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Commander
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Qryncineration

149 views12 days ago
Commander
Size: 100Salt sum: 49.59

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{"ops":[{"insert":"The Kami Apocalypse"},{"attributes":{"header":1},"insert":"\n"},{"insert":"There was a time when the greatest kami of Kamigawa walked the mortal world.\n\nThey brought life and death, knowledge and ruin. One could strip the thoughts from every mind. Another could scour the battlefield clean. Another could reduce every city, forest, and stronghold to ash. They were not creatures to be commanded so much as forces of nature to be survived.\n\nFortunately, they went away.\n\n"},{"attributes":{"bold":true},"insert":"Omnath has decided this was a mistake."},{"insert":"\n\nWelcome to "},{"attributes":{"bold":true},"insert":"Myojin Spirit Kindred"},{"insert":", a deck whose goal is to generate an irresponsible amount of mana, summon the ten Myojin, replenish the counters that were intended to limit their power, and repeatedly unleash increasingly unreasonable acts of divine intervention upon the table.\n\nThe first Myojin should appear around turn four or five.\n\nAfter that, things tend to get biblical.\n\nSo come along and enjoy the end of the world.\n\nWhy Myojin Kindred?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Technically, "},{"attributes":{"bold":true},"insert":"Myojin is not a creature type"},{"insert":". All ten Myojin are "},{"attributes":{"bold":true},"insert":"Spirits"},{"insert":", so this is a Spirit Kindred deck built around one extremely specific corner of the tribe: the great Myojin of Kamigawa.\n\nThere are two generations:\n\n"},{"attributes":{"bold":true},"insert":"The original five"},{"insert":"\n"},{"insert":{"card-link":"Myojin of Cleansing Fire"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Myojin of Seeing Winds"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Myojin of Night's Reach"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Myojin of Infinite Rage"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Myojin of Life's Web"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The second five"},{"insert":"\n"},{"insert":{"card-link":"Myojin of Blooming Dawn"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Myojin of Cryptic Dreams"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Myojin of Grim Betrayal"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Myojin of Roaring Blades"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Myojin of Towering Might"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nAll ten are in the deck. All ten are enormous. All ten enter ready to do something that would ordinarily require an entire deck to accomplish.\n\nTheir drawback is supposed to be that this divine power is fleeting.\n\nThe original Myojin arrive with a "},{"attributes":{"bold":true},"insert":"divinity counter"},{"insert":" when cast from hand. The newer Myojin arrive with an "},{"attributes":{"bold":true},"insert":"indestructible counter"},{"insert":". Removing that counter unleashes their signature ability, but also leaves the Myojin without the protection that came with it.\n\nThe obvious lesson is that one should carefully choose when to spend such a precious resource.\n\nWe have elected not to learn that lesson.\n\nWhy Is Omnath in Charge?"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":{"card-link":"Omnath, Locus of All"}},{"attributes":{"bold":true},"insert":" is not a Spirit."},{"insert":"\n\nOmnath does not mention Spirits.\n\nOmnath does not mention Myojin, divinity counters, indestructible counters, or Kamigawa.\n\nNevertheless, Omnath may be one of the best Myojin commanders ever printed.\n\nEvery Myojin has "},{"attributes":{"bold":true},"insert":"three colored mana symbols in its mana cost"},{"insert":". Omnath cares about exactly that.\n\nAt the beginning of our first main phase, Omnath looks at the top card of our library. If it has three or more colored mana symbols, we reveal it, put it into our hand, and add three mana in its colors.\n\nSo when Omnath looks to the top of the deck and sees a Myojin, he does not merely draw us a gigantic Spirit.\n\n"},{"attributes":{"bold":true},"insert":"He pays the Myojin's three colored mana symbols for us."},{"insert":"\n\nThe remaining generic cost can be paid with lands, ramp, or the mana Omnath has been hoarding. Because Omnath prevents our unused mana from disappearing and converts it to black instead, excess mana from earlier turns can simply sit there until one of the gods requires it.\n\nThat makes the otherwise absurd costs of the Myojin surprisingly manageable.\n\nA five-color elemental from another plane has accidentally become "},{"attributes":{"bold":true},"insert":"the summoning circle for the gods of Kamigawa."},{"insert":"\n\n~ The Game Plan ~"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Step One: Gather the Mana"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The first objective is simple: "},{"attributes":{"bold":true},"insert":"Get Omnath onto the battlefield, then reach eight to ten mana as quickly as possible."},{"insert":"\n\n"},{"insert":{"card-link":"Birds of Paradise"}},{"insert":" and "},{"insert":{"card-link":"Delighted Halfling"}},{"insert":" get things moving early. Bloom Tender becomes spectacular once a five-color Omnath is in play. "},{"insert":{"card-link":"Somberwald Sage"}},{"insert":" conveniently produces exactly three mana of one color for our enormous creatures.\n\n"},{"insert":{"card-link":"Urza's Incubator"}},{"insert":" and "},{"insert":{"card-link":"Herald's Horn"}},{"insert":" name "},{"attributes":{"bold":true},"insert":"Spirit"},{"insert":", reducing the enormous generic portions of our Myojin costs while reinforcing the actual Kindred theme.\n\n"},{"insert":{"card-link":"Fist of Suns"}},{"insert":" and "},{"insert":{"card-link":"Jodah, Archmage Eternal"}},{"insert":" offer another solution: instead of finding ten mana, simply pay WUBRG.\n\nAnd then there is"},{"insert":{"card-link":"Braid of Fire"}},{"insert":". Ordinarily, Braid of Fire creates increasing amounts of mana during upkeep that must be used immediately. Omnath does not believe in \"unused mana.\" Anything left over is converted into black mana and saved. The braid therefore gets longer every turn while Omnath stores its mana for later.\n\nStep Two: Call Something Terrible"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Finding a Myojin is only half the job.\n\nWe specifically want them "},{"attributes":{"bold":true},"insert":"on top of the library"},{"insert":".\n\n"},{"insert":{"card-link":"Worldly Tutor"}},{"insert":" and "},{"insert":{"card-link":"Vampiric Tutor"}},{"insert":" can be cast during the draw step, after our normal card for the turn has already been drawn. They place the desired Myojin on top just in time for Omnath to reveal it during the first main phase.\n\n"},{"insert":{"card-link":"Scroll Rack"}},{"insert":" and "},{"insert":{"card-link":"Brainstorm"}},{"insert":" can take a Myojin already stuck in our hand and put it back on top, effectively feeding it to Omnath so that he can immediately draw it again while producing the three colored mana necessary to cast it.\n\n"},{"insert":{"card-link":"Congregation at Dawn"}},{"insert":" is particularly appropriate. Why summon one god when you can arrange "},{"attributes":{"bold":true},"insert":"three consecutive divine visitations?"},{"insert":"\n\nWith the right acceleration, the first Myojin can arrive on turn four. Turn five is much more routine.\n\nStep Three: Divinity Is a Renewable Resource"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A Myojin ability is supposed to be an event. This deck is designed to make it routine\n\n"},{"insert":{"card-link":"Winding Constrictor"}},{"insert":","},{"insert":{"card-link":"Pir, Imaginative Rascal"}},{"insert":", and"},{"insert":{"card-link":"Doubling Season"}},{"insert":" can cause a Myojin to enter with additional counters before its first ability has even been activated.\n\n"},{"insert":{"card-link":"Evolution Sage"}},{"insert":", "},{"insert":{"card-link":"Inexorable Tide"}},{"insert":","},{"insert":{"card-link":"Staff of Compleation"}},{"insert":", and"},{"insert":{"card-link":"Tekuthal, Inquiry Dominus"}},{"insert":" proliferate those counters.\n\n"},{"insert":{"card-link":"Deepglow Skate"}},{"insert":" simply doubles them.\n\nThis matters because a Myojin with two counters can spend one and remain armed. As long as at least one counter survives, proliferate can begin building the stockpile again.\n\nWhen to Keep the Hand — and When to Send It Back"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The Myojin are the stars of the deck.\n\nThey are also terrible opening-hand companions.\n\nA good opening hand usually has "},{"attributes":{"bold":true},"insert":"three things"},{"insert":":\n"},{"attributes":{"bold":true},"insert":"Enough mana to cast Omnath by turn four, preferably turn three."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"A piece of acceleration or cost reduction."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Either a way to find a Myojin or useful setup for the turns after Omnath arrives."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThree lands and"},{"insert":{"card-link":"Birds of Paradise"}},{"insert":"is a keep.\n\nTwo lands,"},{"insert":{"card-link":"Delighted Halfling"}},{"insert":","},{"insert":{"card-link":"Bloom Tender"}},{"insert":", and a tutor is an excellent keep.\n\nThree lands,"},{"insert":{"card-link":"Urza's Incubator"}},{"insert":", Omnath support, and interaction is perfectly respectable even without a Myojin in sight.\n\nA hand containing "},{"attributes":{"bold":true},"insert":"two or three Myojin and no acceleration is a terrible, horrible, no good hand."},{"insert":" Send that back to the deck abyss immediately.\n\nLikewise, a hand full of proliferate effects with nothing worth proliferating is not functional. "},{"insert":{"card-link":"Winding Constrictor"}},{"insert":","},{"insert":{"card-link":"Deepglow Skate"}},{"insert":", and"},{"insert":{"card-link":"Inexorable Tide"}},{"insert":" may eventually produce spectacular things, but none of them helps if Omnath is still sitting in the command zone on turn five.\n\nThe deck can tolerate a two-land hand if it contains reliable one- and two-mana acceleration and the colors work. A one-land hand should almost always be thrown back. The payoff for being greedy is simply too small when the entire deck is built around hitting the first four land drops.\n\nThe easiest mulligan test is: "},{"attributes":{"bold":true},"insert":"“What am I doing on turns one through four?”"},{"insert":"\n\nIf the answer is clear, keep it.\n\nIf the answer begins with "},{"attributes":{"bold":true},"insert":"“Hopefully I draw…”"},{"insert":", shuffle.\n\nOne final consideration is color.\n\nOmnath can cheat on the black portion of his own mana cost by paying life for the Phyrexian symbol, but the other four colors still matter. A hand that technically contains four mana but cannot produce the colors necessary to cast Omnath is not a four-mana hand.\n\nRe-Arming the Old Gods"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nSometimes restraint fails and we remove the final counter. For the Myojin, this is fixable.