Rarely Shirei
Deck Size: 100
Commander / EDH
Legal
Est deck cost: $133.32
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Artifact
Creature
Aether Poisoner
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) When Aether Poisoner enters the battlefield, you get {E}{E} (two energy counters). Whenever Aether Poisoner attacks, you may pay {E}{E}. If you do, create a 1/1 colorless Servo artifact creature token.
Creature
1
Enchantment
Gift of Doom
Enchant creature Enchanted creature has deathtouch and indestructible. Morph—Sacrifice another creature. (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) As Gift of Doom is turned face up, you may attach it to a creature.
Enchantment
1
Instant
Sorcery
Deck Stats
Deck extras (0)
Description
{"ops":[{"insert":"When given the distribution of a booster pack, what does "},{"insert":{"card-link":"Shirei, Shizo's Caretaker"}},{"insert":" do? The same thing he does with unrestricted rarity, or thereabouts. The fact is that Shirei has always relied primarily on draft chaff to get the job done, since one-power creatures are not usually rarity-stretching all-stars. That's not to say they're bad (though some of them are, at least outside of context), but they're humble cards, which means skewing lower on the rarity scale.\n\nSo, what does Shirei do? The answer is, largely, that he gets out a persistent army of little creatures and makes them immortal gods that will repeatedly fire entry and death effects in order to grind out the game. In addition to simply going to value town, Shirei has several locks, including a semi-unique lock where "},{"insert":{"card-link":"Chimney Imp"}},{"insert":" plus a sacrifice outlet can, in theory, deny all opponents the ability to ever see new cards, and nigh-infinite sacrifice fodder to run "},{"insert":{"card-link":"Smokestack"}},{"insert":" at truly obscene numbers or "},{"insert":{"card-link":"Contamination"}},{"insert":" forever. Further, Shirei's extreme skew lets him take advantage of cards like "},{"insert":{"card-link":"Meekstone"}},{"insert":" that would normally be double edged swords, but that don't hit Shirei's petty little hordes.\n\nNaturally, though, the big weakness of a Shirei deck is that it needs to stick Shirei. "},{"insert":{"card-link":"Gift of Doom"}},{"insert":" is about the best setup you can hope for (hence why it takes one of the precious rare slots), but other defenses like "},{"insert":{"card-link":"Lightning Greaves"}},{"insert":" work as well. Protect Shirei or be forced to grind out a win without infinite resurrection. Some choices, like "},{"insert":{"card-link":"Persistent Specimen"}},{"insert":" have been made with this eventuality in mind, allowing you to continue to feed sacrifice engines without Shirei active, potentially even bootstrapping a board back into existence.\n\nShirei is also a high variance deck. It's possible for this brew to lock the game up with extreme speed, running out "},{"insert":{"card-link":"Sol Ring"}},{"insert":" into "},{"insert":{"card-link":"Leaden Myr"}},{"insert":" turn 1, a face-down Gift of Doom and a fodder creature turn 2, and then, with "},{"insert":{"card-link":"Dark Ritual"}},{"insert":" both a Shirei rendered indestructible and "},{"insert":{"card-link":"Contamination"}},{"insert":" to turn off all nonblack decks as early as turn 3. Similarly, it's possible to durdle for a while, especially if waiting for some protection to show, and only go ape very late into the game. In general, Shirei has an extremely low curve that's happy to make plays in the first couple turns, but those plays are not necessarily the most impactful... yet.\n"}]}
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