Commander Deck Tech: Hinata, Dawn Crowned
I was hoping to get you all a new brew with Streets of New Capenna but unfortunately not all the spoilers have been released yet. Trust me, I'll do several articles with the great new Legendary Creatures I've already seen coming in New Capenna. I've grown tired of making Creature decks, and I've also done several Enchantment theme decks more recently. I went ahead and scoured Kamigawa Neon Dynasty to see if I could pull one more brew from the most recent set.
I came up with Hinata, Dawn Crowned which itself isn't overly powerful, but in the right deck it can be annoying. This build you want to get Hinata in play while also having mana up to protect Hinata. You can also be a little annoying by swinging for 4 Flying every turn, but eventually you'll probably run into removal. The deck has a few bounce and exile spells, as well as a handful of counterspells to help protect and keep Hinata in play. The bounce, exile, and counterspells are: Sublime Epiphany, Mystic Confluence, Cyclonic Rift, Paradoxical Outcome, Force of Negation, Eerie Interlude, Disallow, Counterflux, Absorb, Counterspell, Disorder in the Court, and March of Swirling Mist. Also note that some of the bounce and exile spells can have multiple targets, and when Hinata is in play each target makes these spells cost 1 less. So an Eerie Interlude with Hinata in play will most likely just cost 1 White mana vs being 3 Converted Mana Cost.
I wanted to add support for Hinata by making the synergy better than just making spells cost 1 less. The less the spells cost the more spells we can hopefully cast in one turn. We can also just make the effects of some of the X spells that much more deadly. To support this theme I added: Primal Amulet, Baral, Chief of Compliance, Battlefield Thaumaturge, Goblin Electromancer, and Grand Arbiter Augustin IV.
No deck is complete without mana ramp and mana fix. For mana acceleration and mana fix we are running several mana rocks these consist of: Sol Ring, Arcane Signet, Azorius Signet, Izzet Signet, Boros Signet, and Midnight Clock.
Since the deck does not run a ton of Creatures I was looking at Instants and Sorceries for win conditions, but really the deck should thrive with triggers from casting Instants and Sorceries. Several of the Enchantments and Creatures in the deck trigger from casting an Instant or Sorcery. I'm thinking that a lot of games will be one from overwhelming your opponents from triggers on cards like: Metallurgic Summonings, Shark Typhoon, Talrand, Sky Summoner, Kykar, Wind's Fury, and Young Pyromancer.
When we cannot counterspell the opponents threats, and bouncing the cards is not enough, we do have other options. Hinata is a control deck, and we've already gone over most of the bounce spells. We also have several outlets for spot removal and board wipes. For removal the deck runs: Swords to Plowshares, Aurelia's Fury, Comet Storm, Magma Opus, Curse of the Swine, Supreme Verdict, and Farewell.
This deck is very versatile as it has normal removal and bounce spells, but also has quite a bit of Artifact and Enchantment removal. The Artifact and Enchantment removal spells are: Heliod's Intervention, Crush Contraband, By Force, and Dismantling Wave.
The deck continues its versatility with several spells that steal your opponent's permanents. These spell's consist of: Mass Manipulation, Spelltwine, and Blatant Thievery. This might be a point where you gain control of enough spells or do something powerful enough to win the game. I also noticed Soulfire Eruption can be very powerful especially late game. Keep in mind there will be plenty of times you can cast the spell for just 3 Red mana. This is if Hinata is in play, and you have at least 3 opponents and at least 3 Creatures or Planeswalkers to target. Also keep in mind the fact that the cards you end up revealing can be played until the end of your next turn. So it can potentially wipe the board, do damage to your opponents, and let you in a sense draw or gain access to a bunch of cards.
No Blue deck is complete without the ability to draw some extra cards. For card advantage the deck runs: Brainstorm, Rhystic Study, Whirlwind of Thought, Faithless Looting, Expressive Iteration, Narset, Parter of Veils, Teferi, Time Raveler, Esper Sentinel, and Archmage Emeritus.
The mana base isn't anything super fancy. I decided to run all the color pie identity fetchlands, shocklands, check, pathways, and filter lands. If budget isn't an option you could also add the dual lands, but I wanted this one to be semi affordable. You can also tone down the cost of the deck by modifying the mana base and running more basics, or substitute fetchlands for Terramorphic Expanse etc.
The deck overall seems like a fun brew with tons of interactions to be had. This is one that will take more time in playtesting to get down. There should be some complex triggers and effects that will eventually happen. Once you have those things happen once or twice you'll know what to do in future Commander games. I also like the Jeskai color identity, it's one that does not see as much play as some of the other 3 color identity guilds. We will have to do some tweaking and modifications to this deck overtime. It's really strange I found a deck that I thought I didn't necessarily need to run Teferi's Protection, but it definitely could be added to the deck.
I hope this commander build gives you some insight into a Hinata build and the Jeskai tribe. I'm sure you'll have plenty of fun stealing your opponents' permanents, giving them permission to play spells, and deciding what you'll allow to stay in play.
Until Next Time,