\n\n"},{"insert":{"card-link":"Kindred Boon"}},{"insert":"names Spirit and can place fresh divinity counters directly onto our Spirits.\n\n"},{"insert":{"card-link":"That Which Was Taken"}},{"insert":"can do the same.\n\nThat means an original Myojin can expend its final divinity counter, become mortal for approximately as long as it takes us to find two more mana, receive a new divinity counter, and resume being indestructible.\n\nThis also creates a particularly fun interaction with"},{"insert":{"card-link":"Myojin of Life's Web"}},{"insert":".\n\nLife's Web can put any number of creature cards from our hand directly onto the battlefield. Normally, cheating the original Myojin into play this way means they do not receive their divinity counters because they were not cast from our hand."},{"insert":{"card-link":"Kindred Boon"}},{"insert":"does not care. Life's Web can call down the pantheon first; we can hand out divinity afterward.\n\nDeepglow Skate and the Entirely Reasonable Number Sixteen"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nOne of the deck's best interactions begins with"},{"insert":{"card-link":"Myojin of Cryptic Dreams"}},{"insert":".\n\nCryptic Dreams can remove its indestructible counter to copy the next permanent spell we cast "},{"attributes":{"bold":true},"insert":"three times"},{"insert":".\nCast"},{"insert":{"card-link":"Deepglow Skate"}},{"insert":". We now have the original Skate plus three copies of it entering one after another, each doubling counters on our permanents. \n\nA Myojin with one counter can become: "},{"attributes":{"bold":true},"insert":"1 → 2 → 4 → 8 → 16."},{"insert":"\n\nSixteen divinity counters. Presumably, the designers expected one.\n\nCryptic Dreams can perform a similar trick with"},{"insert":{"card-link":"Doubling Season"}},{"insert":". Copying the enchantment three times leaves four Doubling Seasons on the battlefield, at which point the next counter-bearing Myojin enters carrying considerably more divinity than the kami were issued during character creation.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"In Case of Exile, Break Glass"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nIndestructible gods are still perfectly capable of being exiled, bounced, stolen, or otherwise inconvenienced."},{"insert":{"card-link":"Ripples of Potential"}},{"insert":"is therefore almost custom-made for this deck.\n\nIt proliferates first, adding another counter to our armed Myojin, and then allows the permanents that received counters to phase out. Someone points a"},{"insert":{"card-link":"Farewell"}},{"insert":"at the pantheon? The gods acquire additional ammunition and temporarily leave reality.\n\n"},{"insert":{"card-link":"Teferi's Protection"}},{"insert":"and"},{"insert":{"card-link":"Clever Concealment"}},{"insert":"provide similar emergency evacuation plans, while"},{"insert":{"card-link":"Deflecting Swat"}},{"insert":" and"},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":"help ensure that the really important pieces resolve. The apocalypse has contingency planning.\n\nWhat Does the Apocalypse Actually Look Like?"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The individual Myojin are powerful.\n\nTogether, they become a sequence of increasingly poor outcomes for everyone who is not us.\n\nConsider the original pantheon.\n"},{"insert":{"card-link":"Myojin of Night's Reach"}},{"insert":"removes its divinity counter. Each opponent discards their hand.\n\nThen"},{"insert":{"card-link":"Myojin of Cleansing Fire"}},{"insert":"removes its divinity counter. Every other creature is destroyed.\n\nThen"},{"insert":{"card-link":"Myojin of Grim Betrayal"}},{"insert":" arrives from the newer generation. Every creature card put into a graveyard from anywhere that turn can return to the battlefield "},{"attributes":{"bold":true},"insert":"under our control"},{"insert":". That includes the creatures Cleansing Fire just killed.\n\nIt also includes creatures discarded to Night's Reach. Then, when it seems the table has perhaps suffered enough:"},{"attributes":{"bold":true},"insert":{"card-link":"Myojin of Infinite Rage"}},{"attributes":{"bold":true},"insert":"destroys all lands."},{"insert":"\n\nThe final board state is roughly:\nOur opponents have no hands."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Their creatures are dead."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Many of those creatures now work for us."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Their lands are gone."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Our Myojin are still standing."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The proliferate engine is busy replacing the counters we just spent."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe Other Gods Are Aiding and Abetting"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe rest of the pantheon provides different flavors of catastrophe.\n\n"},{"insert":{"card-link":"Myojin of Seeing Winds"}},{"insert":" turns our increasingly ridiculous board into a new hand.\n"},{"insert":{"card-link":"Myojin of Life's Web"}},{"insert":"drops an army from our hand onto the battlefield.\n"},{"insert":{"card-link":"Myojin of Blooming Dawn"}},{"insert":"creates an enormous Spirit army.\n"},{"insert":{"card-link":"Myojin of Towering Might"}},{"insert":"turns a creature into a lethal trampling monster.\n"},{"insert":{"card-link":"Myojin of Roaring Blades"}},{"insert":"converts our enormous hand into direct damage.\nAnd "},{"insert":{"card-link":"Myojin of Cryptic Dreams"}},{"insert":"looks at every carefully balanced permanent in the deck and asks the deeply irresponsible question: "},{"attributes":{"italic":true},"insert":"\"What if there were four of it?\""},{"insert":"\n\nThe deck, therefore, does not have a single scripted win condition. Which apocalypse arrives depends on which Myojin answer the call.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Surviving the Early Turns: Look Harmless Until It Is Too Late"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The greatest threat to the deck during the first four turns is not combat damage. It is "},{"attributes":{"bold":true},"insert":"attention"},{"insert":".\n\nOmnath needs to survive long enough to provide at least one main-phase trigger. Once the first Myojin lands, the deck becomes dramatically harder to contain. Before that point, we are a five-color ramp deck with a very expensive hand and an elemental standing in the middle of the battlefield wearing a large target. So the early game should be played with some restraint.\n\nDo not spend removal merely because you can.\n\nIf an opponent plays a value creature that is not threatening our plan, let it live. If another player develops the first genuinely dangerous permanent, use"},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":","},{"insert":{"card-link":"Beast Within"}},{"insert":", or"},{"insert":{"card-link":"Swan Song"}},{"insert":"when appropriate and make it clear that we are helping solve a table problem rather than clearing the way for ourselves.\n\nEarly interaction should accomplish one of three things:\n"},{"attributes":{"bold":true},"insert":"Protect Omnath."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Stop something that will kill us before the Myojin arrive."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Remove a threat dangerous enough that the rest of the table appreciates it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nEverything else can wait.\n\nThis is also why the free protection spells are so important.\n\nOnce Omnath resolves, leaving mana untapped for protection is often unnecessary if"},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":"or"},{"insert":{"card-link":"Deflecting Swat"}},{"insert":"is in hand. They allow the deck to continue committing mana toward the first Myojin without leaving Omnath defenseless.\n\n"},{"insert":{"card-link":"Ripples of Potential"}},{"insert":"and"},{"insert":{"card-link":"Clever Concealment"}},{"insert":"become more valuable once the board develops, but even early on they can preserve the pieces that matter most.\n\nThere is also a political advantage to what Omnath appears to be doing. Without the Myojin on the field, on turn three or four, Omnath should just look like a five-color value commander. That perception is worth preserving for as long as possible.\n\nThere is rarely a good reason to announce that Worldly Tutor is about to find"},{"insert":{"card-link":"Myojin of Night's Reach"}},{"insert":"before the spell actually needs to be cast. There is even less reason to explain that the pile of mana stored under Omnath is eventually going to help destroy every land on the battlefield.\n\nLet the Atraxa player look frightening.\n\nLet the token player develop twenty power.\n\nHelp remove the occasional problem.\n\nMake land drops.\n\nSmile politely.\n\nThe best possible early-game table assessment is: "},{"attributes":{"bold":true},"insert":"“Omnath is ramping.”"},{"insert":"\n\nThat assessment remains technically correct right up until a ten-mana indestructible Spirit appears on turn four. At that point, diplomacy has probably run its course.\n\nSummary"},{"attributes":{"header":1},"insert":"\n"},{"insert":"To reiterate, the basic plan is:\n\n"},{"attributes":{"bold":true},"insert":"Accelerate into Omnath."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Manipulate a Myojin onto the top of the library."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Let Omnath draw it and pay its colored mana requirement."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Cast the Myojin from hand so it arrives properly armed."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Multiply or proliferate its counters before spending the last one."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Summon additional Myojin until the battlefield becomes a theological problem."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Begin removing counters."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThe deck is intentionally built around the Myojin rather than merely using them as expensive finishers. Its ramp exists because the Myojin are enormous. Its tutors manipulate the top of the library because Omnath wants to reveal them. Its Kindred cards name Spirit because the Myojin are Spirits. Its counter engine exists because the Myojin abilities consume counters. Even several of its lands use counters that can be manipulated by the same engine.\n\nThe Kami Were Not Meant to Return"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThe Myojin were designed as singular manifestations of overwhelming power: enormous Spirits that descend with one divine charge and irrevocably change the game when they spend it.\n\nOmnath changes the bargain. He stores the mana required to summon them. He recognizes the three colored symbols shared by every Myojin and converts their appearance into exactly the mana they need. Once they arrive, the rest of the deck refuses to let divinity remain a finite resource.\n\nSo the gods come down early.\n\nTheir counters multiply.\n\nThe first miracle becomes a second.\n\nThen a third.\n\nHands disappear. Armies die. The dead change sides. Lands burn. The survivors look skyward.\n\nAnd somewhere above Kamigawa, Omnath reveals the next card.\n\n"},{"attributes":{"bold":true},"insert":"It's another Myojin."},{"insert":"\n\n"}]}

