Strategy for my Sygg, River Guide deck is similar to a voltron deck in which you run a lot of equipment and go for the throat with general damage. This deck however is a hybrid of that.
You're going to have your general hindered, condemned, spin into mythed. That is why there are a lot of other cards to help your cause.
Turn two you will have your general hit the battlefield 9 times out of 10. That being said there will usually be no Hinders around to stop it. In which point you proceed to leave at least two mana open each time you pass the turn (at least one of those must be white), to protect your general. Sometimes you will be lucky and get those wonderful lightning greaves right away- that's a plus!
Now that you have your general let's go into depth (continue reading if you want to learn more about the deck strategy, if not then you may proceed to the next tab or go back to facebook)
How to kill your opponents:
Killing your opponents isn't as hard as it looks. The deck seems to have a lot of random cards- so I've been told. These random cards are winners.
Shield/helm/sword of kaldra: Assist your general or make a beastly (near impossible to stop) Kaldra! I've won games with this combination.
WorldSlayer + Shield of Kaldra + any creature: If you're feeling nice you may not want to play this... However it helps and if you're between a rock and a hard to kill opponent its useful! Not getting it? Well, on sygg, river guide you would proceed to equip, make him protection from the color of your choice, swing and deal damage. Everything except Sygg, River Guide, Shield of Kaldra, and Worldslayer are destroyed. This means you can keep swinging without worry for the rest of the game- most opponents concede before you kill all of them just an FYI. (basically a win combo)
Mindslaver + Academy Ruins: In a larger game this combo won't work THAT good, but in a smaller game it usually means you win! good job... Here's how it works. Play Mindslaver and have Academy ruins out. Sacrifice Mindslaver to take target opponents next turn, untap your permanents and before you draw use academy ruins to place mindslaver back on top of your library, NO you will not draw anything else, but you will win! or help yourself to win.
Crucible of Worlds + Strip Mine/Tectonic Edge: This is another combo that only works with three players maybe 4 if you're really controller the board. This also works to get rid of those pesky Maze of Ith which will stop at nothing to prevent your general damage! Crucible of worlds on the field and either of the two listed lands, sacrifice a land, return it to play next turn (or that turn if you haven't played a land card) rinse and repeat. If you can afford Fetch Lands, this works to get a land every turn, although this is just to get rid of opponents lands to mess up their mana fixing OR help you achieve 21 general damage.
Sun Titan + any 3 or less casting cost card (my card of choice is Aura of Silence): This equals a lot of destroyed enchantments and artifacts! You can also use it to bring back your strip mine or tectonic edge if your crucible is lost in your deck (or get your crucible back). A lot of the equipment in this deck is also 3 costing so it's easier to recover those! Tormod's Crypt is a great card to get back as well seeing how a lot of decks reanimate or play from their graveyard. There may be more combos in this deck I haven't touched on yet- I apologize, but these are the main combos (I think).
There is always the route of just normal damage to your opponent which works well a few of those cards include Rite of Replication (which you target a huge creature with) or Storm Herd these can both win games!
