223
5/30/2022
Go-Shintai & Jegantha - Heroes and Hondens
Deck Size: 100
Commander / EDH
Legal
Est deck cost: $1983.41
Salt Sum: 39.62
No deck tags
223
5/30/2022
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Commander

Quantity: 1Price: $7.99
Go-Shintai of Life's Origin

{W}{U}{B}{R}{G}, {T}: Return target enchantment card from your graveyard to the battlefield. Whenever Go-Shintai of Life's Origin or another nontoken Shrine enters the battlefield under your control, create a 1/1 colorless Shrine enchantment creature token.

Creature Enchantment
Go-Shintai of Life's Origin (nec) 66
1

Artifact

Quantity: 2Price: $230.78
Altar of the Pantheon

Your devotion to each color and each combination of colors is increased by one. {T}: Add one mana of any color. If you control a God, a Demigod, or a legendary enchantment, you gain 1 life.

Artifact
Altar of the Pantheon (thb) 231
1
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (g05) 3
1

Creature

Quantity: 24Price: $202.07
Argothian Enchantress

Shroud (This creature can't be the target of spells or abilities.) Whenever you cast an enchantment spell, draw a card.

Creature
Argothian Enchantress (ema) 158
1
Destiny Spinner

Creature and enchantment spells you control can't be countered. {3}{G}: Target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is the number of enchantments you control. It's still a land.

Creature Enchantment
Destiny Spinner (thb) 168
1
Doomwake Giant

Constellation — Whenever Doomwake Giant or another enchantment enters the battlefield under your control, creatures your opponents control get -1/-1 until end of turn.

Creature Enchantment
Doomwake Giant (jou) 66
1
Go-Shintai of Ancient Wars

First strike At the beginning of your end step, you may pay {1}. When you do, Go-Shintai of Ancient Wars deals X damage to target player or planeswalker, where X is the number of Shrines you control.

Creature Enchantment
Go-Shintai of Ancient Wars (neo) 144
1
Go-Shintai of Boundless Vigor

Trample At the beginning of your end step, you may pay {1}. When you do, put a +1/+1 counter on target Shrine for each Shrine you control.

Creature Enchantment
Go-Shintai of Boundless Vigor (neo) 187
1
Go-Shintai of Hidden Cruelty

Deathtouch At the beginning of your end step, you may pay {1}. When you do, destroy target creature with toughness X or less, where X is the number of Shrines you control.

Creature Enchantment
Go-Shintai of Hidden Cruelty (neo) 97
1
Go-Shintai of Lost Wisdom

Flying At the beginning of your end step, you may pay {1}. 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.)

Creature Enchantment
Go-Shintai of Lost Wisdom (neo) 55
1
Go-Shintai of Shared Purpose

Vigilance At the beginning of your end step, you may pay {1}. If you do, create a 1/1 colorless Spirit creature token for each Shrine you control.

Creature Enchantment
Go-Shintai of Shared Purpose (neo) 14
1
Jhoira, Weatherlight Captain

Whenever you cast a historic spell, draw a card. (Artifacts, legendaries, and Sagas are historic.)

Creature
Jhoira, Weatherlight Captain (dom) 197
1
Karametra, God of Harvests

Indestructible As long as your devotion to green and white is less than seven, Karametra isn't a creature. Whenever you cast a creature spell, you may search your library for a Forest or Plains card, put it onto the battlefield tapped, then shuffle.

Creature Enchantment
Karametra, God of Harvests (sld) 69
1
Kethis, the Hidden Hand

Legendary spells you cast cost {1} less to cast. Exile two legendary cards from your graveyard: Until end of turn, each legendary card in your graveyard gains "You may play this card from your graveyard."

Creature
Kethis, the Hidden Hand (m20) 211
1
Klothys, God of Destiny

Indestructible As long as your devotion to red and green is less than seven, Klothys isn't a creature. At the beginning of your precombat main phase, exile target card from a graveyard. If it was a land card, add {R} or {G}. Otherwise, you gain 2 life and Klothys deals 2 damage to each opponent.

Creature Enchantment
Klothys, God of Destiny (thb) 268
1
Kruphix, God of Horizons

Indestructible As long as your devotion to green and blue is less than seven, Kruphix isn't a creature. You have no maximum hand size. If you would lose unspent mana, that mana becomes colorless instead.

