Corrupted MikuShalai · Selesnya · B4

Selesnya creature combo · Bracket 4

CorruptedMiku

The other side of the Miku Secret Lair: Shalai, Voice of Plenty, printed as Miku, Voice Over All, at the head of a fast green-white combo deck. Shalai gives you and your other creatures hexproof, cheap creatures stop opponents from casting spells on your turn, and two cards win the game. Here's the full manual: a guide in steps, every card with rulings, the combos, a checklist to play with, a quiz to learn it fast, and a real game to practise against.

  • Bracket 4
  • 29 lands
  • 4 two-card combos
  • 16 tutors
100
cards, 29 lands, only 4 of them basics
2.2
average mana value of the nonland cards
21
nonland cards that cost 1 mana
15
lock pieces that stop opponents acting

How the deck wins

Ramp, shield, silence, combo

  1. 1
    Ramp fast

    One-mana dorks, Sol Ring, the moxen and Gaea's Cradle get you to four mana on turn 2.

  2. 2
    Put up the shield

    Shalai, Voice of Plenty gives you and your other creatures hexproof. Swords, Path and targeted discard stop working on you.

  3. 3
    Silence the table

    Grand Abolisher, Kutzil, Malamet Exemplar, Voice of Victory and Silence stop opponents casting spells on your turn.

  4. 4
    Two cards win

    Archangel of Thune + Spike Feeder, Heliod, Sun-Crowned + Walking Ballista, or Devoted Druid + Vizier of Remedies. See the combos.

The guide

Learn it track by track

Fourteen short chapters, from the deck in 60 seconds to the rules corner and the pregame talk. Your place is saved on this device.

Memorize it

Quiz yourself

139 questions on the combos, tutors, cards, rules and game plan, plus flashcards for every card. Questions you miss come back more often.

LiveTake Corrupted Miku to a four-player podA real Commander game against bots dealt at random. The light bulb shows live tips (the combo you can finish, what to tutor, what to watch out for) and the turn checklist.

The guide · 15 tracks

Step by step

Tap a track to read it. Each one ends with the next.

    Combos & kills

    How to actually win

    Every win is a two-card combo or a Craterhoof turn. Assemble the pieces behind Shalai, Voice of Plenty, go off on a turn when opponents can't cast spells, and keep a tutor for the missing piece. Tell your table about the combos before you play.

    Combo 1Infinite life and countersArchangel of Thune + Spike Feeder
    +
    You need
    Both on the battlefield and a +1/+1 counter on Spike Feeder. No mana.
    Speed
    Instant. Feeder's ability doesn't tap, so a summoning-sick Feeder works too.
    1. Remove a +1/+1 counter from Spike Feeder: gain 2 life.
    2. Archangel of Thune triggers: a +1/+1 counter on each creature you control, Feeder included.
    3. Repeat as often as you like. Infinite life, and every creature you control as big as you want.
    4. Win by attacking, or add Walking Ballista: its counters grow too, then ping.
    Combo 2Infinite damageHeliod + Walking Ballista
    +
    You need
    Ballista with 2 or more counters, and {1}{W} to give it lifelink with Heliod.
    Speed
    Instant.
    1. Pay {1}{W}: Walking Ballista gains lifelink until end of turn.
    2. Remove a counter: Ballista deals 1 damage. You gain 1 life.
    3. Heliod, Sun-Crowned triggers: put a +1/+1 counter back on Ballista. Repeat until the table is dead.

    Two counters, not one

    With one counter, Ballista dies as you pay the cost, and Heliod's counter has nowhere to go. Spike Feeder with Heliod is infinite life too.

    Combo 3Infinite green manaDevoted Druid + Vizier of Remedies
    +
    1. Tap Devoted Druid for {G}. It needs to have been yours since your turn began, or haste from Lightning Greaves.
    2. Put a -1/-1 counter on it to untap it. Vizier of Remedies puts one fewer: zero.
    3. Repeat: unlimited {G}. Spend it on Walking Ballista ({4} per counter), Shalai's {4}{G}{G} or Finale of Devastation for X 10 or more.

    Plan B

    Natural Order into Craterhoof

    At 40 life a player, Craterhoof needs a wide board. Six or seven attackers kill one opponent; the whole table needs about ten or eleven.

    Find the missing piece

    The tutor map

    Green-only tutors (Summoner's Pact, Green Sun's Zenith, Natural Order) can't find Vizier, Ballista, Heliod or Thune.

    Play with it open

    The turn checklist

    What to check at each moment of a game, in order. Tick items as you go; the ticks stay on this device until you clear them. The same list is in the game's Coach panel.

    Memorize it

    Quiz

    Questions you get wrong come back often; ones you know move up a box and show up less. Learned means box 3 or higher. Progress stays on this device.

    The setlist

    All 100 cards

    Tap any card for its full entry.

    Glossary

    Every keyword in this deck

    What each term means, and which of your cards use it.

