tedv360
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Commander
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{"ops":[{"insert":"This is a deck that is meant as an ode to. This is a take on the Commander that got me into the format.\n\nThe nature of the Shrine enchantment type is very strong as they're harder to interact with then creatures but also don't provide protection in a vacuum. together they are very strong. foundation of the deck is draw, ramp, and protection. each of these is to get more shrines, play more shrines, and protect the shrines. While on paper that's great there are only 26 shrines and each play a key role when combined. this lends itself to randomness of commander. the foundation is there and the flavor is random. I like to think of it as you never know what \"shrine\" you'll come across and if it's the one you need oh how wonderful.\n\nThe Early Turns. The opening is the most crucial. Your opening hand and first few turns need to be ramp and card draw. mulligan to have these two and 3 lands. This is the best start. The goal is to have Go-Shintai of Life's Origin out before turn 4 so you can get more shrines out exponentially. If the machine is running as intended by turn 6 you should have a flow of shrine, draw, ramp, benefit, etc. then each turn you're playing 1 more, 2 more, 4 more etc. These are accelerated with the 3 card draw shrines, 3 ramp shrines, \n\nMid Game. this can be just as crucial as the first few rounds. prioritizing which shrines or enchantments to play during this period can lead to the game being over because you win or because you ran dry and died. protection is highly valuable here. many times, this is when other players start making the moves and while that can daunt, I've learned to lie and wait. the goal is to be the second strongest threat. establish protection with the right cards and then when the late game hits, you're already there. These are also accelerated with the shrines that help in slowing others, shrine for tapping down creatures, shrine for mill, shrine for discard, shrine for removal. \n\nLate Game. if the game has flowed as usually without any crazy turns from others now is the time to start laying out the finishers. there are many ways to close out the game from here and protection is what allows for this. there are 2 full board drains that happen consistently, 2 forms of direct damage, 3 mass token generators, 3 mass anthem or pump affects. \n\nThrough many playtests I have learned that due to the nature of the shrine card type there are ways to alternately jump ahead. specific shrines can fill in the gap of the machine-like oil. These are crucial when parts of the board state are removed. there's also some mass recursion for the event you draw far too many cards or lose them all. The love of this deck has grown as I've grown with it. learning what to prioritize and what to cut has taught me a lot. that is what makes this deck special. When it goes it goes, it punishes greed, and rewards humility. \n"}]}
Commander
Go-Shintai of Life's Origin
, : Return target enchantment card from your graveyard to the battlefield.
Whenever Go-Shintai of Life's Origin or another nontoken Shrine you control enters, create a 1/1 colorless Shrine enchantment creature token.
Whenever Go-Shintai of Life's Origin or another nontoken Shrine you control enters, create a 1/1 colorless Shrine enchantment creature token.
Legendary Creature Enchantment - Shrine

Commander
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Copy
Copy
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Double Trigger
Double Trigger
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Draw
Draw
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Land
Land
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Protection
Protection
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Ramp
Composer of Spring
Constellation — Whenever an enchantment you control enters, you may put a land card from your hand onto the battlefield tapped. If you control six or more enchantments, instead you may put a creature or land card from your hand onto the battlefield tapped.
Creature - Satyr Bard

Ramp
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Recursion
Underworld Breach
Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
At the beginning of the end step, sacrifice this enchantment.
At the beginning of the end step, sacrifice this enchantment.
Enchantment

Recursion
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Removal
Removal
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Shrine
Crescent Island Temple
When Crescent Island Temple enters, for each Shrine you control, create a 1/1 red Monk creature token with prowess. (Whenever you cast a noncreature spell, it gets +1/+1 until end of turn.)
Whenever another Shrine you control enters, create a 1/1 red Monk creature token with prowess.
Whenever another Shrine you control enters, create a 1/1 red Monk creature token with prowess.
Legendary Enchantment - Shrine

Go-Shintai of Lost Wisdom
Flying
At the beginning of your end step, you may pay . When you do, target player mills X cards, where X is the number of Shrines you control. (To mill a card, a player puts the top card of their library into their graveyard.)
At the beginning of your end step, you may pay . When you do, target player mills X cards, where X is the number of Shrines you control. (To mill a card, a player puts the top card of their library into their graveyard.)
Legendary Creature Enchantment - Shrine

Kyoshi Island Plaza
When Kyoshi Island Plaza enters, search your library for up to X basic land cards, where X is the number of Shrines you control. Put those cards onto the battlefield tapped, then shuffle.
Whenever another Shrine you control enters, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Whenever another Shrine you control enters, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Legendary Enchantment - Shrine

Sanctum of All
At the beginning of your upkeep, you may search your library and/or graveyard for a Shrine card and put it onto the battlefield. If you search your library this way, shuffle.
If a triggered ability of another Shrine you control triggers while you control six or more Shrines, that ability triggers an additional time.
If a triggered ability of another Shrine you control triggers while you control six or more Shrines, that ability triggers an additional time.
Legendary Enchantment - Shrine

Shrine
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Tokens
Archon of Sun's Grace
Flying
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
Creature - Archon

Tokens
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Tutor
Tutor
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"This is a deck that is meant as an ode to. This is a take on the Commander that got me into the format.\n\nThe nature of the Shrine enchantment type is very strong as they're harder to interact with then creatures but also don't provide protection in a vacuum. together they are very strong. foundation of the deck is draw, ramp, and protection. each of these is to get more shrines, play more shrines, and protect the shrines. While on paper that's great there are only 26 shrines and each play a key role when combined. this lends itself to randomness of commander. the foundation is there and the flavor is random. I like to think of it as you never know what \"shrine\" you'll come across and if it's the one you need oh how wonderful.\n\nThe Early Turns. The opening is the most crucial. Your opening hand and first few turns need to be ramp and card draw. mulligan to have these two and 3 lands. This is the best start. The goal is to have Go-Shintai of Life's Origin out before turn 4 so you can get more shrines out exponentially. If the machine is running as intended by turn 6 you should have a flow of shrine, draw, ramp, benefit, etc. then each turn you're playing 1 more, 2 more, 4 more etc. These are accelerated with the 3 card draw shrines, 3 ramp shrines, \n\nMid Game. this can be just as crucial as the first few rounds. prioritizing which shrines or enchantments to play during this period can lead to the game being over because you win or because you ran dry and died. protection is highly valuable here. many times, this is when other players start making the moves and while that can daunt, I've learned to lie and wait. the goal is to be the second strongest threat. establish protection with the right cards and then when the late game hits, you're already there. These are also accelerated with the shrines that help in slowing others, shrine for tapping down creatures, shrine for mill, shrine for discard, shrine for removal. \n\nLate Game. if the game has flowed as usually without any crazy turns from others now is the time to start laying out the finishers. there are many ways to close out the game from here and protection is what allows for this. there are 2 full board drains that happen consistently, 2 forms of direct damage, 3 mass token generators, 3 mass anthem or pump affects. \n\nThrough many playtests I have learned that due to the nature of the shrine card type there are ways to alternately jump ahead. specific shrines can fill in the gap of the machine-like oil. These are crucial when parts of the board state are removed. there's also some mass recursion for the event you draw far too many cards or lose them all. The love of this deck has grown as I've grown with it. learning what to prioritize and what to cut has taught me a lot. that is what makes this deck special. When it goes it goes, it punishes greed, and rewards humility. \n"}]}























































