Commander

Qty: 1 Price: $0.79
Omnath, Locus of All
If you would lose unspent mana, that mana becomes black instead.
At the beginning of your first main phase, look at the top card of your library. You may reveal that card if it has three or more colored mana symbols in its mana cost. If you do, add three mana in any combination of its colors and put it into your hand. If you don't reveal it, put it into your hand.
Legendary Creature - Elemental Phyrexian
Omnath, Locus of All (mom) 313

Commander

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Acceleration

Qty: 8 Price: $198.23
Birds of Paradise
Flying
: Add one mana of any color.
Creature - Bird
Birds of Paradise (msc) 170
Bloom Tender
Vivid —
: For each color among permanents you control, add one mana of that color.
Creature - Elf Druid
Bloom Tender (ecl) 166
Braid of Fire
Cumulative upkeep—Add
. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Enchantment
Braid of Fire (plst) CSP-78
Delighted Halfling
: Add
.
: Add one mana of any color. Spend this mana only to cast a legendary spell, and that spell can't be countered.
Creature - Citizen Halfling
Delighted Halfling (ltr) 158
Faeburrow Elder
Vigilance
This creature gets +1/+1 for each color among permanents you control.
: For each color among permanents you control, add one mana of that color.
Creature - Druid Treefolk
Faeburrow Elder (ecc) 53
Mana Vault
This artifact doesn't untap during your untap step.
At the beginning of your upkeep, you may pay
. If you do, untap this artifact.
At the beginning of your draw step, if this artifact is tapped, it deals 1 damage to you.
: Add
.
Artifact
Mana Vault (2x2) 308
Sol Ring
: Add
.
Artifact
Sol Ring (msc) 211
Somberwald Sage
: Add three mana of any one color. Spend this mana only to cast creature spells.
Creature - Human Druid
Somberwald Sage (inr) 418

