
At a glance
- Commander: Kykar, Wind’s Fury
- Colors: Jeskai
- Archetype: Jeskai token spellslinger aggro
- Power tier: mid-high
Cards
Gameplan
Kykar turns a deck stuffed with cheap instants, sorceries, and cantrips into a flying army. Every noncreature spell makes a 1/1 flying Spirit, so a single spell-heavy turn can leave behind a squad of evasive bodies. Those Spirits aren’t just beaters — Kykar’s `Sacrifice a Spirit: Add ability converts the board into red mana to chain even more spells, which makes more Spirits, which make more mana. With a low curve and a fat cantrip base, the engine snowballs and rarely stalls.
We close games three overlapping ways:
- Go wide with flyers — Spirits plus evasive prowess bodies, pumped by anthems (Charge, Inspired Charge, Trumpet Blast, Rally the Peasants).
- Spell-triggered burn (“storm-lite”) — Guttersnipe, Firebrand Archer, Erebor Flamesmith, Witty Roastmaster, and Thermo-Alchemist ping every opponent each time you cast (or each time a Spirit enters). On a chained turn this is the actual inevitability engine.
- Direct burn reach — a dense burn package clears blockers early and goes face late.
Key synergy lines
- Witty Roastmaster + Kykar: Roastmaster reads “whenever another creature you control enters, deal 1 to each opponent.” Every Spirit token is a creature entering — so each noncreature spell is now “make a flyer AND ping the table.” A 4-spell turn with Roastmaster out is 4 damage to every opponent on top of the board.
- Guttersnipe / Erebor Flamesmith + cantrips: cheap card-neutral spells (Ponder, Opt, Consider, Brainstorm, Preordain) replace themselves, make a Spirit, AND deal damage. The cantrips pay for themselves while advancing every axis.
- Thermo-Alchemist + Goblin Electromancer: Electromancer makes instants/sorceries cost less (deeper chains, more Spirits); Thermo untaps and pings on each I/S cast for repeatable reach.
- Sac-for-red into Rally the Peasants flashback: sacrifice Spirits for to flashback Rally — that’s a second noncreature cast (another Spirit) plus a team +2/+0 for the alpha strike.
- Festival Crasher / Wee Dragonauts / Expressive Firedancer: prowess-style pumps that turn a single evasive body into a fast clock during a spell turn.
Role breakdown (with counts)
- Lands — 37: Command Tower, Path of Ancestry, Cryptic Spires, the true WUR Perilous Landscape, all three guildgates, six dual taplands (Tranquil Cove, Wind-Scarred Crag, Swiftwater Cliffs, Prismari/Lorehold Campus), three Thriving lands (any-color-of-choice), fetches (Evolving Wilds, Terramorphic Expanse, Ash Barrens), three cycling lands (Secluded Steppe, Lonely Sandbar, Forgotten Cave), and 15 basics (6 Mountain / 5 Island / 4 Plains, red-weighted for the burn/Kykar mana).
- Ramp / fixing — 10: Sol Ring, Arcane Signet, Azorius/Boros/Izzet Signets, Mind Stone, Commander’s Sphere, Manalith, Wayfarer’s Bauble, Mana Geyser. Most of these double as color fixing for the three-color cast cost; Mana Geyser is an explosive spell-turn enabler.
- Card advantage — 10: Ponder, Preordain, Opt, Consider, Brainstorm, Faithless Looting, Cathartic Reunion, Reckless Impulse, Divination, Augury Owl (plus Skyscanner/Commander’s Sphere/Mind Stone as cantrips on top). Nearly all are cheap noncreature spells = bonus Spirits.
- Spot removal / burn — 14: Lightning Bolt, Shock, Galvanic Blast, Burst Lightning, Lightning Strike, Magma Jet, Skewer the Critics, Flame Slash, Fire Prophecy, Chain Lightning, Firebolt, Pillar of Flame, Needle Drop, Shard Volley. Flexible: blockers early, face late.
- Mass / pseudo-wipe — 2: Barrage of Boulders (1 to each creature opponents control; ferocious for 2) and Hurly-Burly (1 to each creature). Small sweepers that clear opposing X/1 go-wide boards while our flyers survive.
- Interaction (counters) — 4: Spell Pierce, Dispel, Arcane Denial, Condescend — protect the engine and the alpha strike.
