What This Deck Is
This is a Sisay, Weatherlight Captain Commander deck that plays like a multitool with caffeine. The plan is simple: land Sisay, generate absurd mana, and use Sisay activations to assemble a clean win or lock the table in the polite way that still makes your friends sigh.
Full Deck List
Commander
- Sisay, Weatherlight Captain — Your legendary tutor engine on legs. She turns mana and legends into whatever the game needs next.
Creatures
- Aang, Swift Savior — A legendary payoff that plays nicely with a Sisay shell. It helps you stabilize while staying on-theme.
- Basim Ibn Ishaq — A cheap legendary that helps your early curve. It’s also a clean Sisay target to pad her power range.
- Birds of Paradise — The classic one-mana fixer. It lets you jump from “setup” to “doing it” immediately.
- Bloom Tender — A mana printer in five colors. With Sisay out, this gets silly fast.
- Colossal Skyturtle — Flexible utility that can interact and recur. It’s the kind of card that never feels dead.
- Deadpool, Trading Card — A legendary piece that adds disruption and pressure. It’s also a very “I can’t believe this is real” commander-table moment.
- Deathrite Shaman — Graveyard hate plus ramp in one slot. It’s also annoying in the most efficient way possible.
- Delighted Halfling — Makes your legends uncounterable and fixes mana. It quietly wins games by making sure Sisay sticks.
- Derevi, Empyrial Tactician — Untaps your best mana sources and creates tempo swings. It turns combat into a resource engine.
- Elvish Spirit Guide — Free mana when speed matters. It’s basically a surprise “skip ahead” button.
- Emiel the Blessed — Blink utility to reuse ETBs and protect key pieces. It can also turn mana into value loops.
- Enduring Vitality — A legendary support piece that helps your engine keep humming. It rewards you for doing what this deck already wants to do.
- Ertai Resurrected — A legendary counterspell stapled to a body. It’s interaction you can tutor with Sisay.
- Esper Sentinel — Early card advantage that punishes fast starts. It forces awkward decisions for your opponents.
- Faeburrow Elder — Another multi-color mana engine. It scales with your board and gets out of hand.
- Flash Thompson, Spider-Fan — A legendary body that contributes to Sisay’s toolbox plan. It’s also a hilarious sentence to say out loud.
- Ignoble Hierarch — One-mana ramp with relevant colors and an upside later. It keeps your opening hands functional.
- Ioreth of the Healing House — Untap utility that can repeatedly refresh key creatures. With enough mana, it gets dangerously efficient.
- K-9, Mark I — A legendary role-player that adds utility and resilience. Also, yes, good dog.
- Kinnan, Bonder Prodigy — Doubles down on your mana rocks and dorks. It turns “good ramp” into “problem ramp.”
- Lotho, Corrupt Shirriff — Generates treasure while people try to play Magic. It rewards you for doing nothing except existing at the table.
- Marvin, Murderous Mimic — A legendary that adds flexibility and threat density. It plays nice in a deck full of unique effects.
- Noble Hierarch — Premium one-mana ramp with fixing. Exalted is randomly relevant more often than people admit.
- Orcish Bowmasters — Punishes draw and picks off small creatures. It’s interaction that also threatens to snowball.
- Ragavan, Nimble Pilferer — Early pressure plus treasure. It also steals resources and attention, which is half the point.
- Ruby, Daring Tracker — A legendary that helps your mana and your Sisay range. It keeps your turns smooth.
- Selvala, Heart of the Wilds — Big mana plus card draw potential. If she lives, your turns start feeling unfair.
- Simian Spirit Guide — Free red mana when you need to jump the line. It’s a tempo play disguised as a creature.
- Skrelv, Defector Mite — Protects your key creature and forces through damage. It’s cheap insurance with attitude.
- Spider-Woman, Stunning Savior — A legendary payoff that adds board impact. It gives you a real mid-game presence.
- Tataru Taru — A legendary support piece that helps Sisay’s toolbox approach. It’s another unique angle you can fetch on demand.
- Thassa’s Oracle — The cleanest win button in the format with the right setup. It’s compact, fast, and ends games instantly.
- The Cabbage Merchant — A legendary that adds value and table charm. It’s also the easiest card to quote dramatically.
- Torgal, A Fine Hound — A legendary utility creature that contributes to your Sisay package. Also, another good dog situation.
- Wan Shi Tong, Librarian — A legendary value engine that can shape your resources. It supports longer games when needed.
Artifacts
- Agatha’s Soul Cauldron — Adds graveyard interaction and ability layering. It can turn random creatures into utility pieces.
- Arcane Signet — Reliable two-mana fixing in any Commander deck. It’s boring, which is exactly why it’s good.