Acceleration

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Card Advantage

Qty: 7 Price: $67.43
Elemental Bond
Whenever a creature you control with power 3 or greater enters, draw a card.
Enchantment
Elemental Bond (tdc) 254
Greater Good
Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards.
Enchantment
Greater Good (msc) 174
Reki, the History of Kamigawa
Whenever you cast a legendary spell, draw a card.
Legendary Creature - Human Shaman
Reki, the History of Kamigawa (plst) SOK-142
Rishkar's Expertise
Draw cards equal to the greatest power among creatures you control.
You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
Sorcery
Rishkar's Expertise (m3c) 411
Sylvan Library
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
Enchantment
Sylvan Library (dmr) 179
Temur Ascendancy
Creatures you control have haste.
Whenever a creature you control with power 4 or greater enters, you may draw a card.
Enchantment
Temur Ascendancy (tdc) 305
Up the Beanstalk
When this enchantment enters and whenever you cast a spell with mana value 5 or greater, draw a card.
Enchantment
Up the Beanstalk (woe) 195

Card Advantage

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Counter Engine

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Deepglow Skate
When this creature enters, double the number of each kind of counter on any number of target permanents.
Creature - Fish
Deepglow Skate (eoc) 70
Doubling Season
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
Enchantment
Doubling Season (fdn) 216
Evolution Sage
Landfall — Whenever a land you control enters, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Elf Druid
Evolution Sage (ecc) 105
Inexorable Tide
Whenever you cast a spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Enchantment
Inexorable Tide (fic) 265
Pir, Imaginative Rascal
Partner with Toothy, Imaginary Friend (When this creature enters, target player may put Toothy into their hand from their library, then shuffle.)
If one or more counters would be put on a permanent your team controls, that many plus one of each of those kinds of counters are put on that permanent instead.
Legendary Creature - Human
Pir, Imaginative Rascal (plst) BBD-11
Staff of Compleation
, Pay 1 life: Destroy target permanent you own.
, Pay 2 life: Add one mana of any color.
, Pay 3 life: Proliferate.
, Pay 4 life: Draw a card.
: Untap this artifact.
Artifact
Staff of Compleation (tdc) 326
Tekuthal, Inquiry Dominus
Flying
If you would proliferate, proliferate twice instead.
, Remove three counters from among other artifacts, creatures, and planeswalkers you control: Put an indestructible counter on Tekuthal. (
can be paid with either
or 2 life.)
Legendary Creature - Horror Phyrexian
Tekuthal, Inquiry Dominus (eoc) 78
Winding Constrictor
If one or more counters would be put on an artifact or creature you control, that many plus one of each of those kinds of counters are put on that permanent instead.
If you would get one or more counters, you get that many plus one of each of those kinds of counters instead.
Creature - Snake
Winding Constrictor (pip) 223

Counter Engine

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Find the Gods

Qty: 8 Price: $200.72
Brainstorm
Draw three cards, then put two cards from your hand on top of your library in any order.
Instant
Brainstorm (dsc) 113
Congregation at Dawn
Search your library for up to three creature cards, reveal them, then shuffle and put those cards on top in any order.
Instant
Congregation at Dawn (rav) 198
Scroll Rack
,
: Exile any number of cards from your hand face down. Put that many cards from the top of your library into your hand. Then look at the exiled cards and put them on top of your library in any order.
Artifact
Scroll Rack (cmr) 337
Search for Glory
Search your library for a snow permanent card, a legendary card, or a Saga card, reveal it, put it into your hand, then shuffle. You gain 1 life for each
spent to cast this spell. (
is mana from a snow source.)
Snow Sorcery
Search for Glory (khm) 27
Sensei's Divining Top
: Look at the top three cards of your library, then put them back in any order.
: Draw a card, then put this artifact on top of its owner's library.
Artifact
Sensei's Divining Top (2x2) 314
Time of Need
Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle.
Sorcery
Time of Need (chk) 247
Vampiric Tutor
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
Instant
Vampiric Tutor (dmr) 314
Worldly Tutor
Search your library for a creature card, reveal it, then shuffle and put the card on top.
Instant
Worldly Tutor (dmr) 353

Find the Gods

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Interaction

Qty: 4 Price: $70.76
Beast Within
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Instant
Beast Within (eoc) 93
Cyclonic Rift
Return target nonland permanent you don't control to its owner's hand.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Cyclonic Rift (rvr) 40
Swan Song
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
Instant
Swan Song (eoc) 46
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (blc) 109

Interaction

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Land

Qty: 40 Price: $1098.41
Ancient Tomb
: Add
. This land deals 2 damage to you.
Land
Ancient Tomb (plst) TMP-315
Arid Mesa
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
Land
Arid Mesa (mh2) 436
Bloodstained Mire
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Land
Bloodstained Mire (mh3) 216
Boseiju, Who Endures
: Add
.
Channel —
, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Boseiju, Who Endures (neo) 266
Breeding Pool
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Forest
Breeding Pool (trk) 279
Cavern of Souls
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Land
Cavern of Souls (lci) 269
City of Brass
Whenever this land becomes tapped, it deals 1 damage to you.
: Add one mana of any color.
Land
City of Brass (tmc) 62
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 235
Crystal Vein
: Add
.
, Sacrifice this land: Add
.
Land
Crystal Vein (plst) MIR-325
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (msc) 241
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (mh3) 220
Gemstone Mine
This land enters with three mining counters on it.
, Remove a mining counter from this land: Add one mana of any color. If there are no mining counters on this land, sacrifice it.
Land
Gemstone Mine (dmr) 247
Godless Shrine
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Swamp
Godless Shrine (trk) 285
Hallowed Fountain
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Island
Hallowed Fountain (trk) 286
Hickory Woodlot
This land enters tapped with two depletion counters on it.
, Remove a depletion counter from this land: Add
. If there are no depletion counters on this land, sacrifice it.
Land
Hickory Woodlot (plst) MMQ-319
Karn's Bastion
: Add
.
,
: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Land
Karn's Bastion (eoc) 163
Mana Confluence
, Pay 1 life: Add one mana of any color.
Land
Mana Confluence (jou) 163
Marsh Flats
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
Land
Marsh Flats (mh2) 437
Misty Rainforest
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Land
Misty Rainforest (mh2) 438
Nesting Grounds
: Add
.
,
: Move a counter from target permanent you control onto a second target permanent. Activate only as a sorcery.
Land
Nesting Grounds (ecc) 155
Overgrown Tomb
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Forest
Overgrown Tomb (trk) 289
Phyrexian Tower
: Add
.
, Sacrifice a creature: Add
.
Legendary Land
Phyrexian Tower (mh3) 303
Plaza of Heroes
: Add
.
: Add one mana of any color. Spend this mana only to cast a legendary spell.
: Add one mana of any color among legendary permanents you control.
,
, Exile this land: Target legendary creature gains hexproof and indestructible until end of turn.
Land
Plaza of Heroes (msc) 255
Polluted Delta
, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Land
Polluted Delta (mh3) 224
Reflecting Pool
: Add one mana of any type that a land you control could produce.
Land
Reflecting Pool (clb) 358
Remote Farm
This land enters tapped with two depletion counters on it.
, Remove a depletion counter from this land: Add
. If there are no depletion counters on this land, sacrifice it.
Land
Remote Farm (mmq) 323
Sacred Foundry
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Mountain
Sacred Foundry (trk) 295
Sandstone Needle
This land enters tapped with two depletion counters on it.
, Remove a depletion counter from this land: Add
. If there are no depletion counters on this land, sacrifice it.
Land
Sandstone Needle (mmq) 326
Saprazzan Skerry
This land enters tapped with two depletion counters on it.
, Remove a depletion counter from this land: Add
. If there are no depletion counters on this land, sacrifice it.
Land
Saprazzan Skerry (mmq) 328
Scalding Tarn
, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
Land
Scalding Tarn (mh2) 439
Steam Vents
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Mountain
Steam Vents (trk) 298
Stomping Ground
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Mountain Forest
Stomping Ground (trk) 299
Takenuma, Abandoned Mire
: Add
.
Channel —
, Discard this card: Mill three cards, then return a creature or planeswalker card from your graveyard to your hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Takenuma, Abandoned Mire (neo) 278
Temple Garden
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Forest
Temple Garden (trk) 301
Tyrite Sanctum
: Add
.
,
: Target legendary creature becomes a God in addition to its other types. Put a +1/+1 counter on it.
,
, Sacrifice this land: Put an indestructible counter on target God.
Land
Tyrite Sanctum (cmm) 1049
Verdant Catacombs
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
Land
Verdant Catacombs (mh2) 440
Volrath's Stronghold
: Add
.
,
: Put target creature card from your graveyard on top of your library.
Legendary Land
Volrath's Stronghold (sth) 143
Watery Grave
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Swamp
Watery Grave (trk) 306
Windswept Heath
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
Windswept Heath (mh3) 235
Wooded Foothills
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
Land
Wooded Foothills (mh3) 236