Creature Enchantment
Kruphix, God of Horizons (sld) 73
1
Raff Capashen, Ship's Mage

Flash Flying You may cast historic spells as though they had flash. (Artifacts, legendaries, and Sagas are historic.)

Creature
Raff Capashen, Ship's Mage (dom) 202
1
Reki, the History of Kamigawa

Whenever you cast a legendary spell, draw a card.

Creature
Reki, the History of Kamigawa (plst) SOK-142
1
Setessan Champion

Constellation — Whenever an enchantment enters the battlefield under your control, put a +1/+1 counter on Setessan Champion and draw a card.

Creature
Setessan Champion (thb) 331
1
Sythis, Harvest's Hand

Whenever you cast an enchantment spell, you gain 1 life and draw a card.

Creature Enchantment
Sythis, Harvest's Hand (mh2) 377
1
Tatyova, Benthic Druid

Landfall — Whenever a land enters the battlefield under your control, you gain 1 life and draw a card.

Creature
Tatyova, Benthic Druid (dom) 206
1
Tuvasa the Sunlit

Tuvasa the Sunlit gets +1/+1 for each enchantment you control. Whenever you cast your first enchantment spell each turn, draw a card.

Creature
Tuvasa the Sunlit (c18) 47
1
Uro, Titan of Nature's Wrath

When Uro enters the battlefield, sacrifice it unless it escaped. Whenever Uro enters the battlefield or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield. Escape—{G}{G}{U}{U}, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)

Creature
Uro, Titan of Nature's Wrath (thb) 229
1
Valki, God of Lies

Creature
Valki, God of Lies // Tibalt, Cosmic Impostor (khm) 308Valki, God of Lies // Tibalt, Cosmic Impostor (khm) 308
1
Weaver of Harmony

Other enchantment creatures you control get +1/+1. {G}, {T}: Copy target activated or triggered ability you control from an enchantment source. You may choose new targets for the copy. (Mana abilities can't be targeted.)

Creature Enchantment
Weaver of Harmony (neo) 395
1
Yasharn, Implacable Earth

When Yasharn enters the battlefield, search your library for a basic Forest card and a basic Plains card, reveal those cards, put them into your hand, then shuffle. Players can't pay life or sacrifice nonland permanents to cast spells or activate abilities.

Creature
Yasharn, Implacable Earth (znr) 371
1
Zur the Enchanter

Flying Whenever Zur the Enchanter attacks, you may search your library for an enchantment card with mana value 3 or less, put it onto the battlefield, then shuffle.

Creature
Zur the Enchanter (cmr) 544
1

Enchantment

Quantity: 15Price: $118.25
Honden of Cleansing Fire

At the beginning of your upkeep, you gain 2 life for each Shrine you control.

Enchantment
Honden of Cleansing Fire (chk) 14
1
Honden of Infinite Rage

At the beginning of your upkeep, Honden of Infinite Rage deals damage to any target equal to the number of Shrines you control.

Enchantment
Honden of Infinite Rage (chk) 172
1
Honden of Life's Web

At the beginning of your upkeep, create a 1/1 colorless Spirit creature token for each Shrine you control.

Enchantment
Honden of Life's Web (ema) 172
1
Honden of Night's Reach

At the beginning of your upkeep, target opponent discards a card for each Shrine you control.

Enchantment
Honden of Night's Reach (chk) 116
1
Honden of Seeing Winds

At the beginning of your upkeep, draw a card for each Shrine you control.

Enchantment
Honden of Seeing Winds (chk) 69
1
Journey to Eternity

Enchantment
Journey to Eternity // Atzal, Cave of Eternity (rix) 160Journey to Eternity // Atzal, Cave of Eternity (rix) 160
1
Maelstrom Nexus

The first spell you cast each turn has cascade. (When you cast your first spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.)

Enchantment
Maelstrom Nexus (plst) ARB-130
1
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 an ability of another Shrine you control triggers while you control six or more Shrines, that ability triggers an additional time.

Enchantment
Sanctum of All (m21) 381
1
Sanctum of Calm Waters

At the beginning of your precombat main phase, you may draw X cards, where X is the number of Shrines you control. If you do, discard a card.

Enchantment
Sanctum of Calm Waters (m21) 68
1
Sanctum of Fruitful Harvest

At the beginning of your precombat main phase, add X mana of any one color, where X is the number of Shrines you control.

