Shaolin Stampede
Jeskai Go-Wide Enchantress
A token-based interpretation of Jeskai enchantress. Commander may vary but Narset, Enlightened Exile is currently my go-to choice. Plays small repeatable enchantments to create or mass-buff token creatures. Monk tribal subtheme, but don't let it stop you choosing the most efficient token generators.
Moxfield link: https://www.moxfield.com/decks/CzasyJzKQkevAxVNcRe7NQ
Jeskai Go-Wide Enchantress
A token-based interpretation of Jeskai enchantress. Commander may vary but Narset, Enlightened Exile is currently my go-to choice. Plays small repeatable enchantments to create or mass-buff token creatures. Monk tribal subtheme, but don't let it stop you choosing the most efficient token generators.
Moxfield link: https://www.moxfield.com/decks/CzasyJzKQkevAxVNcRe7NQ
Shaolin Stampede
Approximate Total Cost:
Deck Overview
In a sentence, deck abuses repeatable enchantments and otherwise efficient noncreature spells to create an army of 8/8 monk and spirit tokens through mass-prowess effects. Though noncreature spells are important, a deck of this sort should also have a healthy amount of bodies to attach auras to, so finding the right balance is an important consideration. I recommend starting with roughly equal creatures to enchantments, then play it out a few times and see how it goes. Also, many enchantments provide creatures and some creatures provide enchantments.
Commander
Elsha of the Infinite is a solid choice of commander here as she can particularly help you "storm off" and play a chain of noncreature spells. If you prefer a "lower to the ground" approach, Shu Yun, the Silent Tempest also works with a few adjustments, though he's not really themed around tokens. All that said, I like Narset, Enlightened Exile the most as she's a very nice 4-drop to curve into after the ever-important CMC 3 plays and provides more reliable access to mass-buff once you've spat out some tokens.
Piloting the Deck
All in all though, the deck is pretty simple: amass a token army and mass-buff them, generally with prowess-type effects. Prowess fuel includes cards like Flickering Ward, Mark of Fury, Meticulous Excavation, Cage of Hands and Gossamer Chains. Mass buff effects include Narset, Strongarm Monk, Soulblade Djinn, Celestial Ancient, Intangible Virtue, Jeskai Ascendancy and Cathars' Crusade.
Of course, since you're already running repeatable enchantments, other enchantress effects are important, like Mesa Enchantress, Sigil of the Empty Throne, Hallowed Haunting and Archon of Sun's Grace. These enchantments also make sure Monk Class's abilities are always active. Removal should generally come in the form of enchantments like Darksteel Mutation, Imprisoned in the Moon, Chain of Custody, et cetera. They may not be instant speed, but they're great removal against commanders and reanimator decks.
Which pieces to tutor for depend on where you are in the game. Flickering Ward is an ideal choice for getting an engine going, though if you don't have much available it may be wiser to settle for Mark of Eviction or Mark of Fury, which don't require extra mana to return to hand. If you already have a fuel source, Sigil of the Empty Throne is a powerful way to spend it (and is my favourite tutor for Academy Rector as it's high on the CMC). If you need protection, Sphere of Safety is amazing. If you already have an army, Intangible Virtue. If you just want to beat face with a creature, Octopus Umbra.
Lands
We're not in green and the deck is actually quite colour-hungry (e.g. having enough to repeat Flickering Ward as much as possible), so I don't have much in the way of utility here. As of this writing it's only Moorland Haunt as an extra token source, Hall of Heliod's Generosity (goes in every enchantress deck) and Axgard Armory as an extra tutor. The rest is mana fixing or basics to make sure we have the colours ready when we need them.
Specific Cards
- Sol Ring and other rocks -- It might, but might not, be a good idea to windmill slam that rock down first or second turn. Consider whether it might be better used as a prowess trigger once Third Path Iconoclast, Monastery Mentor, etc. are on the board. This has the added benefit of not painting a target on your forehead, as a first turn Sol Ring often does.
- Recruiter of the Guard -- Best targets are probably Narset, Enlightened Master to finish the game or Academy Rector to get the enchantment you need.
- Monk Class -- Even just the first ability is very nice in this deck, but getting it to the 3rd ability ASAP is killer.
- The War Games -- It's unlikely you'll want to use the IVth ability and exile all Warriors (you're likely making better use of them, and they're goaded anyhow), however do keep an eye on the board, as there may sometimes be problem Warriors worth getting rid of, especially if you're already established anyhow.