Kirol, something something triggered?

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Post by DirkGently 8 months ago

Deckilist:
Kirol

Commander (1)

Kirol, Attentive First-Year


OP:

Much as I like the art of Lorwyn, the commanders aren't really catching my eye too much. But I do kinda like Kirol, Attentive First-Year, and after digging through my boxes, I think there's a fair bit of meat on them bones.

Right now I'm still narrowing things down, but I see a few directions to head in. One obvious distinction is between triggered abilities that are usually one-time-only (typically ETBs), triggered abilities that are once per turn, but only on your own turn (typically upkeep/combat triggers), and triggered abilities that can happen on any/every turn (like Smothering Tithe). Obviously the latter are very valuable, and not having one in play is leaving money on the table, but there's definitely some from every category that could be worth including.

I'm still finding the deck's identity. There's a fair amount of token generation and some counter generation, so that's a definite possibility. Going for combat-focused triggers seems kinda mid since they generally only happen during your turn. Oh lord, I could make this another Sorrow's Path deck and copy the damage trigger on Sorrow's Path xD RW does have a lot of dinos, though it's missing many of the best ones.

Just to run through some of the spiciest ones I've found, to get the brain juices flowing:

Nesting Dragon: super sick that, with a fetch land, you can trigger something every turn. Your turn, copy the landfall to make 2 eggs. Next turn, crack an egg and copy it to make 2 dragons. Next turn, either crack the fetch for 2 more eggs, and crack the existing egg for more dragons. You're ending the turn cycle with 4 dragons and 2 eggs still waiting. Pretty gnarly.

Archaeomancer's Map: really nice draw and ramp. Draw 4 plains, then potentially dump them all into play over 2 turns. Probably doesn't actually trigger that often unless someone is super-ramping though.

Illustrious Wanderglyph: free money basically. 2 tokens every turn, and it provides the bodies to use it right away.

Smuggler's Share/Trouble in Pairs/Monologue Tax/Deep Gnome Terramancer/Archivist of Oghma/Wandering Archaic: been looking for an opportunity to use these cards in a synergistic way, and this looks like a good place. Also Smothering Tithe and Esper Sentinel I guess.

Keeper of the Accord: Unfortunate that you can only copy one, but damn you aren't falling behind in lands, that's for sure.

Charismatic Conqueror: is weird. They can't tap it if it's already untapped, so you're guaranteed to get at least one guy if you copy it, and two if they want it untapped.

Wizened Mentor: kinda the same thing with less weirdness.

Priest of the Crossing: just a strong card that triggers every endstep and goes great with token strats.

Beza, the Bounding Spring: gotta be the craziest ETB for a creature in that Mana range.

Master of Ceremonies: ditto but for upkeep triggers

Plargg and Nassari: if you're willing to pay 1 more.

Thousand Moons Smithy // Barracks of the Thousand: Doubling this up seems nutty, and then you get to double the back side too.

Otharri, Suns' Glory: goes absolutely ham on people really fast, which also makes it really hard to permanently remove without a wipe.

Anyway, those are my highlights so far. Lots of other solid cards too. There's room to focus more on ETBs, or lifegain, or enchantress, or whatever. Nicely open-ended in that way. Hopefully I crack Kirol at a prerelease this weekend :)
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Post by darrenhabib 8 months ago

Kirol is nicely open ended on deck builds. It's not that sort of Commander where cards sort of fall into place in auto includes.
Whenever I get a "only once each turn" I start looking up flash spells and creatures leans into the tapping ability.
The premium ones I think are Solitude, Dualcaster Mage, Werefox Bodyguard.
Whitemane Lion can be used as a recurring engine as it can target itself with one of the triggers. Stonecloaker also, although 3 mana is getting high for this strategy, but in a pinch you can exile two card from graveyards.
Invasion Reinforcements and Resolute Reinforcements will put 3 creatures into play with Kirol to help with the tapping.

Any blink effects you can do in opponents turns are going to be extra good, so Ephemerate and Cloudshift are great if you have good ETB creatures in the deck.

Anything that says "draw a card at beginning of next turn upkeep", so Mishra's Bauble and Urza's Bauble are money.

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Post by cheonice 8 months ago

Cards like Helpful Hunter seem playable, too. They provide bodies and synergistic vard draw.

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Post by DirkGently 8 months ago

Decklist is up. Currently it's very high on synergy, and low on interaction. I kinda just want to see how much synergy feels right, and which pieces feel the best. I assume the best version of the deck has a lot fewer because of Kirol's once-per-turn limitation. It's also focused mostly on high-impact abilities rather than small stuff like like baubles, though I can 100% believe that baubles are worth including even if they never get copied in the mid/late game.
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Post by cheonice 8 months ago

Looks fine, but the mana curve seems kinda high.

I really like the desert package!

You could add Mutavault for Otharri, Suns' Glory.

Claim Jumper could be worth a look, too.

Witch Enchanter // Witch-Blessed Meadow doesn't really need a slot. What about Grasp of Fate or Summon: Yojimbo?

Calamity of Cinders and Split up could easily be one-sided.

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Post by DirkGently 8 months ago

cheonice wrote:
8 months ago
I really like the desert package!
Honestly I'm not sure it's worth it since none of the deserts fit our gameplan, but Sand Scout is such a cracked card, especially here.
You could add Mutavault for Otharri, Suns' Glory.
Interesting idea. My build is currently focused on maxing out basics for valakut and emeria.
Claim Jumper could be worth a look, too.
I had him in and decided to cut him since 1) seems really unlikely that we can actually copy that ability unless someone is mega-ramping and 2) by not casting 2, he can't come down the turn before Kirol to give us a body to copy triggers on the next turn.

Not to say it's bad, I just think the 2-drop versions are likely better and something had to get cut.
Witch Enchanter // Witch-Blessed Meadow doesn't really need a slot. What about Grasp of Fate or Summon: Yojimbo?
I like the enchanter (even though it does harm our basic density for valakut/emeria). Grasp of Fate I'm eh on, it still has the same weakness that grasp of fate always has so copying the trigger doesn't seem that important. Yojimbo is decent, might be worth consideration. I didn't have him when I built the deck (he just arrived in a big package yesterday along with my Ellie, Vengeful Hunter, finally)
Calamity of Cinders and Split up could easily be one-sided.
While we probably should include more interaction, I'm not as sold on those. I mean, calamity of cinders is fine but doesn't really change how it works, and split up we can only tap down 2 creatures with Kirol (unless we have Marvin, Murderous Mimic out), so again not a ton of synergy. I do think it's a great boardwipe overall though so maybe a little synergy is enough.
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Post by cheonice 8 months ago

Fair points. I already cutted Claim Jumper from my deck. While goldfishing it felt like I was playing to many 3-drops, anyway.

Here is the list I came up with:
Kirol

//Sorceries



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