Enchantment
Sanctum of Fruitful Harvest (m21) 203
1
Sanctum of Shattered Heights

{1}, Discard a land card or Shrine card: Sanctum of Shattered Heights deals X damage to target creature or planeswalker, where X is the number of Shrines you control.

Enchantment
Sanctum of Shattered Heights (m21) 157
1
Sanctum of Stone Fangs

At the beginning of your precombat main phase, each opponent loses X life and you gain X life, where X is the number of Shrines you control.

Enchantment
Sanctum of Stone Fangs (m21) 120
1
Sanctum of Tranquil Light

{5}{W}: Tap target creature. This ability costs {1} less to activate for each Shrine you control.

Enchantment
Sanctum of Tranquil Light (m21) 33
1
Sterling Grove

Other enchantments you control have shroud. (They can't be the targets of spells or abilities.) {1}, Sacrifice Sterling Grove: Search your library for an enchantment card, reveal it, then shuffle and put that card on top.

Enchantment
Sterling Grove (inv) 278
1
Whirlwind of Thought

Whenever you cast a noncreature spell, draw a card.

Enchantment
Whirlwind of Thought (iko) 348
1

Instant

Quantity: 7Price: $90.73
Abzan Charm

Choose one — • Exile target creature with power 3 or greater. • You draw two cards and you lose 2 life. • Distribute two +1/+1 counters among one or two target creatures.

Instant
Abzan Charm (ktk) 161
1
Bant Charm

Choose one — • Destroy target artifact. • Put target creature on the bottom of its owner's library. • Counter target instant spell.

Instant
Bant Charm (ala) 155
1
Despark

Exile target permanent with mana value 4 or greater.

Instant
Despark (war) 190
1
Inkshield

Prevent all combat damage that would be dealt to you this turn. For each 1 damage prevented this way, create a 2/1 white and black Inkling creature token with flying.

Instant
Inkshield (c21) 398
1
Silumgar's Command

Choose two — • Counter target noncreature spell. • Return target permanent to its owner's hand. • Target creature gets -3/-3 until end of turn. • Destroy target planeswalker.

Instant
Silumgar's Command (dtk) 232
1
Teferi's Protection

Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.) Exile Teferi's Protection.

Instant
Teferi's Protection (sld) 164
1
Void Rend

This spell can't be countered. Destroy target nonland permanent.

Instant
Void Rend (snc) 403
1

Land

Quantity: 38Price: $923.53
Blood Crypt

({T}: Add {B} or {R}.) As Blood Crypt enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Blood Crypt (rna) 245
1
Bloodstained Mire

{T}, Pay 1 life, Sacrifice Bloodstained Mire: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.

Land
Bloodstained Mire (zne) 3
1
Breeding Pool

({T}: Add {G} or {U}.) As Breeding Pool enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Breeding Pool (gtc) 240
1
Command Tower

{T}: Add one mana of any color in your commander's color identity.

Land
Command Tower (cmr) 350
1
Exotic Orchard

{T}: Add one mana of any color that a land an opponent controls could produce.

Land
Exotic Orchard (con) 142
1
Fabled Passage

{T}, Sacrifice Fabled Passage: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.

Land
Fabled Passage (eld) 391
1
Forbidden Orchard

{T}: Add one mana of any color. Whenever you tap Forbidden Orchard for mana, target opponent creates a 1/1 colorless Spirit creature token.

Land
Forbidden Orchard (exp) 39
1
Forest

({T}: Add {G}.)

Land
Forest (2xm) 381
4
Godless Shrine

({T}: Add {W} or {B}.) As Godless Shrine enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Godless Shrine (gtc) 242
1
Hall of Heliod's Generosity

{T}: Add {C}. {1}{W}, {T}: Put target enchantment card from your graveyard on top of your library.

Land
Hall of Heliod's Generosity (h1r) 39
1
Hallowed Fountain

({T}: Add {W} or {U}.) As Hallowed Fountain enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Hallowed Fountain (rtr) 241
1
Indatha Triome

({T}: Add {W}, {B}, or {G}.) Indatha Triome enters the battlefield tapped. Cycling {3} ({3}, Discard this card: Draw a card.)

Land
Indatha Triome (iko) 309
1
Island

({T}: Add {U}.)

