1.7k
3/3/2025
Shorikai, Genesis Engine EDH
Deck Size: 100
Commander
Legal
Est deck cost: $894.58
Salt sum: 56.93
1.7k
3/3/2025
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Commander

Qty: 1 Price: $11.99
Shorikai, Genesis Engine

{1}, {T}: Draw two cards, then discard a card. Create a 1/1 colorless Pilot creature token with "This token crews Vehicles as though its power were 2 greater." Crew 8 (Tap any number of creatures you control with total power 8 or more: This Vehicle becomes an artifact creature until end of turn.) Shorikai, Genesis Engine can be your commander.

Artifact
Shorikai, Genesis Engine (sld) 1880

Commander

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Ramp

Qty: 11 Price: $82.59
Arcane Signet

{T}: Add one mana of any color in your commander's color identity.

Artifact
Arcane Signet (cmm) 367
Azorius Signet

{1}, {T}: Add {W}{U}.

Artifact
Azorius Signet (cmm) 941
Fabrication Foundry

{T}: Add {W}. Spend this mana only to cast an artifact spell or activate an ability of an artifact source. {2}{W}, {T}, Exile one or more other artifacts you control with total mana value X: Return target artifact card with mana value X or less from your graveyard to the battlefield. Activate only as a sorcery.

Artifact
Fabrication Foundry (lci) 12
Fellwar Stone

{T}: Add one mana of any color that a land an opponent controls could produce.

Artifact
Fellwar Stone (sld) 708
Liquimetal Torque

{T}: Add {C}. {T}: Target nonland permanent becomes an artifact in addition to its other types until end of turn.

Artifact
Liquimetal Torque (mh2) 228
Smothering Tithe

Whenever an opponent draws a card, that player may pay {2}. If the player doesn't, you create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

Enchantment
Smothering Tithe (cmm) 57
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (40k) 251
Talisman of Progress

{T}: Add {C}. {T}: Add {W} or {U}. This artifact deals 1 damage to you.

Artifact
Talisman of Progress (sld) 1052
Thought Vessel

You have no maximum hand size. {T}: Add {C}.

Artifact
Thought Vessel (cmm) 414
Thran Dynamo

{T}: Add {C}{C}{C}.

Artifact
Thran Dynamo (cmm) 658
Victory Chimes

Untap this artifact during each other player's untap step. {T}: A player of your choice adds {C}.

Artifact
Victory Chimes (c21) 274

Ramp

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Win Condition

Qty: 11 Price: $160.49
Akroma's Will

Choose one. If you control a commander as you cast this spell, you may choose both instead. • Creatures you control gain flying, vigilance, and double strike until end of turn. • Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.

Instant
Akroma's Will (cmr) 3
Approach of the Second Sun

If this spell was cast from your hand and you've cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner's library seventh from the top and you gain 7 life.

Sorcery
Approach of the Second Sun (sta) 1
Cyberdrive Awakener

Flying Other artifact creatures you control have flying. When this creature enters, until end of turn, each noncreature artifact you control becomes an artifact creature with base power and toughness 4/4.

Creature Artifact
Cyberdrive Awakener (nec) 12
Divine Visitation

If one or more creature tokens would be created under your control, that many 4/4 white Angel creature tokens with flying and vigilance are created instead.

Enchantment
Divine Visitation (2x2) 8
Enlightened Tutor

Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.

Instant
Enlightened Tutor (dmr) 6
Fabricate

Search your library for an artifact card, reveal it, put it into your hand, then shuffle.

Sorcery
Fabricate (sld) 332
Mystical Tutor

Search your library for an instant or sorcery card, reveal it, then shuffle and put that card on top.

Instant
Mystical Tutor (sld) 334
Psychosis Crawler

Psychosis Crawler's power and toughness are each equal to the number of cards in your hand. Whenever you draw a card, each opponent loses 1 life.

Creature Artifact
Psychosis Crawler (moc) 371
Rise and Shine

Target noncreature artifact you control becomes a 0/0 artifact creature. Put four +1/+1 counters on each artifact that became a creature this way. Overload {4}{U}{U} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

Sorcery
Rise and Shine (moc) 233
Throne of the God-Pharaoh

At the beginning of your end step, each opponent loses life equal to the number of tapped creatures you control.