    FAQ

    Questions people ask about this deck

    Setting up the table…

    Opening the Arena…

    Opening the Arena…

    Opening the Arena…

    Opening the Arena…

    Opening the Arena…

    Opening the Arena…

    Opening the Arena…

    Piano roll

    The whole deck as a score

    Every nonland card is a note: its lane is its role, its position is its mana value. Tap a note to open the card.

    Mana curve

    The levels

    Nonland cards by mana value. X costs count as 0 plus their fixed symbols. Tap a bar to list its cards.

    70 nonland cardspeak at 1 mana
    Card types100 cards

    Colors

    Pips against sources

    How much each color is asked for in mana costs, and how many of your lands make it.

    Roles

    What the 99 do

    A card can fill more than one role, so the bars add up to more than 99.

    Draw odds

    What are the chances?

    Exact odds from the real 99: how likely you are to see a card, or a group of cards, by a given turn.

    Opening hands

    Lands in your first seven

    29 lands in 99 cards, plus 25 fast mana and ramp cards. How often each count shows up in a fresh seven.

    Strength

    A Bracket 4 combo deck

    Bracket 4 is "Optimized": no limit on Game Changers, two-card combos or fast mana, but not built for the cEDH tournament meta. This deck plays 15 of the 53 Game Changers on the official list (checked against the 21 Oct 2025 list and the 9 Feb 2026 additions), and none of its cards is banned. It is fast and consistent, and it wins with two cards. Against Bracket 3 decks it is unfair; against real cEDH decks it is a step slower.

    Why it's strong

    • Four two-card combos and 16 tutors to find them.
    • Shalai's hexproof stops targeted removal on the combo pieces.
    • Grand Abolisher, Kutzil, Voice of Victory, Silence and Orim's Chant keep opponents from answering on your turn.
    • 21 one-mana cards and a lot of fast mana: turn-2 and turn-3 wins happen.

    What holds it back

    • Board wipes ignore hexproof. Keep Teferi's Protection or Flawless Maneuver for them.
    • Shalai doesn't protect herself, and Lightning Greaves' shroud also stops your own Heliod and Giver from targeting.
    • Deafening Silence limits you too: one noncreature spell a turn, and the deck has 36.
    • Grafdigger's Cage, Torpor Orb, Null Rod and Cursed Totem each stop a combo or the tutors.

    Game Changers in the deck (15)

    Gaea's Cradle, Ancient Tomb, Mana Vault, Grim Monolith, Chrome Mox, Mox Diamond, The One Ring, Smothering Tithe, Worldly Tutor, Enlightened Tutor, Crop Rotation, Natural Order, Survival of the Fittest, Drannith Magistrate, Teferi's Protection. Vorinclex, Voice of Hunger was removed from the list in October 2025. The brackets are still in beta, so check the official list before a game.

    Your other decks

    Corrupted Miku vs Miku

    Same Secret Lair, two very different decks. The Trostani Miku deck is a Bracket 3 lifegain and tokens deck that wins with big attacks. Corrupted Miku is a Bracket 4 combo deck that wins with two cards, often before the other decks are set up. Don't bring it to a Bracket 3 table. This comes from reading both lists, not from playtesting.

    Your record

    Your games against the bots

    Saved on this device when you finish a game in the Play tab.

    What it costs

    From the precon to Corrupted Miku

    The Hatsune Miku precon already has Shalai, Voice of Plenty and a handful of this deck's cards. The rest is a real Bracket 4 deck: a few cards (Gaea's Cradle, Mox Diamond, Grim Monolith, Survival of the Fittest, Savannah) cost more than most whole decks. Tick what you own to see what's left.

    Tuning

    Four swaps worth trying

    Ideas from checking the list against its own rules and against EDHREC's 608 Selesnya cEDH decks. None adds a Game Changer. Prices are MTGGoldfish, US dollars, 1 Oct 2026. Not in the game's card pool yet.

    OutInWhyPrice
    Deafening SilenceSwift ReconfigurationOn Devoted Druid it makes Druid a Vehicle: -1/-1 counters can't kill it and summoning sickness doesn't matter, so it's a second Druid combo. Deafening Silence also taxes your own 36 noncreature spells. In 20% of Selesnya cEDH decks.$4.01
    Marsh FlatsMana ConfluenceMarsh Flats finds only 5 of your lands. Confluence makes either color. In 47% of Selesnya cEDH decks.$36
    Grim MonolithCarpet of Flowers, or a ForestGrim is $516 and isn't on EDHREC's Selesnya cEDH page; Mana Vault already fills the role. Carpet is strong against blue tables (50% of those decks). Removes a Game Changer.$2.07
    Misty Rainforest (optional)A Forest from the preconIt's the second fetch that only finds Forests. A basic gives the fetches more targets and helps Canopy Vista enter untapped.$0

    Together these save about $547. Keep Craterhoof: it's the trample for the Finale X 10+ line.

    The 100

    Corrupted Miku, all 100

    The full list is in Cards, under Setlist, with a copy button.