Right after seeing the spoiler, I decided to quickly throw together a list of what I might want in a Kykar deck.
I'm currently over 100 cards, and it needs some refinement. I know there are some things that probably def need to go, and probably some stuff I missed that should def be here. I just wanted to share the quick list I threw together to maybe get some conversation going, people's creative juices going, etc.
Feel free to suggest adds or cuts, or completely different approaches, or just tell me I'm crazy. Whatever's good.
EDIT: I just realized that the list I posted before was somehow completely missing the creatures section, so that's there now. Also made some swaps, trimmed some fat, etc. It's down to 100 cards now.
In general I think Kykar is going to reward large generic mana requirements so stuff like memory lapse/arcane denial/ertai's meddling/delay will likely be better than counterspell for ex.
Ephara is a very difficult to remove outlet that turns your commander's ability into "make a token, draw a card" - I think it's probably strong enough even at 4 mana that it's worth playing. She's rarely getting removed and you'll probably wind up with 10+ cards on it in a game.
All that said I think you're on the right track and the deck looks really fun
As Foretold is a sweet card too, especially with lots of cheap stuff to play at instant speed.
I think before a lot of the other stuff you listed, I'd probably look at stuff like Impulse, Anticipate, etc, but I think our heads are in more or less the same place.
lol, I don't want to get into a big old argument about arcane denial but specifically in this deck you can cast it for U, which is a gigantic upgrade over counterspell which really constrains your mana.
Really I would run almost any of the XB counterspells before counterspell for this reason.
You're not wrong about spells with generic mana costs (or R in their costs) being potentially more useful, though that depends on how frequently I'm going to be able to keep Kykar on the table and make spirits. Shouldn't be too hard to pull off much of the time, but the spells have to actually be good to be worth the swap.
Arcane Denial, Delay, and Ertai's Meddling are great cards in a combo deck. You don't care about the downsides because you're winning the game on the spot. That's not the case here. Negate, Unwind, and Supreme Will are all cards I'd play before them. But again, we're more or less on the same page, I think.
Aria of Flame, though. That could be a sweet idea. Completely forgot that thing got printed. Might need to find a spot for it.
There's obvious potential to the Proteus Staff and Divergent Transformations plan, with the only creatures being a couple of Eldrazi titans or something. It's possible the list may turn in that direction at some point, but for right now I don't think it's what I'm going for.
I think I'd prioritize spiral over windfall unless you're intending to abuse the yard somehow. With no mizzix's mastery or spelltwine that doesn't seem to be the case offhand.
That's pretty much exactly what I was thinking. I might even swap out Wheel of Fortune for a Day's Undoing (because I'm not willing to spend thousands of dollars on a Timetwister). The downside of ending the turn isn't as big of a deal with a large number of instants, and it gets even better whenever I happen to draw Teferi, Time Raveler.
Yeah, I like Day's a lot in this deck. I also like that it and time spiral function essentially as one sided grave hate since you don't care about the yard much (and most of what you are putting back in is pure gasoline).
I really like the core of this list, but what is your primary win condition? It looks like you have the ability to produce a lot of tokens and make a lot of mana, but I don’t see many outlets for the mana production. Would Jeskai Ascendancy and Anger work in this list to pump the team and give haste? Something like Faithless Looting would give you another way to pitch Anger. If you include ascendancy and looting then Echo of Eons becomes pretty good too.
Looking forward to hear feedback and see how your list evolves.
I finally got a chance to play a few games with this list.
Definitely does make a lot of tokens. And a lot of mana. With the massive amount of draw in the deck, I very rarely felt like I was making more mana than I knew what to do with. That mostly only happened with Smothering Tithe on the table, because that card is bonkers. I did throw in a Comet Storm as an easy win con for when I have a ton of mana, that can be found off of either Spellseeker or Mystical Tutor, and can be cast solely off spirits if necessary.
Also, with the mass of tokens I was making, I decided I wanted a little more support for them, so I threw in an Intangible Virtue and a Divine Visitation. Made a few more changes to the deck too, to remove some stuff I was underwhelmed by or to fix some holes.
You're right about them being basically free whenever I've got Kykar on the table, but I found that after the first game people started to realize I shouldn't be allowed to keep Kykar on the table. Without Kykar on the table, they're very low impact cards. I may squeeze one or two of the better ones in at some point, I dunno.
Yeh, this general really only has two routes
1) play control and use Kykar as a finisher (either enabling a combo of just beats), which means playing mostly good cards that may synergize with him
2) play degenerate rush combo of some kind
If you're going the first route you need to be playing good cards or else you're gonna get stuck with Kykar on 3 casts and a hand full of crimson wisps and warlord's fury.
Every draft of this deck I built was like 75% blue as a result