Land
Island (2xm) 375
2
Ketria Triome

({T}: Add {G}, {U}, or {R}.) Ketria Triome enters the battlefield tapped. Cycling {3} ({3}, Discard this card: Draw a card.)

Land
Ketria Triome (iko) 310
1
Minamo, School at Water's Edge

{T}: Add {U}. {U}, {T}: Untap target legendary permanent.

Land
Minamo, School at Water's Edge (plst) CHK-279
1
Misty Rainforest

{T}, Pay 1 life, Sacrifice Misty Rainforest: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.

Land
Misty Rainforest (zne) 10
1
Mountain

({T}: Add {R}.)

Land
Mountain (2xm) 379
1
Overgrown Tomb

({T}: Add {B} or {G}.) As Overgrown Tomb enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Overgrown Tomb (rav) 279
1
Plains

({T}: Add {W}.)

Land
Plains (2xm) 373
3
Prismatic Vista

{T}, Pay 1 life, Sacrifice Prismatic Vista: Search your library for a basic land card, put it onto the battlefield, then shuffle.

Land
Prismatic Vista (zne) 27
1
Raugrin Triome

({T}: Add {U}, {R}, or {W}.) Raugrin Triome enters the battlefield tapped. Cycling {3} ({3}, Discard this card: Draw a card.)

Land
Raugrin Triome (iko) 311
1
Reflecting Pool

{T}: Add one mana of any type that a land you control could produce.

Land
Reflecting Pool (shm) 278★
1
Reliquary Tower

You have no maximum hand size. {T}: Add {C}.

Land
Reliquary Tower (con) 143
1
Sacred Foundry

({T}: Add {R} or {W}.) As Sacred Foundry enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Sacred Foundry (grn) 254
1
Savai Triome

({T}: Add {R}, {W}, or {B}.) Savai Triome enters the battlefield tapped. Cycling {3} ({3}, Discard this card: Draw a card.)

Land
Savai Triome (iko) 312
1
Steam Vents

({T}: Add {U} or {R}.) As Steam Vents enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Steam Vents (rtr) 247
1
Swamp

({T}: Add {B}.)

Land
Swamp (2xm) 377
1
Temple Garden

({T}: Add {G} or {W}.) As Temple Garden enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Temple Garden (grn) 258
1
The World Tree

The World Tree enters the battlefield tapped. {T}: Add {G}. As long as you control six or more lands, lands you control have "{T}: Add one mana of any color." {W}{W}{U}{U}{B}{B}{R}{R}{G}{G}, {T}, Sacrifice The World Tree: Search your library for any number of God cards, put them onto the battlefield, then shuffle.

Land
The World Tree (khm) 373
1
Watery Grave

({T}: Add {U} or {B}.) As Watery Grave enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Watery Grave (rav) 286
1
Windswept Heath

{T}, Pay 1 life, Sacrifice Windswept Heath: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.

Land
Windswept Heath (zne) 5
1
Zagoth Triome

({T}: Add {B}, {G}, or {U}.) Zagoth Triome enters the battlefield tapped. Cycling {3} ({3}, Discard this card: Draw a card.)

Land
Zagoth Triome (iko) 313
1

Planeswalker

Quantity: 3Price: $48.47
Calix, Destiny's Hand

+1: Look at the top four cards of your library. You may reveal an enchantment card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order. −3: Exile target creature or enchantment you don't control until target enchantment you control leaves the battlefield. −7: Return all enchantment cards from your graveyard to the battlefield.

Planeswalker
Calix, Destiny's Hand (thb) 257
1
Dack Fayden

+1: Target player draws two cards, then discards two cards. −2: Gain control of target artifact. −6: You get an emblem with "Whenever you cast a spell that targets one or more permanents, gain control of those permanents."

Planeswalker
Dack Fayden (med) RA6
1
Nicol Bolas, God-Pharaoh

+2: Target opponent exiles cards from the top of their library until they exile a nonland card. Until end of turn, you may cast that card without paying its mana cost. +1: Each opponent exiles two cards from their hand. −4: Nicol Bolas, God-Pharaoh deals 7 damage to target opponent, creature an opponent controls, or planeswalker an opponent controls. −12: Exile each nonland permanent your opponents control.

Planeswalker
Nicol Bolas, God-Pharaoh (hou) 140
1

Sorcery

Quantity: 10Price: $351.60
All Suns' Dawn

For each color, return up to one target card of that color from your graveyard to your hand. Exile All Suns' Dawn.