Land

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Protect the Apocalypse

Qty: 5 Price: $251.95
Clever Concealment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant
Clever Concealment (fic) 236
Deflecting Swat
If you control a commander, you may cast this spell without paying its mana cost.
You may choose new targets for target spell or ability.
Instant
Deflecting Swat (cmm) 214
Fierce Guardianship
If you control a commander, you may cast this spell without paying its mana cost.
Counter target noncreature spell.
Instant
Fierce Guardianship (cmm) 94
Ripples of Potential
Proliferate, then choose any number of permanents you control that had a counter put on them this way. Those permanents phase out. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)
Instant
Ripples of Potential (eoc) 77
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 (2x2) 32

Protect the Apocalypse

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Rearming the Gods

Qty: 4 Price: $6.46
Goldberry, River-Daughter
: Move a counter of each kind not on Goldberry from another target permanent you control onto Goldberry.
,
: Move one or more counters from Goldberry onto another target permanent you control. If you do, draw a card.
Legendary Creature - Nymph
Goldberry, River-Daughter (ltr) 52
Kindred Boon
As this enchantment enters, choose a creature type.
: Put a divinity counter on target creature you control of the chosen type.
Each creature you control with a divinity counter on it has indestructible.
Enchantment
Kindred Boon (lcc) 129
Resourceful Defense
Whenever a permanent you control leaves the battlefield, if it had counters on it, put those counters on target permanent you control.
: Move any number of counters from target permanent you control onto a second target permanent you control.
Enchantment
Resourceful Defense (eoc) 67
That Which Was Taken
,
: Put a divinity counter on target permanent other than That Which Was Taken.
Each permanent with a divinity counter on it has indestructible.
Legendary Artifact
That Which Was Taken (plst) BOK-162

Rearming the Gods

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Summoning the Gods

Qty: 5 Price: $64.25
Dream Halls
Rather than pay the mana cost for a spell, its controller may discard a card that shares a color with that spell.
Enchantment
Dream Halls (sth) 28
Fist of Suns
You may pay
rather than pay the mana cost for spells you cast.
Artifact
Fist of Suns (plst) C17-211
Herald's Horn
As this artifact enters, choose a creature type.
Creature spells you cast of the chosen type cost
less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Artifact
Herald's Horn (m3c) 296
Jodah, Archmage Eternal
Flying
You may pay
rather than pay the mana cost for spells you cast.
Legendary Creature - Human Wizard
Jodah, Archmage Eternal (2x2) 233
Urza's Incubator
As this artifact enters, choose a creature type.
Creature spells of the chosen type cost
less to cast.
Artifact
Urza's Incubator (mh3) 297

Summoning the Gods

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The Pantheon

Qty: 10 Price: $56.01
Myojin of Blooming Dawn
Myojin of Blooming Dawn enters with an indestructible counter on it if you cast it from your hand.
Remove an indestructible counter from Myojin of Blooming Dawn: Create a 1/1 colorless Spirit creature token for each permanent you control.
Legendary Creature - Spirit
Myojin of Blooming Dawn (nec) 31
Myojin of Cleansing Fire
Myojin of Cleansing Fire enters with a divinity counter on it if you cast it from your hand.
Myojin of Cleansing Fire has indestructible as long as it has a divinity counter on it.
Remove a divinity counter from Myojin of Cleansing Fire: Destroy all other creatures.
Legendary Creature - Spirit
Myojin of Cleansing Fire (chk) 35
Myojin of Cryptic Dreams
Myojin of Cryptic Dreams enters with an indestructible counter on it if you cast it from your hand.
Remove an indestructible counter from Myojin of Cryptic Dreams: Copy target permanent spell you control three times. (The copies become tokens.)
Legendary Creature - Spirit
Myojin of Cryptic Dreams (nec) 33
Myojin of Grim Betrayal
Myojin of Grim Betrayal enters with an indestructible counter on it if you cast it from your hand.
Remove an indestructible counter from Myojin of Grim Betrayal: Put onto the battlefield under your control all creature cards in all graveyards that were put there from anywhere this turn.
Legendary Creature - Spirit
Myojin of Grim Betrayal (nec) 34
Myojin of Infinite Rage
Myojin of Infinite Rage enters with a divinity counter on it if you cast it from your hand.
Myojin of Infinite Rage has indestructible as long as it has a divinity counter on it.
Remove a divinity counter from Myojin of Infinite Rage: Destroy all lands.
Legendary Creature - Spirit
Myojin of Infinite Rage (chk) 181
Myojin of Life's Web
Myojin of Life's Web enters with a divinity counter on it if you cast it from your hand.
Myojin of Life's Web has indestructible as long as it has a divinity counter on it.
Remove a divinity counter from Myojin of Life's Web: Put any number of creature cards from your hand onto the battlefield.
Legendary Creature - Spirit
Myojin of Life's Web (plst) CHK-229
Myojin of Night's Reach
Myojin of Night's Reach enters with a divinity counter on it if you cast it from your hand.
Myojin of Night's Reach has indestructible as long as it has a divinity counter on it.
Remove a divinity counter from Myojin of Night's Reach: Each opponent discards their hand.
Legendary Creature - Spirit
Myojin of Night's Reach (fdn) 610
Myojin of Roaring Blades
Myojin of Roaring Blades enters with an indestructible counter on it if you cast it from your hand.
Remove an indestructible counter from Myojin of Roaring Blades: It deals 7 damage to each of up to three targets.
Legendary Creature - Spirit
Myojin of Roaring Blades (nec) 36
Myojin of Seeing Winds
Myojin of Seeing Winds enters with a divinity counter on it if you cast it from your hand.
Myojin of Seeing Winds has indestructible as long as it has a divinity counter on it.
Remove a divinity counter from Myojin of Seeing Winds: Draw a card for each permanent you control.
Legendary Creature - Spirit
Myojin of Seeing Winds (chk) 75
Myojin of Towering Might
Myojin of Towering Might enters with an indestructible counter on it if you cast it from your hand.
Remove an indestructible counter from Myojin of Towering Might: Distribute eight +1/+1 counters among any number of target creatures you control. They gain trample until end of turn.
Legendary Creature - Spirit
Myojin of Towering Might (nec) 38

