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To play your deck at an official ("DCI-sanctioned") tournament you need a deck registration sheet. Here you can download such a sheet pre-filled with the cards in this deck!
Please note: This is not an official DCI service. So please always make extra sure that the sheet contains all the cards in your deck and fulfils all DCI requirements. If you notice anything wrong, please let us know. DCI is a trademark of of Wizards of the Coast LLC.
This deck is versatile with the Maybeboard functioning as a pseudo-sideboard, depending on your meta calls with the exception of fast mana pieces, that's up to you. The deck should be able to fair well against any deck. The number of counterspells are low because we don't expect many combat tricks from opponents during our turns but you can add more counter spells depending on your play group. When building the deck start with as many free counter spells as possible (except for Force of Negation, which is not free during your combat). In order of priority: Fierce Guardianship, Force of Will, Mindbreak Trap, Dovin's Veto, Pact of Negation, 1 mana counter spells, 2 mana counter spells.
Strategy Description and Spell Priority:
Priority 1: Quick Escape
The first spells you want to have in the Kick Zone (exiled under Chun-Li) are your low CMC (2 or less) single target bounce spells: Unsummon, Chain of Vapor, Snap, etc.
Priority 2: Protection
Your 1 mana spells that make Chun-Li unblockable or indestructible such as Infiltrate, Blacksmith's Skill, etc.
This allows you to attack with Chun-Li without worrying about her dying in combat. If an opponent tries to remove her while you're resolving this spell, use a bounce spell from Priority 1.
Priority 3: Population or Control
This priority depends on your opponent's commanders and strategies and there are two sub-categories:
Priority 4: Win Con
This is Priority 4 for casual players but this will be Priority 2 for higher power players (Quick Escape is still priority 1 since you can't put your win con in the Kick Zone if Chun-Li is on the battlefield).
In order of importance, your win cons are:
Spell Priority Tip:
Spells that fit into a category but also say "Untap X Lands" are the optimal options since they essentially become free spells every turn. These spells are Snap, Unwind, Rewind, Frantic Search, etc.
PRO-TIP: This deck should draw a lot of cards, but unlike other decks, you do not want to keep all of them in your hand. Having to Discard down to 7 allows you to discard cards that would otherwise shuffle themselves back in upon resolving (Nexus of Fate & White Sun's Zenith). These are 2 spells you do NOT want to cast from your hand. If you do, you will lose them. If they are cast from the Kick Zone, they do not get shuffled back into your library. If you have multiple lands in your hand while discarding, aggressively discard lands (unless you are mana screwed). Having options for instants and having interaction on opponents' turns is far more important than missing 1 land drop.
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Additional Probabilities |
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Score | Card Name | Type | Mana | Rarity | Salt |
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» | Revision 21 | March 27, 2023 | Bardlocks | |||
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Revision 1 | March 26, 2023 | Bardlocks |