marsh
Luxury Suite
14 Mountain
Rakdos Guildgate
Rogue’s Passage
Spawning Pool
Sulfurous Springs
12 Swamp
Tainted Peak
Urborg Volcano