The Pantheon

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Deck Info

Deck stats

18 pips - 12 cards
26 mana - 20 cards
22 pips - 15 cards
26 mana - 20 cards
9 pips - 5 cards
26 mana - 20 cards
11 pips - 7 cards
26 mana - 20 cards
30 pips - 23 cards
27 mana - 21 cards
0 pips - 0 cards
18 mana - 12 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"The Kami Apocalypse"},{"attributes":{"header":1},"insert":"\n"},{"insert":"There was a time when the greatest kami of Kamigawa walked the mortal world.\n\nThey brought life and death, knowledge and ruin. One could strip the thoughts from every mind. Another could scour the battlefield clean. Another could reduce every city, forest, and stronghold to ash. They were not creatures to be commanded so much as forces of nature to be survived.\n\nFortunately, they went away.\n\n"},{"attributes":{"bold":true},"insert":"Omnath has decided this was a mistake."},{"insert":"\n\nWelcome to "},{"attributes":{"bold":true},"insert":"Myojin Spirit Kindred"},{"insert":", a deck whose goal is to generate an irresponsible amount of mana, summon the ten Myojin, replenish the counters that were intended to limit their power, and repeatedly unleash increasingly unreasonable acts of divine intervention upon the table.\n\nThe first Myojin should appear around turn four or five.\n\nAfter that, things tend to get biblical.\n\nSo come along and enjoy the end of the world.\n\nWhy Myojin Kindred?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Technically, "},{"attributes":{"bold":true},"insert":"Myojin is not a creature type"},{"insert":". All ten Myojin are "},{"attributes":{"bold":true},"insert":"Spirits"},{"insert":", so this is a Spirit Kindred deck built around one extremely specific corner of the tribe: the great Myojin of Kamigawa.\n\nThere are two generations:\n\n"},{"attributes":{"bold":true},"insert":"The original five"},{"insert":"\n"},{"insert":{"card-link":"Myojin of Cleansing Fire"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Myojin of Seeing Winds"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Myojin of Night's Reach"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Myojin of Infinite Rage"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Myojin of Life's Web"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The second five"},{"insert":"\n"},{"insert":{"card-link":"Myojin of Blooming Dawn"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Myojin of Cryptic Dreams"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Myojin of Grim Betrayal"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Myojin of Roaring Blades"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Myojin of Towering Might"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nAll ten are in the deck. All ten are enormous. All ten enter ready to do something that would ordinarily require an entire deck to accomplish.\n\nTheir drawback is supposed to be that this divine power is fleeting.\n\nThe original Myojin arrive with a "},{"attributes":{"bold":true},"insert":"divinity counter"},{"insert":" when cast from hand. The newer Myojin arrive with an "},{"attributes":{"bold":true},"insert":"indestructible counter"},{"insert":". Removing that counter unleashes their signature ability, but also leaves the Myojin without the protection that came with it.\n\nThe obvious lesson is that one should carefully choose when to spend such a precious resource.\n\nWe have elected not to learn that lesson.\n\nWhy Is Omnath in Charge?"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":{"card-link":"Omnath, Locus of All"}},{"attributes":{"bold":true},"insert":" is not a Spirit."},{"insert":"\n\nOmnath does not mention Spirits.\n\nOmnath does not mention Myojin, divinity counters, indestructible counters, or Kamigawa.\n\nNevertheless, Omnath may be one of the best Myojin commanders ever printed.\n\nEvery Myojin has "},{"attributes":{"bold":true},"insert":"three colored mana symbols in its mana cost"},{"insert":". Omnath cares about exactly that.\n\nAt the beginning of our first main phase, Omnath looks at the top card of our library. If it has three or more colored mana symbols, we reveal it, put it into our hand, and add three mana in its colors.\n\nSo when Omnath looks to the top of the deck and sees a Myojin, he does not merely draw us a gigantic Spirit.\n\n"},{"attributes":{"bold":true},"insert":"He pays the Myojin's three colored mana symbols for us."},{"insert":"\n\nThe remaining generic cost can be paid with lands, ramp, or the mana Omnath has been hoarding. Because Omnath prevents our unused mana from disappearing and converts it to black instead, excess mana from earlier turns can simply sit there until one of the gods requires it.\n\nThat makes the otherwise absurd costs of the Myojin surprisingly manageable.\n\nA five-color elemental from another plane has accidentally become "},{"attributes":{"bold":true},"insert":"the summoning circle for the gods of Kamigawa."},{"insert":"\n\n~ The Game Plan ~"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Step One: Gather the Mana"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The first objective is simple: "},{"attributes":{"bold":true},"insert":"Get Omnath onto the battlefield, then reach eight to ten mana as quickly as possible."},{"insert":"\n\n"},{"insert":{"card-link":"Birds of Paradise"}},{"insert":" and "},{"insert":{"card-link":"Delighted Halfling"}},{"insert":" get things moving early. Bloom Tender becomes spectacular once a five-color Omnath is in play. "},{"insert":{"card-link":"Somberwald Sage"}},{"insert":" conveniently produces exactly three mana of one color for our enormous creatures.\n\n"},{"insert":{"card-link":"Urza's Incubator"}},{"insert":" and "},{"insert":{"card-link":"Herald's Horn"}},{"insert":" name "},{"attributes":{"bold":true},"insert":"Spirit"},{"insert":", reducing the enormous generic portions of our Myojin costs while reinforcing the actual Kindred theme.\n\n"},{"insert":{"card-link":"Fist of Suns"}},{"insert":" and "},{"insert":{"card-link":"Jodah, Archmage Eternal"}},{"insert":" offer another solution: instead of finding ten mana, simply pay WUBRG.\n\nAnd then there is"},{"insert":{"card-link":"Braid of Fire"}},{"insert":". Ordinarily, Braid of Fire creates increasing amounts of mana during upkeep that must be used immediately. Omnath does not believe in \"unused mana.\" Anything left over is converted into black mana and saved. The braid therefore gets longer every turn while Omnath stores its mana for later.\n\nStep Two: Call Something Terrible"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Finding a Myojin is only half the job.\n\nWe specifically want them "},{"attributes":{"bold":true},"insert":"on top of the library"},{"insert":".\n\n"},{"insert":{"card-link":"Worldly Tutor"}},{"insert":" and "},{"insert":{"card-link":"Vampiric Tutor"}},{"insert":" can be cast during the draw step, after our normal card for the turn has already been drawn. They place the desired Myojin on top just in time for Omnath to reveal it during the first main phase.\n\n"},{"insert":{"card-link":"Scroll Rack"}},{"insert":" and "},{"insert":{"card-link":"Brainstorm"}},{"insert":" can take a Myojin already stuck in our hand and put it back on top, effectively feeding it to Omnath so that he can immediately draw it again while producing the three colored mana necessary to cast it.\n\n"},{"insert":{"card-link":"Congregation at Dawn"}},{"insert":" is particularly appropriate. Why summon one god when you can arrange "},{"attributes":{"bold":true},"insert":"three consecutive divine visitations?"