Artifact
Throne of the God-Pharaoh (akh) 237
Whir of Invention

Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle.

Instant
Whir of Invention (aer) 49

Win Condition

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Control

Qty: 19 Price: $83.07
Abolish

You may discard a Plains card rather than pay this spell's mana cost. Destroy target artifact or enchantment.

Instant
Abolish (ddf) 29
An Offer You Can't Refuse

Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.")

Instant
An Offer You Can't Refuse (snc) 51
Arcane Denial

Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. You draw a card at the beginning of the next turn's upkeep.

Instant
Arcane Denial (voc) 102
Counterspell

Counter target spell.

Instant
Counterspell (sld) 331
Disallow

Counter target spell, activated ability, or triggered ability. (Mana abilities can't be targeted.)

Instant
Disallow (aer) 31
Disenchant

Destroy target artifact or enchantment.

Instant
Disenchant (znr) 10
Dovin's Veto

This spell can't be countered. Counter target noncreature spell.

Instant
Dovin's Veto (war) 193
Farewell

Choose one or more — • Exile all artifacts. • Exile all creatures. • Exile all enchantments. • Exile all graveyards.

Sorcery
Farewell (neo) 365
Fate Forgotten

Exile target artifact or enchantment.

Instant
Fate Forgotten (dtk) 17
Forsake the Worldly

Exile target artifact or enchantment. Cycling {2} ({2}, Discard this card: Draw a card.)

Instant
Forsake the Worldly (plst) AKH-13
Generous Gift

Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.

Instant
Generous Gift (cmm) 26
Muddle the Mixture

Counter target instant or sorcery spell. Transmute {1}{U}{U} ({1}{U}{U}, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)

Instant
Muddle the Mixture (rav) 60
Organic Extinction

Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) Destroy all nonartifact creatures.

Sorcery
Organic Extinction (nec) 8
Path to Exile

Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Instant
Path to Exile (pf20) 1
Permission Denied

Counter target noncreature spell. Your opponents can't cast noncreature spells this turn.

Instant
Permission Denied (rex) 17
Reality Shift

Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.)

Instant
Reality Shift (cmm) 634
Supreme Verdict

This spell can't be countered. Destroy all creatures.

Sorcery
Supreme Verdict (2x2) 388
Swords to Plowshares

Exile target creature. Its controller gains life equal to its power.

Instant
Swords to Plowshares (sta) 10
Vanquish the Horde

This spell costs {1} less to cast for each creature on the battlefield. Destroy all creatures.

Sorcery
Vanquish the Horde (mid) 41

Control

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Synergy

Qty: 6 Price: $108.74
Ashnod's Altar

Sacrifice a creature: Add {C}{C}.

Artifact
Ashnod's Altar (6ed) 274
Teferi's Protection

Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.) Exile Teferi's Protection.

Instant
Teferi's Protection (sta) 11
Tezzeret, Betrayer of Flesh

The first activated ability of an artifact you activate each turn costs {2} less to activate. +1: Draw two cards. Then discard two cards unless you discard an artifact card. −2: Target artifact becomes an artifact creature. If it isn't a Vehicle, it has base power and toughness 4/4. −6: You get an emblem with "Whenever an artifact you control becomes tapped, draw a card."

Planeswalker
Tezzeret, Betrayer of Flesh (neo) 84
Thousand Moons Smithy

Artifact
Thousand Moons Smithy // Barracks of the Thousand (lci) 39Thousand Moons Smithy // Barracks of the Thousand (lci) 39
Unwinding Clock

Untap all artifacts you control during each other player's untap step.

Artifact
Unwinding Clock (c18) 228
Vedalken Orrery

You may cast spells as though they had flash.

Artifact
Vedalken Orrery (2x2) 399

Synergy

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Draw

Qty: 2 Price: $32.98
Alhammarret's Archive

If you would gain life, you gain twice that much life instead. If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.

Artifact
Alhammarret's Archive (c21) 233
Skullclamp

Equipped creature gets +1/-1. Whenever equipped creature dies, draw two cards. Equip {1}

Artifact
Skullclamp (brc) 159

Draw

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Untappers

Qty: 8 Price: $61.38
Clock of Omens

Tap two untapped artifacts you control: Untap target artifact.