- Anthems / finishers — 5: Charge, Inspired Charge, Trumpet Blast, Rally the Peasants (flashback), plus Crimson Wisps/Defiant Strike as cheap evasion/pump cantrips.
- Payoffs / creatures — the rest: Kykar’s pinger/prowess core (Monastery Swiftspear, Firebrand Archer, Erebor Flamesmith, Guttersnipe, Witty Roastmaster, Thermo-Alchemist, Festival Crasher, Expressive Firedancer, Goblin Electromancer, Wee Dragonauts, Seeker of the Way, Jeskai Elder, Elusive Spellfist, Mistral Singer, Niblis of Dusk, Cloudfin Raptor, Skyscanner).
Manabase / fixing note
37 lands with ~17 fixing sources among lands (Command Tower, Path, Cryptic Spires, Perilous Landscape tri-land, 3 guildgates, 3 Thriving any-color, 3 fetches) plus 9 fixing rocks/ramp — comfortably the 17-19 target so all three colors come online by turn 3-4. Basics skew red (6/5/4) because Kykar’s cast cost is red-heavy and the burn/pinger payoffs are mostly red.
Pilot notes
- Sequence cantrips for value, hold them for Spirits. If you don’t need the card right now, you still often want to cast it to grow the board or trigger a pinger — but don’t dump your hand into an open table; bait removal first.
- Don’t over-sac Spirits. They’re mana AND your win condition. Sac for only to push a lethal chain or untap a key pinger turn.
- Roastmaster/Guttersnipe out = go off. That’s your “I win this turn” signal — chain every cheap spell you can and let the pings finish the table.
- Anthems are instant-speed alpha strikes. Rally the Peasants twice (cast + flashback) is two Spirits and a big team pump in one turn.
Weaknesses
- Board wipes hurt — we’re a creature-token deck. Mitigate by not overcommitting and by leaning on the burn/pinger reach that doesn’t need the board.
- Lifegain decks race our burn reach; pivot to wide flyer beats and counter their stabilizers.
- No common card-draw engine survived the house ban on Mystic Remora, so card advantage is cantrip-driven (quantity over a single big engine) — keep the gas flowing rather than relying on one payoff.
Decklist
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Show the full list (99 + commander)
Commander 1 Kykar, Wind's Fury Deck 1 Sol Ring 1 Arcane Signet 1 Azorius Signet 1 Boros Signet 1 Izzet Signet 1 Mind Stone 1 Commander's Sphere 1 Manalith 1 Wayfarer's Bauble 1 Mana Geyser 1 Monastery Swiftspear 1 Firebrand Archer 1 Erebor Flamesmith 1 Guttersnipe 1 Witty Roastmaster 1 Thermo-Alchemist 1 Festival Crasher 1 Expressive Firedancer 1 Goblin Electromancer 1 Wee Dragonauts 1 Seeker of the Way 1 Jeskai Elder 1 Elusive Spellfist 1 Mistral Singer 1 Niblis of Dusk 1 Cloudfin Raptor 1 Skyscanner 1 Augury Owl 1 Ponder 1 Preordain 1 Opt 1 Consider 1 Brainstorm 1 Faithless Looting 1 Cathartic Reunion 1 Reckless Impulse 1 Divination 1 Lightning Bolt 1 Shock 1 Galvanic Blast 1 Burst Lightning 1 Lightning Strike 1 Magma Jet 1 Skewer the Critics 1 Flame Slash 1 Fire Prophecy 1 Chain Lightning 1 Firebolt 1 Pillar of Flame 1 Barrage of Boulders 1 Hurly-Burly 1 Spell Pierce 1 Dispel 1 Arcane Denial 1 Condescend 1 Crimson Wisps 1 Defiant Strike 1 Rally the Peasants 1 Inspired Charge 1 Trumpet Blast 1 Charge 1 Needle Drop 1 Shard Volley 1 Command Tower 1 Path of Ancestry 1 Cryptic Spires 1 Perilous Landscape 1 Azorius Guildgate 1 Boros Guildgate 1 Izzet Guildgate 1 Tranquil Cove 1 Wind-Scarred Crag 1 Swiftwater Cliffs 1 Prismari Campus 1 Lorehold Campus 1 Thriving Heath 1 Thriving Isle 1 Thriving Bluff 1 Evolving Wilds 1 Terramorphic Expanse 1 Ash Barrens 1 Secluded Steppe 1 Lonely Sandbar 1 Forgotten Cave 6 Mountain 5 Island 4 Plains