},{"insert":"\n\nWith the right acceleration, the first Myojin can arrive on turn four. Turn five is much more routine.\n\nStep Three: Divinity Is a Renewable Resource"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A Myojin ability is supposed to be an event. This deck is designed to make it routine\n\n"},{"insert":{"card-link":"Winding Constrictor"}},{"insert":","},{"insert":{"card-link":"Pir, Imaginative Rascal"}},{"insert":", and"},{"insert":{"card-link":"Doubling Season"}},{"insert":" can cause a Myojin to enter with additional counters before its first ability has even been activated.\n\n"},{"insert":{"card-link":"Evolution Sage"}},{"insert":", "},{"insert":{"card-link":"Inexorable Tide"}},{"insert":","},{"insert":{"card-link":"Staff of Compleation"}},{"insert":", and"},{"insert":{"card-link":"Tekuthal, Inquiry Dominus"}},{"insert":" proliferate those counters.\n\n"},{"insert":{"card-link":"Deepglow Skate"}},{"insert":" simply doubles them.\n\nThis matters because a Myojin with two counters can spend one and remain armed. As long as at least one counter survives, proliferate can begin building the stockpile again.\n\nWhen to Keep the Hand — and When to Send It Back"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The Myojin are the stars of the deck.\n\nThey are also terrible opening-hand companions.\n\nA good opening hand usually has "},{"attributes":{"bold":true},"insert":"three things"},{"insert":":\n"},{"attributes":{"bold":true},"insert":"Enough mana to cast Omnath by turn four, preferably turn three."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"A piece of acceleration or cost reduction."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Either a way to find a Myojin or useful setup for the turns after Omnath arrives."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThree lands and"},{"insert":{"card-link":"Birds of Paradise"}},{"insert":"is a keep.\n\nTwo lands,"},{"insert":{"card-link":"Delighted Halfling"}},{"insert":","},{"insert":{"card-link":"Bloom Tender"}},{"insert":", and a tutor is an excellent keep.\n\nThree lands,"},{"insert":{"card-link":"Urza's Incubator"}},{"insert":", Omnath support, and interaction is perfectly respectable even without a Myojin in sight.\n\nA hand containing "},{"attributes":{"bold":true},"insert":"two or three Myojin and no acceleration is a terrible, horrible, no good hand."},{"insert":" Send that back to the deck abyss immediately.\n\nLikewise, a hand full of proliferate effects with nothing worth proliferating is not functional. "},{"insert":{"card-link":"Winding Constrictor"}},{"insert":","},{"insert":{"card-link":"Deepglow Skate"}},{"insert":", and"},{"insert":{"card-link":"Inexorable Tide"}},{"insert":" may eventually produce spectacular things, but none of them helps if Omnath is still sitting in the command zone on turn five.\n\nThe deck can tolerate a two-land hand if it contains reliable one- and two-mana acceleration and the colors work. A one-land hand should almost always be thrown back. The payoff for being greedy is simply too small when the entire deck is built around hitting the first four land drops.\n\nThe easiest mulligan test is: "},{"attributes":{"bold":true},"insert":"“What am I doing on turns one through four?”"},{"insert":"\n\nIf the answer is clear, keep it.\n\nIf the answer begins with "},{"attributes":{"bold":true},"insert":"“Hopefully I draw…”"},{"insert":", shuffle.\n\nOne final consideration is color.\n\nOmnath can cheat on the black portion of his own mana cost by paying life for the Phyrexian symbol, but the other four colors still matter. A hand that technically contains four mana but cannot produce the colors necessary to cast Omnath is not a four-mana hand.\n\nRe-Arming the Old Gods"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nSometimes restraint fails and we remove the final counter. For the Myojin, this is fixable.\n\n"},{"insert":{"card-link":"Kindred Boon"}},{"insert":"names Spirit and can place fresh divinity counters directly onto our Spirits.\n\n"},{"insert":{"card-link":"That Which Was Taken"}},{"insert":"can do the same.\n\nThat means an original Myojin can expend its final divinity counter, become mortal for approximately as long as it takes us to find two more mana, receive a new divinity counter, and resume being indestructible.\n\nThis also creates a particularly fun interaction with"},{"insert":{"card-link":"Myojin of Life's Web"}},{"insert":".\n\nLife's Web can put any number of creature cards from our hand directly onto the battlefield. Normally, cheating the original Myojin into play this way means they do not receive their divinity counters because they were not cast from our hand."},{"insert":{"card-link":"Kindred Boon"}},{"insert":"does not care. Life's Web can call down the pantheon first; we can hand out divinity afterward.\n\nDeepglow Skate and the Entirely Reasonable Number Sixteen"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nOne of the deck's best interactions begins with"},{"insert":{"card-link":"Myojin of Cryptic Dreams"}},{"insert":".\n\nCryptic Dreams can remove its indestructible counter to copy the next permanent spell we cast "},{"attributes":{"bold":true},"insert":"three times"},{"insert":".\nCast"},{"insert":{"card-link":"Deepglow Skate"}},{"insert":". We now have the original Skate plus three copies of it entering one after another, each doubling counters on our permanents. \n\nA Myojin with one counter can become: "},{"attributes":{"bold":true},"insert":"1 → 2 → 4 → 8 → 16."},{"insert":"\n\nSixteen divinity counters. Presumably, the designers expected one.\n\nCryptic Dreams can perform a similar trick with"},{"insert":{"card-link":"Doubling Season"}},{"insert":". Copying the enchantment three times leaves four Doubling Seasons on the battlefield, at which point the next counter-bearing Myojin enters carrying considerably more divinity than the kami were issued during character creation.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"In Case of Exile, Break Glass"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nIndestructible gods are still perfectly capable of being exiled, bounced, stolen, or otherwise inconvenienced."},{"insert":{"card-link":"Ripples of Potential"}},{"insert":"is therefore almost custom-made for this deck.\n\nIt proliferates first, adding another counter to our armed Myojin, and then allows the permanents that received counters to phase out. Someone points a"},{"insert":{"card-link":"Farewell"}},{"insert":"at the pantheon? The gods acquire additional ammunition and temporarily leave reality.\n\n"},{"insert":{"card-link":"Teferi's Protection"}},{"insert":"and"},{"insert":{"card-link":"Clever Concealment"}},{"insert":"provide similar emergency evacuation plans, while"},{"insert":{"card-link":"Deflecting Swat"}},{"insert":" and"},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":"help ensure that the really important pieces resolve. The apocalypse has contingency planning.\n\nWhat Does the Apocalypse Actually Look Like?"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The individual Myojin are powerful.\n\nTogether, they become a sequence of increasingly poor outcomes for everyone who is not us.\n\nConsider the original pantheon.\n"},{"insert":{"card-link":"Myojin of Night's Reach"}},{"insert":"removes its divinity counter. Each opponent discards their hand.\n\nThen"},{"insert":{"card-link":"Myojin of Cleansing Fire"}},{"insert":"removes its divinity counter. Every other creature is destroyed.\n\nThen"},{"insert":{"card-link":"Myojin of Grim Betrayal"}},{"insert":" arrives from the newer generation. Every creature card put into a graveyard from anywhere that turn can return to the battlefield "},{"attributes":{"bold":true},"insert":"under our control"},{"insert":". That includes the creatures Cleansing Fire just killed.