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Shu Yun, the silent One-Punch-Man [fast Voltron] (EDH / Commander)

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Welcome to Shu-Yun, the silent One-(more Two-) Punch-Man!

  1. What does this deck want to do? [also tl;dr version of the following points]

As a classic Voltron Deck the goal is to kill people with your commander, so you basically have to deal 22 dmg (2x11) to everyone, which is 66dmg in total. Most of the time you won't manage to accomplish this within one round and you need a little bit of setup. Problem is that you don't have much time because your opponents will realise what's going on and you can't protect Shu Yun from everything. So you have to be careful by deciding who to kill first.

  1. Killing people aka counting to 8

When you want to "one-shot" someone you have to count to 8. That's the amount of +1ATK Buffs Shu Yun needs to kill someone. Remember you always have to also count the 2 mana needed to acutally get the double strike going! Here's an example calculation:
Setup: Sword of Feast and Famine + Shu Yun on Board
Cards in Hand: Mystical Tutor, Leap
Counting:
2 mana: Equip Sword (2 Buffs)
1 Mana: Mystical Tutor for Brute Force (1 Buff)
1 mana: leap drawing brute Force (1 buff)
1 Mana: Brute Force (4 Buffs; 3 from the spell, 1 from Prowess)
2 mana: Double Strike DO NOT FORGET THIS IN YOUR COUNTING!!!

Total: 7 mana to for 8 Buffs -> someone is dead
The cheapest way is obviously just +3+3 buffs so you require 4 mana at minimum to kill one. These Combos are very colourintensive, so that Mana crypt and Sol Ring are almost useless if you don't have signets (obviously they are still way to good not to run them)

  1. Threat assessment

This is critical. When the game starts, you have to make guesses which opposing decks can develop a game state where you simply can't punch through any more. It's almost never correct to kill the aggressive decks first, just because they might attack you in the early turns. As long as they exist, slower decks have to care about them as well and can't focus on you alone (that might happen anyway; shu Yun IS terrifying). So you keep an eye out for fogs and sacrifice effects (like grave pact). These will make you lose the game. Maze of Ith is also a problem but for that reason I included all the wastelands. Here's a "list" of threats, that, when included in opposing decks, have to make you draw a big red circle in their face.

  1. Spore Frog: You can't get rid of this little dude and you can't win as long as he's in the mix. KILL THAT EVIL
  2. Grave Pact/Dictate of Erebos: Well, you have... chaos warp. That's it. If you don't draw it against these cards, it's just gg outplayed.
  3. Maze of Ith: Draw a Wasteland or lose. It's that easy.
  4. Ghostly Prison/Propaganda: Most of the time these decks are so damn slow that you can wait the turns and just pay. Kill someone else in between.
  5. Aggro decks: Just make sure they don't kill you. Either let the control player set them back or kill them; they won't have that much interaction.
  6. removal.decks: You don't really care about spot removal since halve your pumpspells offer protection. Boardwipes are more interesting, but most of the time these decks are also slow and you can replay your commander and kill them.

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This deck appears to be legal in EDH / Commander.

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» Revision 19 September 13, 2020 Skuamato
Revision 18 September 10, 2020 Skuamato
Revision 17 June 14, 2020 Skuamato
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Revision 3 November 16, 2017 Skuamato
Revision 2 November 16, 2017 Skuamato
Revision 1 November 16, 2017 Skuamato
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