Artifact
Clock of Omens (5dn) 110
Displacer Kitten

Avoidance — Whenever you cast a noncreature spell, exile up to one target nonland permanent you control, then return that card to the battlefield under its owner's control.

Creature
Displacer Kitten (clb) 63
Manifold Key

{1}, {T}: Untap another target artifact. {3}, {T}: Target creature can't be blocked this turn.

Artifact
Manifold Key (clb) 319
Teferi, Who Slows the Sunset

+1: Choose up to one target artifact, up to one target creature, and up to one target land. Untap the chosen permanents you control. Tap the chosen permanents you don't control. You gain 2 life. −2: Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. −7: You get an emblem with "Untap all permanents you control during each opponent's untap step" and "You draw a card during each opponent's draw step."

Planeswalker
Teferi, Who Slows the Sunset (mid) 280
Tezzeret the Seeker

+1: Untap up to two target artifacts. −X: Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle. −5: Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.

Planeswalker
Tezzeret the Seeker (mm2) 62
Unbender Tine

{T}: Untap another target permanent.

Artifact
Unbender Tine (arc) 97
Voltaic Key

{1}, {T}: Untap target artifact.

Artifact
Voltaic Key (usg) 314
Voltaic Servant

At the beginning of your end step, untap target artifact.

Creature Artifact
Voltaic Servant (dom) 236

Untappers

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Land

Qty: 37 Price: $346.43
Academy Ruins

{T}: Add {C}. {1}{U}, {T}: Put target artifact card from your graveyard on top of your library.

Land
Academy Ruins (2xm) 309
Adarkar Wastes

{T}: Add {C}. {T}: Add {W} or {U}. This land deals 1 damage to you.

Land
Adarkar Wastes (dmu) 243
Ancient Den

{T}: Add {W}.

Artifact Land
Ancient Den (c21) 276
Command Tower

{T}: Add one mana of any color in your commander's color identity.

Land
Command Tower (cmm) 659
Darksteel Citadel

Indestructible {T}: Add {C}.

Artifact Land
Darksteel Citadel (brc) 180
Deserted Beach

This land enters tapped unless you control two or more other lands. {T}: Add {W} or {U}.

Land
Deserted Beach (mid) 281
Flooded Strand

{T}, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.

Land
Flooded Strand (ktk) 233
Glacial Fortress

This land enters tapped unless you control a Plains or an Island. {T}: Add {W} or {U}.

Land
Glacial Fortress (m13) 225
Hallowed Fountain

({T}: Add {W} or {U}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Hallowed Fountain (rna) 251
Island

({T}: Add {U}.)

Land
Island (unf) 241
Minamo, School at Water's Edge

{T}: Add {U}. {U}, {T}: Untap target legendary permanent.

Land
Minamo, School at Water's Edge (ltc) 369
Mystic Gate

{T}: Add {C}. {W/U}, {T}: Add {W}{W}, {W}{U}, or {U}{U}.

Land
Mystic Gate (cmm) 1013
Nimbus Maze

{T}: Add {C}. {T}: Add {W}. Activate only if you control an Island. {T}: Add {U}. Activate only if you control a Plains.

Land
Nimbus Maze (fut) 178
Otawara, Soaring City

{T}: Add {U}. Channel — {3}{U}, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs {1} less to activate for each legendary creature you control.

Land
Otawara, Soaring City (neo) 271
Plains

({T}: Add {W}.)

Land
Plains (unf) 240
Prairie Stream

({T}: Add {W} or {U}.) This land enters tapped unless you control two or more basic lands.

Land
Prairie Stream (cmm) 1020
Reliquary Tower

You have no maximum hand size. {T}: Add {C}.

Land
Reliquary Tower (40k) 291
Sea of Clouds

This land enters tapped unless you have two or more opponents. {T}: Add {W} or {U}.

Land
Sea of Clouds (clb) 360
Seat of the Synod

{T}: Add {U}.

Artifact Land
Seat of the Synod (c18) 278
Treasure Vault

{T}: Add {C}. {X}{X}, {T}, Sacrifice this land: Create X Treasure tokens.

Artifact Land
Treasure Vault (afr) 261
Urza's Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — This Saga gains "{T}: Add {C}." II — This Saga gains "{2}, {T}: Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'" III — Search your library for an artifact card with mana cost {0} or {1}, put it onto the battlefield, then shuffle.

Land Enchantment
Urza's Saga (mh2) 259

Land

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Vehicles

Qty: 5 Price: $6.91
Aerial Surveyor

Flying Whenever this Vehicle attacks, if defending player controls more lands than you, search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle. Crew 2

Artifact
Aerial Surveyor (nec) 5
Mobilizer Mech

Flying Whenever this Vehicle becomes crewed, up to one other target Vehicle you control becomes an artifact creature until end of turn. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)

Artifact
Mobilizer Mech (neo) 65
Parhelion II

Flying, first strike, vigilance Whenever Parhelion II attacks, create two 4/4 white Angel creature tokens with flying and vigilance that are attacking. Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)

Artifact
Parhelion II (nec) 87
Skysovereign, Consul Flagship

Flying Whenever Skysovereign enters or attacks, it deals 3 damage to target creature or planeswalker an opponent controls. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)

Artifact
Skysovereign, Consul Flagship (nec) 159
Weatherlight

Flying Whenever Weatherlight deals combat damage to a player, look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.) Crew 3

Artifact
Weatherlight (nec) 165

Vehicles

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Sideboard

Qty: 7 Price: $98.59
Archaeomancer's Map

When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle. Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.

Artifact
Archaeomancer's Map (c21) 12
Everflowing Chalice

Multikicker {2} (You may pay an additional {2} any number of times as you cast this spell.) This artifact enters with a charge counter on it for each time it was kicked. {T}: Add {C} for each charge counter on this artifact.

Artifact
Everflowing Chalice (cmm) 948
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) 284
Junk Winder

Affinity for tokens (This spell costs {1} less to cast for each token you control.) Whenever a token you control enters, tap target nonland permanent an opponent controls. It doesn't untap during its controller's next untap step.

Creature
Junk Winder (moc) 225
Kappa Cannoneer

Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) Ward {4} Whenever this creature or another artifact you control enters, put a +1/+1 counter on this creature and it can't be blocked this turn.

Creature Artifact
Kappa Cannoneer (nec) 14
Prismatic Lens

{T}: Add {C}. {1}, {T}: Add one mana of any color.

Artifact
Prismatic Lens (cmm) 403
The Mycosynth Gardens

{T}: Add {C}. {1}, {T}: Add one mana of any color. {X}, {T}: This land becomes a copy of target nontoken artifact you control with mana value X.

Land
The Mycosynth Gardens (one) 256

Sideboard

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Deck Info

Deck stats

34 pips - 26 cards
30 mana - 28 cards
28 pips - 21 cards
28 mana - 26 cards
0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
18 mana - 14 cards
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Description

{"ops":[{"insert":"\tThis deck is a heavily upgraded version of the Buckle Up commander precon deck from Kamigawa Neon Dynasty; given how little of the original deck is left I am hesitant to call it such, but it is technically the truth.\n\n\tThe deck aims to amass overwhelming value with "},{"insert":{"card-link":"Shorikai, Genesis Engine"}},{"insert":"'s activated ability. The deck runs a lot of control, mostly in the form of counterspells, targeted removal, and board clears. Once we are far enough ahead and can protect the win con we can win with any of the following: "},{"insert":{"card-link":"Approach of the Second Sun"}},{"insert":", "},{"insert":{"card-link":"Divine Visitation"}},{"insert":", "},{"insert":{"card-link":"Akroma's Will"}},{"insert":", "},{"insert":{"card-link":"Throne of the God-Pharaoh"}},{"insert":", "},{"insert":{"card-link":"Cyberdrive Awakener"}},{"insert":", "},{"insert":{"card-link":"Rise and Shine"}},{"insert":", "},{"insert":{"card-link":"Psychosis Crawler"}},{"insert":" , or a good old fashioned vehicle beat down; often it will be some combination of these in unison. Commander damage is also a viable back up plan. My original iteration lacked win conditions outside of Cyberdrive Awakener and Akroma's Will, so it took too long to close out games; however, the deck drew so many cards--with an abundance of interaction--that it caused games to drag on. As such, I added more potential win conditions along with Approach to give the deck a more consistent means of ending games. \n\n\tI have not played this deck as many times as I would like, and therefore it feels like it lacks an identity. While it has certainly won games, I have not fully committed to a single direction and instead it currently sits as a value and control based artifact deck with a minor vehicle subtheme (yeah, I know: whatever that means). It could absolutely be pulled more in one direction or the other, but for now it functions just fine; my main goal was to play a deck that draws cards and controls the board, and it accomplishes that with ease while being fun to play. \n\n\tOk, let's break down some of the categories in the deck.\n\nRamp:\n\tThe deck is loaded with mana rocks, most obviously because Azorious has no other real means of ramping. However, they also have excellent synergy with two of the decks win conditions: Cyberdrive Awakener and Rise and Shine. On top of that, they untap with "},{"insert":{"card-link":"Unwinding Clock"}},{"insert":" (along with Shorikai and most of our untap effects) so that we can continue looting with Shorikai's activated ability on other players' turns. I'm a big fan of "},{"insert":{"card-link":"Victory Chimes"}},{"insert":" as it gives us a free mana to activate Shorikai with every turn. \n\nControl:\n\tThis deck draws a lot of cards, so in typical Azorious fashion I stuffed it full of interaction to allow us to mess up our opponents game plan as much as possible. Control plays nicely with our gameplan in general, since we can \"draw, go\" on many turns if we would rather activate Shorikai on another player's turn. Even if we cast some spells on our turn, it is easy to leave up a few mana for interaction and then sink it into an untapper + Shorikai if we decide not to counter any spells during that turn rotation. Of course, many of our cards (including our commander) are not creatures, so board wipes are almost one sided; losing a few pilots--that we will soon replace--is an easy pill to swallow if it means setting all of the other players back. \n\nDraw:\n\tThis category is quite small, mostly because we rely on Shorikai for draw. This is relatively reliable since artifact removal tends to be slightly more scarce than creature removal. The draw that we do run is efficient: "},{"insert":{"card-link":"Alhammarret's Archive"}},{"insert":" makes Shorikai's activated ability into \"draw 4 discard 1\" which is insane value that we can typically take advantage of the turn Archive hits the board, while "},{"insert":{"card-link":"Skullclamp"}},{"insert":" is also fairly free since we have plenty of pilots hanging around. \n\nUntappers:\n\tAs mentioned above, Shorikai is our main source of draw so we are all in on repeatedly untapping and abusing that ability. "},{"insert":{"card-link":"Unwinding Clock"}},{"insert":" could have gone into this section, but to be honest it transcends this category by untapping most of our board and essentially allowing us to take a turn on every other player's turn. And believe me, "},{"attributes":{"italic":true},"insert":"people love it when you do that"},{"insert":" (yes, that was sarcasm). Also worth noting: "},{"insert":{"card-link":"Displacer Kitten"}},{"insert":" is here because it can exile and return Shorikai to the field every time we cast a spell. So the card could read \"untap Shorikai whenever you cast a noncreature spell\", but it is also versatile and can untap other targets as well (such as "},{"insert":{"card-link":"Thran Dynamo"}},{"insert":" or "},{"insert":{"card-link":"Sol Ring"}},{"insert":"). \n\nVehicles:\n\tI left a small contingent of flying vehicles as flying blockers but also as a means to add chip damage to our opponents whenever we get the chance. Outside of "},{"insert":{"card-link":"Approach of the Second Sun"}},{"insert":", this deck does still require our opponents to hit 0 life in order to win, so why not add some on-theme combat damage options. Also, vehicles are fun and cool (and dodge board wipes) so all the more reason. Notice that outside of "},{"insert":{"card-link":"Parhelion II"}},{"insert":" they all have Crew 3 or less so that a single Pilot token can get one off the ground ("},{"attributes":{"italic":true},"insert":"get it"},{"insert":"?). \n\nSynergy:\n\tI already explained the mostly self-explanatory "},{"insert":{"card-link":"Unwinding Clock"}},{"insert":" above. "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" went into this category mostly because it didn't fit anywhere else, and again is self-explanatory. I chose to put "},{"insert":{"card-link":"Tezzeret, Betrayer of Flesh"}},{"insert":" into this category because of his unique passive ability: each turn we can discount either the cost of Shorikai's ability or the cost of using an untapper to untap Shorikai. This is not exactly ramp, but we can indeed take advantage of this passive ability on almost every player's turn with the right set up. "},{"insert":{"card-link":"Ashnod's Altar"}},{"insert":", like "},{"insert":{"card-link":"Skullclamp"}},{"insert":", is just a nice way to utilize our Pilots outside of actually crewing vehicles. Both of these cards could be cut if you intend to lean harder into the vehicle aspect, but they do provide excellent value for the low cost of crunching a token. "},{"insert":{"card-link":"Vedalken Orrery"}},{"insert":" allows us to lean fully into the \"draw, go\" mentality that I shared above in the Control section, and it's an artifact so it works with "},{"insert":{"card-link":"Cyberdrive Awakener"}},{"insert":" and can also support "},{"insert":{"card-link":"Clock of Omens"}},{"insert":". I'm trying out "},{"insert":{"card-link":"Thousand Moons Smithy // Barracks of the Thousand"}},{"insert":", because I think it is easy to flip it and then we can make a large token every single turn. Also, since it flips into an artifact land, it untaps with Unwinding Clock and can even be untapped with our other untappers if we want to try and make multiple large tokens in a turn. I have not played this card yet but I'm excited to try it out!\n\nWin Conditions:\n\tAs I tend to do, I've included the tutors in the win condition category. This does not mean that they should be used solely to find a win con; there are plenty of times where an early tutor into a value piece (such as draw or ramp) to get ahead is a winning move. And, of course, using them effectively comes with familiarity with the deck.\n\t"},{"insert":{"card-link":"Approach of the Second Sun"}},{"insert":" is straight forward and easy to redraw by activating Shorikai's ability; it's also the least interesting win condition in the deck. I much prefer the concept of tapping our pilots down to crew a vehicle and burning opponents out with "},{"insert":{"card-link":"Throne of the God-Pharaoh"}},{"insert":", or animating all of our artifacts (even treasures from "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":") with "},{"insert":{"card-link":"Cyberdrive Awakener"}},{"insert":" and alpha striking the table with flying 4/4s. "},{"insert":{"card-link":"Divine Visitation"}},{"insert":" can become devastating as we can create several pilots a turn if we have some untappers out; I would urge caution in waiting to activate Shoriaki until the end step before your next turn after playing this, however, as we don't want to send all of our angels into a board wipe. Or, similarly, wait until there is removal on the stack directed at the Divine Visitation and then stack all of the Shorikia activations you can muster on top to get some angels before you lose it! "},{"insert":{"card-link":"Akroma's Will"}},{"insert":" is also relatively self explanatory: wait until you have either a lot of pilots or a few vehicles ready to go; just make sure you crew the vehicles before it resolves! "},{"insert":{"card-link":"Psychosis Crawler"}},{"insert":" is a bit slower and more of a grind, but it pairs well with "},{"insert":{"card-link":"Alhammarret's Archive"}},{"insert":", "},{"insert":{"card-link":"Unwinding Clock"}},{"insert":" and a few untappers and mana rocks. Then you can draw maybe 8-12 cards per turn and drain the table in one rotation; hopefully you can find some counter spells while you're drawing because the Crawler will become a target quickly in this scenario. \n\n\tShorikai is a very popular commander for a reason: there are a lot of ways to build the deck, and a noncreature commander that can accrue absurd amounts of value is just so smooth to pilot. I highly recommend that you give it a shot! I plan to try Shorikai for reanimator as well as vehicle tribal at some point, but for now I'm enjoying the control shell with less common alternate win conditions. As always, please leave any comments, questions or suggestions you may have down below! Cheers \n\nEdit 01: 02/09/2025\nThis deck needs to be rejuvenated; I have not been playing it much, so I need to revamp it into a more fun and unique take so it gets more playing time. Stay tuned! \n"}]}
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