\n\nIt also includes creatures discarded to Night's Reach. Then, when it seems the table has perhaps suffered enough:"},{"attributes":{"bold":true},"insert":{"card-link":"Myojin of Infinite Rage"}},{"attributes":{"bold":true},"insert":"destroys all lands."},{"insert":"\n\nThe final board state is roughly:\nOur opponents have no hands."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Their creatures are dead."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Many of those creatures now work for us."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Their lands are gone."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Our Myojin are still standing."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The proliferate engine is busy replacing the counters we just spent."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe Other Gods Are Aiding and Abetting"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe rest of the pantheon provides different flavors of catastrophe.\n\n"},{"insert":{"card-link":"Myojin of Seeing Winds"}},{"insert":" turns our increasingly ridiculous board into a new hand.\n"},{"insert":{"card-link":"Myojin of Life's Web"}},{"insert":"drops an army from our hand onto the battlefield.\n"},{"insert":{"card-link":"Myojin of Blooming Dawn"}},{"insert":"creates an enormous Spirit army.\n"},{"insert":{"card-link":"Myojin of Towering Might"}},{"insert":"turns a creature into a lethal trampling monster.\n"},{"insert":{"card-link":"Myojin of Roaring Blades"}},{"insert":"converts our enormous hand into direct damage.\nAnd "},{"insert":{"card-link":"Myojin of Cryptic Dreams"}},{"insert":"looks at every carefully balanced permanent in the deck and asks the deeply irresponsible question: "},{"attributes":{"italic":true},"insert":"\"What if there were four of it?\""},{"insert":"\n\nThe deck, therefore, does not have a single scripted win condition. Which apocalypse arrives depends on which Myojin answer the call.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Surviving the Early Turns: Look Harmless Until It Is Too Late"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The greatest threat to the deck during the first four turns is not combat damage. It is "},{"attributes":{"bold":true},"insert":"attention"},{"insert":".\n\nOmnath needs to survive long enough to provide at least one main-phase trigger. Once the first Myojin lands, the deck becomes dramatically harder to contain. Before that point, we are a five-color ramp deck with a very expensive hand and an elemental standing in the middle of the battlefield wearing a large target. So the early game should be played with some restraint.\n\nDo not spend removal merely because you can.\n\nIf an opponent plays a value creature that is not threatening our plan, let it live. If another player develops the first genuinely dangerous permanent, use"},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":","},{"insert":{"card-link":"Beast Within"}},{"insert":", or"},{"insert":{"card-link":"Swan Song"}},{"insert":"when appropriate and make it clear that we are helping solve a table problem rather than clearing the way for ourselves.\n\nEarly interaction should accomplish one of three things:\n"},{"attributes":{"bold":true},"insert":"Protect Omnath."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Stop something that will kill us before the Myojin arrive."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Remove a threat dangerous enough that the rest of the table appreciates it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nEverything else can wait.\n\nThis is also why the free protection spells are so important.\n\nOnce Omnath resolves, leaving mana untapped for protection is often unnecessary if"},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":"or"},{"insert":{"card-link":"Deflecting Swat"}},{"insert":"is in hand. They allow the deck to continue committing mana toward the first Myojin without leaving Omnath defenseless.\n\n"},{"insert":{"card-link":"Ripples of Potential"}},{"insert":"and"},{"insert":{"card-link":"Clever Concealment"}},{"insert":"become more valuable once the board develops, but even early on they can preserve the pieces that matter most.\n\nThere is also a political advantage to what Omnath appears to be doing. Without the Myojin on the field, on turn three or four, Omnath should just look like a five-color value commander. That perception is worth preserving for as long as possible.\n\nThere is rarely a good reason to announce that Worldly Tutor is about to find"},{"insert":{"card-link":"Myojin of Night's Reach"}},{"insert":"before the spell actually needs to be cast. There is even less reason to explain that the pile of mana stored under Omnath is eventually going to help destroy every land on the battlefield.\n\nLet the Atraxa player look frightening.\n\nLet the token player develop twenty power.\n\nHelp remove the occasional problem.\n\nMake land drops.\n\nSmile politely.\n\nThe best possible early-game table assessment is: "},{"attributes":{"bold":true},"insert":"“Omnath is ramping.”"},{"insert":"\n\nThat assessment remains technically correct right up until a ten-mana indestructible Spirit appears on turn four. At that point, diplomacy has probably run its course.\n\nSummary"},{"attributes":{"header":1},"insert":"\n"},{"insert":"To reiterate, the basic plan is:\n\n"},{"attributes":{"bold":true},"insert":"Accelerate into Omnath."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Manipulate a Myojin onto the top of the library."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Let Omnath draw it and pay its colored mana requirement."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Cast the Myojin from hand so it arrives properly armed."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Multiply or proliferate its counters before spending the last one."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Summon additional Myojin until the battlefield becomes a theological problem."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Begin removing counters."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThe deck is intentionally built around the Myojin rather than merely using them as expensive finishers. Its ramp exists because the Myojin are enormous. Its tutors manipulate the top of the library because Omnath wants to reveal them. Its Kindred cards name Spirit because the Myojin are Spirits. Its counter engine exists because the Myojin abilities consume counters. Even several of its lands use counters that can be manipulated by the same engine.\n\nThe Kami Were Not Meant to Return"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThe Myojin were designed as singular manifestations of overwhelming power: enormous Spirits that descend with one divine charge and irrevocably change the game when they spend it.\n\nOmnath changes the bargain. He stores the mana required to summon them. He recognizes the three colored symbols shared by every Myojin and converts their appearance into exactly the mana they need. Once they arrive, the rest of the deck refuses to let divinity remain a finite resource.\n\nSo the gods come down early.\n\nTheir counters multiply.\n\nThe first miracle becomes a second.\n\nThen a third.\n\nHands disappear. Armies die. The dead change sides. Lands burn. The survivors look skyward.\n\nAnd somewhere above Kamigawa, Omnath reveals the next card.\n\n"},{"attributes":{"bold":true},"insert":"It's another Myojin."},{"insert":"\n\n"}]}
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