Sorcery
All Suns' Dawn (5dn) 81
1
Bring to Light

Converge — Search your library for a creature, instant, or sorcery card with mana value less than or equal to the number of colors of mana spent to cast this spell, exile that card, then shuffle. You may cast that card without paying its mana cost.

Sorcery
Bring to Light (bfz) 209
1
Conflux

Search your library for a white card, a blue card, a black card, a red card, and a green card. Reveal those cards, put them into your hand, then shuffle.

Sorcery
Conflux (con) 102
1
Demonic Tutor

Search your library for a card, put that card into your hand, then shuffle.

Sorcery
Demonic Tutor (g08) 3
1
Escape to the Wilds

Exile the top five cards of your library. You may play cards exiled this way until the end of your next turn. You may play an additional land this turn.

Sorcery
Escape to the Wilds (eld) 379
1
Migration Path

Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. Cycling {2} ({2}, Discard this card: Draw a card.)

Sorcery
Migration Path (iko) 368
1
Oversimplify

Exile all creatures. Each player creates a 0/0 green and blue Fractal creature token and puts a number of +1/+1 counters on it equal to the total power of creatures they controlled that were exiled this way.

Sorcery
Oversimplify (c21) 399
1
Primevals' Glorious Rebirth

(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.) Return all legendary permanent cards from your graveyard to the battlefield.

Sorcery
Primevals' Glorious Rebirth (dom) 201
1
Urza's Ruinous Blast

(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.) Exile all nonland permanents that aren't legendary.

Sorcery
Urza's Ruinous Blast (dom) 39
1
Wargate

Search your library for a permanent card with mana value X or less, put it onto the battlefield, then shuffle.

Sorcery
Wargate (arb) 129
1

Sideboard

Quantity: 1Price: $9.99
Jegantha, the Wellspring

Companion — No card in your starting deck has more than one of the same mana symbol in its mana cost. (If this card is your chosen companion, you may put it into your hand from outside the game for {3} as a sorcery.) {T}: Add {W}{U}{B}{R}{G}. This mana can't be spent to pay generic mana costs.