- Chrome Mox — Fast mana that converts a card into tempo. It helps you get Sisay down early.
- Lotus Petal — A one-shot burst of speed. It’s great when you want to assemble something before people are ready.
- Mana Vault — Explosive early mana with a small life-tax vibe. It accelerates your first big turn dramatically.
- Mox Amber — Free mana once you have a legend, which you always do. In this deck, it’s basically a zero-mana rock.
- Mox Diamond — Turns a land into speed and color fixing. It makes your opening hands feel unfairly smooth.
- Relic of Legends — Makes your legends tap for mana and turns Sisay into a bigger threat. It’s a perfect glue card here.
- Sol Ring — The most iconic fast mana rock in Commander. It’s the reason turn one feels illegal sometimes.
Instants And Sorceries
- Abrupt Decay — Clean removal that dodges counterspells. It answers annoying permanents efficiently.
- Chord of Calling — Instant-speed creature tutor that scales with your board. It finds a silver bullet at the perfect time.
- Cyclonic Rift — The reset button when things get messy. Overloaded, it usually means you’re about to win.
- Deflecting Swat — Redirects a spell or ability and saves your key piece. Free interaction is rude, but effective.
- Demonic Consultation — A risky instant tutor that pairs with Oracle for a win. It’s the definition of “trust the process.”
- Enlightened Tutor — Finds key artifacts or enchantments at instant speed. It sets up your next turn beautifully.
- Fierce Guardianship — Free counterspell protection when your commander is out. It’s there to stop the one answer that matters.
- Flusterstorm — Stack interaction that punishes combo turns. It’s especially brutal against cheap spells.
- Force of Will — The classic “nope” button when tapped out. It keeps you alive during critical turns.
- Into the Flood Maw — Interaction that disrupts boards at instant speed. It buys time and breaks up plans.
- Legolas’s Quick Reflexes — A fast trick that protects or creates a swing in combat. It’s a tempo card that can steal moments.
- Mental Misstep — Stops a one-mana spell for basically nothing. It’s petty, and that’s why it’s amazing.
- Mindbreak Trap — Exiles spells off the stack and punishes stormy turns. It’s a panic button that actually works.
- Pact of Negation — Free counterspell that you pay for later. Ideally, “later” is after you already won.
- Redirect Lightning — Redirect-style interaction that can protect you or disrupt a key line. It turns targeted plans sideways.
- Silence — Turns off interaction for a turn. It’s the polite way to say “don’t touch my combo.”
- Swan Song — One-mana counter for scary noncreature spells. The bird token is a small price to pay for survival.
- Swords to Plowshares — Premium creature removal at one mana. Giving life is fine when you’re preventing disaster.
- Tainted Pact — Digs deep at instant speed and pairs with Oracle to win. It’s also a flexible “find the answer” tool.
- Vampiric Tutor — Best-in-class instant tutor. It sets up your next draw for whatever you need.
- Demonic Tutor — The classic two-mana “get anything” card. It’s efficient, simple, and terrifying.
Enchantments And Planeswalkers
- Mystic Remora — Early draw engine that punishes fast tables. It often draws more cards than it has any right to.
- Rhystic Study — The infamous “pay the tax?” card draw machine. It’s annoying and effective, which is Commander in a nutshell.
- Smothering Tithe — Converts opponents’ draws into treasures. It ramps you into the stratosphere if unchecked.
- Saheeli Rai — Utility planeswalker that supports value and selection. It’s a flexible piece that can fit multiple lines.
- Teferi, Time Raveler — Slows opponents’ interaction and keeps the stack simpler for you. It also bounces problems and protects your turn.
- Tyvar, Jubilant Brawler — Gives creatures pseudo-haste and adds grindy value. It helps you convert dorks into real resources.
Lands
- Ancient Tomb — Fast mana from a land slot with a life cost. It speeds up your biggest turns dramatically.
- Bayou — Dual land fixing for black and green. It keeps your early turns consistent.
- Boseiju, Who Endures — Land that doubles as removal for artifacts and enchantments. It’s interaction that doesn’t take a spell slot.
- City of Brass — Five-color fixing at the cost of a little life. It’s the classic “I just need my colors” land.
- Command Tower — Perfect fixing in Commander. It’s basically mandatory in five colors.
- Exotic Orchard — Fixes based on what your opponents can produce. In multiplayer, it’s usually excellent.
- Flooded Strand — Fetch land that improves fixing and deck quality. It helps you find the exact colors you need.
- Gaea’s Cradle — Absurd mana land once you have creatures. It turns a board of dorks into a tidal wave of mana.
- Gemstone Caverns — Can accelerate you before the game even starts. It’s a speed tool that feels like cheating.
