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Shorikai Value Control EDH (EDH / Commander)

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Overall game plan: generate value while controlling threats against you, dig for wincons, then use the generated value to attack with vehicles. I envision this deck sitting at a high power level 8 - it plays a lot of interaction, but does not win with any combos (and as such can be a bit grindy). I've included notes on how to improve power level in some of the individual card notes, but if you want to take this in more of a cEDH direction, I would recommend starting from scratch, because this deck is built primarily around playing and smacking with vehicles.

> Wincons

  • Shorikai, Genesis Engine: Your commander. Kills in 3 shots if you can 1) crew him 2) get him past blockers. So we'll need some pieces to help with those, and 3) reducing the amount of hits required. Here's the 3-step process:
    1) Shorikai's own ability will eventually give you the required amount of pilots necessary to crew him (3), but this takes a while and makes it so you can't crew other things with those pilots. Prodigy's Prototype creates more pilots to help with this and the general game plan. Eldrazi Monument makes your pilots go further, requiring only 2 to crew Shorikai, and Kotori, Pilot Prodigy reduces this down to only 1 (and further giving Shorikai vigilance, allowing for the ability to be used after). Some vehicles, like Peacewalker Colossus and Mobilizer Mech, will allow you to crew shorikai more easily as well. Tezzeret, Betrayer of Flesh can perma-crew Shorikai, but this is quite risky, as having Shorikai be a non-creature on other players' turn is actually a valuable protection.
    2) Once you've crewed Shorikai, consider giving him evasion with Eldrazi Monument, Manifold Key, Sonic Screwdriver, or Thunderhawk Gunship.
    3) Finally, reduce the amount of attacks required to kill someone with commander damage by using double strike, such as with Duelist's Heritage or Flaming Fist. Even if you don't end up commander Damaging someone out, 16 damage from a single creature is nothing to scoff at. I prefer Duelist's Heritage, since Shorikai isn't the only wincon here, and it can also be used on other players' creatures politically. If you think you don't get this part of the wincon often enough, consider adding Flaming Fist.

  • Reaver Titan: Tons of damage, takes out all opponents, evasion and protection built in. What's not to love? Try not to pay the full cost on this bad boy, if you can, using something like Anchor to Reality

  • Parhelion II: Same as above, just not as good

  • Urza, Planeswalker: I have won several games by ulting this - it is very doable.

> Control

Okay, as you can see above, there aren't any combos to win. It's damage only, baby. But yes, it's slow, so we need some way to make sure we can actually get there. Until then, it's control, control, control to 1) prevent others from winning and 2) prevent our board state from taking too much damage. NOTE: Our board state isn't too fragile - only consider preventing damage to it if a significant portion would be lost (such as to a board wipe), or if you're going to lose a wincon.

Counterspells

Of course, the "1" of the "1-2 punch" that is control. Focus on countering noncreature spells. Here's what we got:

  • An Offer You Can't Refuse is what it says on the tin. Too broad of a condition and too cheap, we can't refuse taking it.
  • Circular Logic is cute and doubles as value with Shorikai, since, for 2 mana, you can draw 2 cards and counterspell with no restriction. You usually have tons of cards in your graveyard due to the discard from Shorikai.
  • Counterspell (Replace with Mana Drain if you want, we don't have a ton of mana sinks, but it is strictly better)
  • Dovin's Veto is quintessential again other counterspell-heavy decks. Do be careful about relying on it against red decks, since Deflecting Swat type effects can still "counter" it.
  • Fierce Guardianship of course, especially since our commander is harder to kill than others.
  • Swan Song, the classic 1 mana counterspell. Do be careful about turning off your flying evasion in the late game.
  • Whirlwind Denial should be used for countering multiple things on the stack and/or abilities. It's expensive, but I think it's fun and my group plays a lot of activated abilities to remove my commander (like Boseiju, Who Endures), so I put it in. Consider your play group meta, and whether you should replace this with something else (such as Tale's End, which works better with Isochron Scepter)

Removal

The "2" of the "1-2 punch". Focus on removing creatures. We've got tons of removal, since boardwipes effect our board in ways we typically don't care about, since most of the creatures we have are expendable tokens. The only creature I would worry about not boardwiping is Kotori, Pilot Prodigy, since she enables our general strategy and wincons so well. Here's what we got:

