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Chun-Li, Countless Kicks (EDH / Commander)

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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.

  • This will allow you to return Chun-Li to your hand after declaring attackers if she is blocked or targeted by spells and effectively eliminates commander tax. Always try to recast her on your second Main if you can to make sure she can attack on your next turn. This also allows you to return Chun-Li to your hand when you have a new Instant in your yard you want in the Kick Zone.

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:

  • Population: If your opponent is relying on a creature heavy strategy, you want a token spell in your yard to throw up blockers. Your ideal spell is White Sun's Zenith since it can be combo'd with Ashnod's Altar to double every turn. Call the Coppercoats is also a strong option. If your opponent is playing big creatures or utility creatures, Supplant Form is ideal or if they just have a dude you want a copy of.
    Tip: If you find yourself missing landdrops, Path to Exile can be used each turn to ramp you. In addition, if you need bigger dudes, Resculpt and Generous Gift can turn your 1/1 or 2/2's into 3/3s and 4/4s.
  • Control: If your opponent relies less on lots of creatures and more on a few big creatures or a key piece, Boomerang is your best friend. For specific strategies, other cards can be used as well like Disenchant, Resculpt, and Unsubstantiate (which can "counter" spells that "can't be countered). If you are significantly ahead, Boomerang + Regress can return LANDS to their hand and set your opponents back to the stone age.

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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