- Mana Confluence — Another five-color land with a life cost. It’s worth it when your deck is this color-hungry.
- Marsh Flats — Fetch land for fixing and shuffle value. It keeps your mana flexible across turns.
- Misty Rainforest — Fetch land that supports strong early fixing. It also helps you thin and sculpt your draws.
- Mount Doom — Utility land with flavor and functional upside. It gives you something to do with lands beyond tapping for mana.
- Otawara, Soaring City — Land that can bounce a creature or planeswalker. It’s flexible interaction that dodges many counters.
- Plateau — Dual land fixing for red and white. It supports your early deployment of key pieces.
- Polluted Delta — Fetch land that improves color access. It’s a cornerstone of smooth five-color mana.
- Savannah — Dual land fixing for green and white. It helps you curve dorks into Sisay reliably.
- Scrubland — Dual land fixing for white and black. It supports early interaction and tutors.
- Starting Town — Flexible fixing that helps you start clean. It supports the “always have colors” requirement.
- Taiga — Dual land fixing for red and green. It makes your ramp lines smoother.
- Tarnished Citadel — Any-color land with a life sting. It’s worth it when you need perfect fixing on demand.
- Tropical Island — Dual land fixing for green and blue. It’s premium consistency in a land slot.
- Tundra — Dual land fixing for white and blue. It supports interaction and key legendary plays.
- Underground Sea — Dual land fixing for blue and black. It’s smooth mana for counters and tutors.
- Verdant Catacombs — Fetch land that stabilizes your colors early. It keeps your opening hands more keepable.
- Volcanic Island — Dual land fixing for blue and red. It supports stack interaction and fast lines.
- Windswept Heath — Fetch land for green and white lines. It improves the odds your first turns are clean.
- Wooded Foothills — Fetch land that supports red and green access. It’s another consistency piece that adds up over time.
Game Plan
Early Game
Your early turns are about two things: getting Sisay online and making your mana look like it belongs to a different tax bracket. You have multiple one-mana accelerants plus artifact fast mana, so a common “feel” is Sisay entering earlier than most tables are ready to answer. If you can land Sisay with even modest protection, you’ve basically turned your commander zone into a toolbox drawer.
Mid Game
Once Sisay is active, you pivot based on the table. Need more mana? You already have legends that help you generate it, plus untap lines that can squeeze extra activations out of the same turn. Need interaction? You have a pile of stack answers and clean removal, plus legendary interaction you can tutor. Need to stop the “one player is about to do something horrible” moment? You have answers that work even when you’re tapped out, because this deck believes in preparedness and mild paranoia.
Closing The Door
Your cleanest finish is the Thassa’s Oracle package with Tainted Pact or Demonic Consultation. That win is compact, fast, and brutally efficient, which is great when you need to end a game that’s about to turn into a three-hour hostage situation. If the table is heavy on interaction, you can also lean on Silence-style sequencing and protection counters to force a safe window.
Strengths
Speed With Flexibility
This deck is fast, but it isn’t a one-trick pony. You can win quickly, or you can play a longer control-leaning game while Sisay keeps generating advantage.
Toolbox Commander
Sisay is the kind of commander that makes every legendary creature in your list feel like a card in your hand. That changes how you mulligan, how you sequence, and how you recover after disruption.
High-Quality Interaction
Free counters, cheap counters, removal that dodges counterspells, and disruptive creatures means you don’t have to just race. You can actually protect your plan while slowing down everyone else’s.
Weaknesses
Sisay Is A Lightning Rod
If Sisay gets removed repeatedly, your deck can feel less “toolbox” and more “pile of good cards.” You still have power, but your consistency drops.
Life Total Can Matter
Between fast mana and a few painful lands, you can chip yourself down. That matters when there’s an aggressive player at the table who treats combat damage like a personal mission.
Hate Pieces And Stack Wars
Heavy interaction tables can force you into long stack fights, and you need to choose your battles. The deck is built for it, but it’s still work, and sometimes your “perfect line” becomes a messy line.
Upgrades And Tweaks
Meta-Based Legend Package
If your table is creature-heavy, you can increase your legendary removal targets and lean more into tempo. If your table is combo-heavy, you can shift toward more stack pressure and anti-tutor or anti-draw pieces that fit your preferences.
More Resilience If Needed
If Sisay keeps dying, consider adding more protection and recovery tools in the same spirit as the current list. You want your commander to stick long enough to generate a real advantage, not just die heroically and repeatedly.
Power Dial
If your group isn’t into turbo Oracle lines, you can keep the Sisay shell and swap the finishing package for a slower, more interactive close. The engine stays fun even when the ending is less abrupt.


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