  • Skysovereign, Consul Flagship is a repeatable Lightning Bolt that also fits into the general strategy
  • The Mightstone and Weakstone can destroy indestructible creatures with toughness less than 5
  • Dispatch, Path to Exile, Swords to Plowshares, and Reality Shift are cheap and efficient creature removal
  • Generous Gift for any noncreature threats that couldn't be countered
  • Out of Time is the best boardwipe in here, by far. As mentioned, you don't care about your pilots that much, so they can quickly rack up value by increasing the maount of turns that opponents' commanders are gone - often permanently. Luckily, it's also super cheap.
  • Cyclonic Rift, of course one of the best board wipes in the game. Can also be considered a wincon, since swingouts will be devastating.
  • Austere Command is here for enchantment removal. It's super niche, but with Eldrazi Monument out, you can consider this for emergency artifact removal as well, by crewing all of your vehicles to make them indestructible (I've done it a few times)
  • Farewell is enchantment removal and gravehard hate. Gotta love it.
  • Sunfall can also be considered a wincon. With your pilots, the token will often be a 15/15 or more.
  • The battle of Bywater is the weakest board wipe here, but it will also leave your board unaffected since there are no creatures with power 3 or greater in the deck (by default - careful about stepping on yourself by crewing vehicles, perma-crewing with Tezzeret, Betrayer of Flesh, etc.). Consider removing if it consistently feels lackluster in your meta.
  • Vanquish the horde is just cheap (and always will be because of your pilots). Consider removing if you think there are too many boardwipes.

> Value

Okay, you've just saved a bunch of mana to control the board. Will it go to waste, or can you squeeze some value out of it on the end step? And how do you build your board up to eventually start winning?

Mana Sinks

End step mana sinks to ensure that leaving mana up for counterspells is always worth it.

Other Value

  • Colossal Plow is surprisingly good here. I think it's fun and quirky, but you should remove it if you want a higher power level.

  • Eldrazi Monument makes your schumps not so chumpy - no one will be able to attack into you with it.

  • Mobilizer Mech beefs up your pilots - one pilot can crew your biggest vehicle and an extra 3/4 flier.

  • Parhelion II is a wincon, but it's slower than the others. Instead, it offers more value. An early Parhelion is probably better than an early Reaver Titan, if you have the choice.

  • The Indomitable is more card draw for doing your game plan successfully, and you can essentially get a free draw with your commander by discarding it into casting it from the graveyard.

  • Weatherlight lets you diiiiiig. Consider giving it double strike with Duelist's Heirtage.

  • Rhystic Study, Esper Sentinel are card draw

  • Tezzeret, Betrayer of Flesh is cost reduction on Shorikai's ability, more digging, and a perma-crew. He's hard to kill since you'll have a wall of good chumps.

  • Emry, Lurker of the Loch is great in concert with Shorikai. Pitch a low cost artifact, then play it to turn Shorikai's ability into an effective draw 2.

  • Etherium Sculptor and Urza, Lord Protector are cost reducers. Urza is in here to flip him (which is actually why I made this deck in the first place). It can definitely happen, and it can definitely win games. There are cheaper cost reducers though, so if meld doesn't interest you, replace him.

  • The Omenkeel lets you get lands, which you may struggle with in the early game, for simply doing your game plan. The amount of damage you're doing is significant, and I've often seen wincons and toolbox pieces exiled with the effect.

> Ramp

Okay you've got a bunch of things to spend mana on. Where is that mana coming from? Mostly mana rocks. There are a lot of artifact synergies in here, so there are a lot of mana rocks. I won't talk about any that are there just for mana.

  • Archaeomancer's Map is the only form of land ramp in the deck. Due to the large amount of rocks, I find that I don't need more. As well, I'm hesitant to add more creatures (due to board wipes), but Deep Gnome Terramancer could potentially be played.
  • Chief Engineer is a mana dork like no other in this deck. He himself is a mana dork, and now all of your pilots are mana dorks as well.

> Toolbox

Part of what makes vehicles so strong is that they can be value/toolbox pieces as well as just kill someone with damage. Shorikai also naturally works with toolbox pieces, since you can always pitch them if they're unneeded.

Maybeboard

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This deck appears to be legal in EDH / Commander.

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