Creature
Jegantha, the Wellspring (iko) 352
1

Deck Stats

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Description

{"ops":[{"attributes":{"bold":true},"insert":"Go-Shintai of Life's Origin & Jegantha the Wellspring - "},{"attributes":{"italic":true,"bold":true},"insert":"Heroes and Hondens"},{"insert":"\n\nUpdate: Since the release of Kamigawa: Neon Dynasty, this deck has changed massively, with "},{"insert":{"card-link":"Sisay, Weatherlight Captain"}},{"insert":" being booted entirely from the deck as our Shrine overlords took over. While there is still a huge legendary theme to the deck, many of the \"value engine\" legendary creatures were removed to fit shrines, shrines, and more shrines. "},{"insert":{"card-link":"Go-Shintai of Life's Origin"}},{"insert":" is truly an incredibly powerful creature in this deck who enables the shrines to do a massive amount of lifting, even when you only end up drawing one or two - but they are far more consistent to find now as well. As such, this deck can even more quickly than ever become the archenemy deck at the table, so a lot of care has to be taken to play cautiously and only begin to show your hand when the opponents have ousted another threat or two.\n\nAs soon as a couple of shrines hit play and you are drawing 2 cards a turn and draining opponents or something similar - trigger fingers start getting a little itchy, because this deck naturally snowballs. To temper the power level a little bit, I've introduced the "},{"insert":{"card-link":"Jegantha, the Wellspring"}},{"insert":" companion, who forcefully limits my power level a little bit by forcing me to stay away from any powerful cards with multiple color pips (like "},{"insert":{"card-link":"Genesis Ultimatum"}},{"insert":") and otherwise can be a color fixing setup as a last resort - though it's not too frequent that the best play involves pulling the Elk to hand, because boy, does this deck draw a lot of cards to work with!\n\nThere are really two themes going on - Legendary permanents, and Enchantress backed up by the Shrines. However, the vast majority of cards fall squarely in the overlap on the venn diagram of these effects, thanks in part to having "},{"attributes":{"italic":true},"insert":"sixteen"},{"insert":" cards that are both Legendary and Enchantments (the 11 Shrines, "},{"insert":{"card-link":"Klothys, God of Destiny"}},{"insert":", "},{"insert":{"card-link":"Karametra, God of Harvests"}},{"insert":", "},{"insert":{"card-link":"Kruphix, God of Horizons"}},{"insert":", "},{"insert":{"card-link":"Sythis, Harvest's Hand"}},{"insert":" , and "},{"insert":{"card-link":"Journey to Eternity // Atzal, Cave of Eternity"}},{"insert":"). Because of these, tons of effects that might only be focused on one side or the other, such as "},{"insert":{"card-link":"Jhoira, Weatherlight Captain"}},{"insert":", "},{"insert":{"card-link":"Argothian Enchantress"}},{"insert":", "},{"insert":{"card-link":"Primevals' Glorious Rebirth"}},{"insert":", and "},{"insert":{"card-link":"Kethis, the Hidden Hand"}},{"insert":" actually directly feed into the majority of the other effects in the deck - many of which end with \"draw a card\". The massive amount of card draw is combined with ramp effects like "},{"insert":{"card-link":"Karametra, God of Harvests"}},{"insert":", "},{"insert":{"card-link":"Yasharn, Implacable Earth"}},{"insert":", and "},{"insert":{"card-link":"Uro, Titan of Nature's Wrath"}},{"insert":" to give the deck plenty of ability to gain advantage both in tempo and resources of all types. Basically, the deck plays as a gigantic web of synergies - most of which end in \"draw a card\"!\n\nWhat all of this means is that while it's certainly intended to be a deck of setting up shrines, it's not solely focused on that and doesn't mind going down a different route as needed. Legendary creatures are powerful, and we've made room for other advantage engines like "},{"insert":{"card-link":"Maelstrom Nexus"}},{"insert":" as well as some of my favorite powerful planeswalkers (who are legendary!) like "},{"insert":{"card-link":"Nicol Bolas, God-Pharaoh"}},{"insert":" and "},{"insert":{"card-link":"Valki, God of Lies // Tibalt, Cosmic Impostor"}},{"insert":". One critical tenet in building a commander deck for me is that it can't have a singular way to win. I need my decks to play more flexibly to avoid getting bored with them - I play to see novel scenarios play out, so ensuring that I can pivot to a different strategy keeps me engaged game after game. With the recent change to Go-Shintai as the commander, the deck is dangerously close to being one-note, but I avoid it by trying to play to whatever shrines I draw rather than establishing the same combination of cards every game if possible.\n\nEven with the new creature Shrines, Shrines are always good to see, and even if I am setting up an aggressive board to land a one-sided wipe with "},{"insert":{"card-link":"Urza's Ruinous Blast"}},{"insert":", those shrines will keep me alive, net me cards, and limit my opponent's resources to do so. Though I'm not always a huge fan of tutors in Commander, as my most naturally threatening deck, it felt apt to run a few to try to be able to respond to three opponents jumping down my throat, so in addition to cards such as "},{"insert":{"card-link":"Zur the Enchanter"}},{"insert":", "},{"insert":{"card-link":"Bring to Light"}},{"insert":", "},{"insert":{"card-link":"Demonic Tutor"}},{"insert":", and "},{"insert":{"card-link":"Wargate"}},{"insert":", we also play a number of spells that can protect the shrines from removal, like "},{"insert":{"card-link":"Bant Charm"}},{"insert":", "},{"insert":{"card-link":"Silumgar's Command"}},{"insert":", and "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" as well as ways to bring them back out of the graveyard when I inevitably get targeted, such as "},{"insert":{"card-link":"All Suns' Dawn"}},{"insert":" and of course Go-Shintai himself.\n\nWhile the deck can be slow to get going, - which is sometimes nice as it means I'm giving off less threat - once it hits the mid-late game, it's easy to keep a hand full of cards or more and it's often the case that the opponents realize they are in trouble about a turn too late as the shrine power multiplies. If not that, then a well timed board wipe or "},{"insert":{"card-link":"Primevals' Glorious Rebirth"}},{"insert":" quickly establishes this deck as the archenemy, and the goal is always to only reveal that hand once we are ready to fight that battle. And this is a deck that certainly is capable of fighting that battle with the right board. It can be a blast to get into that role, and fun whether you win or lose - even in losing, watching 3 other players work out a method of stifling the advantage and taking me out can be entertaining all on its own - and they are not always capable of doing it as a good set of shrines can be worth the power of several players!\n"}]}
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