A multiplayer deck
Deck list:
1x Sygg, River Guide
Creatures:
1x Sun Titan
1x Stonehewer giant
1x Taj-Nar Swordsmith
1x Akroma, Angel of Wrath
1x Stoneforge Mystic
1x Keiga, the Tide Star
1x Sphin of Jwar Isle
1x Kederekt Leviathan
1x Merfolk Sovereign
1x Trinket Mage
Enchantments:
1x Aura of Silence
1x Eldrazi Conscription
1x Rhystic Study
Artifacts:
1x Crystal Shard
1x Pithing Needle
1x Vedalken Orrery
1x Erratic Portal
1x Mindslaver
1x Sensei's Divining Top
1x Mind's Eye
1x Tormod's Crypt
1x Crucible of Worlds
1x Expedition Map
1x Coalition Relic
1x Sol Ring
1x Darksteel Ingot
1x Azorius Signet
1x Gilded Lotus
1x Talisman of Progress
1x Thran Dynamo
1x Lightning Greaves
1x Whispersilk Cloak
1x Worldslayer
1x Loxodon Warhammer
1x Fireshrieker
1x Sword of Body and Mind
1x Sword of Light and Shadow
1x Sword of Fire and Ice
1x Helm of Kaldra
1x Sword of Kaldra
1x Shield of Kaldra
1x Tezzeret the Seeker
Instants:
1x Capsize
1x Spelljack
1x Condemn
1x Swords to Plowshares
1x Time Stop
1x Hinder
1x Rewind
1x Negate
1x Counterspell
1x Mystical Tutor
1x Return to Dust
1x Oblation
Sorcery:
1x Concentrate
1x Time Warp
1x Fabricate
1x Storm Herd
1x Wrath of God
1x Wash Out
1x Hallowed Burial
1x Steelshaper's gift
1x Mind Spring
1x Rite of Replication
1x Austere Command
Land:
1x Faerie Conclave
1x Kor Haven
1x Strip Mine
1x Flagstones of Trokair
1x Temple of the False God
1x Academy Ruins
1x Tectonic Edge
1x Wanderwine Hub
1x Sejiri Refuge
1x Mistveil Plains
1x Vesuva
1x Glacial Fortress
1x Seachrome Coast
11x Island
10x Plains
Strategy:
You're going to have your general hindered, condemned, spin into mythed. That is why there are a lot of other cards to help your cause.
Turn two you will have your general hit the battlefield 9 times out of 10. That being said there will usually be no Hinders around to stop it. In which point you proceed to leave at least two mana open each time you pass the turn (at least one of those must be white), to protect your general. Sometimes you will be lucky and get those wonderful lightning greaves right away- that's a plus!
Now that you have your general let's go into depth (continue reading if you want to learn more about the deck strategy, if not then you may proceed to the next tab or go back to facebook)
How to kill your opponents:
Win cards:
Sygg, River Guide: General Damage
Shield/helm/sword of kaldra: Assist your general or make a beastly (near impossible to stop) Kaldra! I've won games with this combination.
WorldSlayer + Shield of Kaldra + any creature: If you're feeling nice you may not want to play this... However it helps and if you're between a rock and a hard to kill opponent its useful! Not getting it? Well, on sygg, river guide you would proceed to equip, make him protection from the color of your choice, swing and deal damage. Everything except Sygg, River Guide, Shield of Kaldra, and Worldslayer are destroyed. This means you can keep swinging without worry for the rest of the game- most opponents concede before you kill all of them just an FYI. (basically a win combo)
Mindslaver + Academy Ruins: In a larger game this combo won't work THAT good, but in a smaller game it usually means you win! good job... Here's how it works. Play Mindslaver and have Academy ruins out. Sacrifice Mindslaver to take target opponents next turn, untap your permanents and before you draw use academy ruins to place mindslaver back on top of your library, NO you will not draw anything else, but you will win! or help yourself to win.
Crucible of Worlds + Strip Mine/Tectonic Edge: This is another combo that only works with three players maybe 4 if you're really controller the board. This also works to get rid of those pesky Maze of Ith which will stop at nothing to prevent your general damage! Crucible of worlds on the field and either of the two listed lands, sacrifice a land, return it to play next turn (or that turn if you haven't played a land card) rinse and repeat. If you can afford Fetch Lands, this works to get a land every turn, although this is just to get rid of opponents lands to mess up their mana fixing OR help you achieve 21 general damage.
Sun Titan + any 3 or less casting cost card (my card of choice is Aura of Silence): This equals a lot of destroyed enchantments and artifacts! You can also use it to bring back your strip mine or tectonic edge if your crucible is lost in your deck (or get your crucible back). A lot of the equipment in this deck is also 3 costing so it's easier to recover those! Tormod's Crypt is a great card to get back as well seeing how a lot of decks reanimate or play from their graveyard.
There may be more combos in this deck I haven't touched on yet- I apologize, but these are the main combos (I think).
There is always the route of just normal damage to your opponent which works well a few of those cards include Rite of Replication (which you target a huge creature with) or Storm Herd these can both win games!
Deck Wants/Needs:
Equipment:
[CARD]Quietus Spike
Argentum Armor[/CARD] (maybe)
Sorcery/Instants:
Creatures:
Azami, Lady of Scrolls (also a maybe)
Changes: