Isamaru, Hound of Konda

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Champions of Kamigawa (CHK) Rare

Combos Browse all

Isamaru, Hound of Konda

Legendary Creature — Hound

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Isamaru, Hound of Konda Discussion

Esbilon on

3 weeks ago

I think you may have misunderstood, by 'mana-fixing' I mean 'making sure you have all the colours you need.' Mox Amber is really great if you have a lot of cheap Legendaries in a lot of colors since it lets you get mana of any colour represented among your legendary creatures and planeswalkers. In a mono-coloured deck, it's a Mox Pearl that only works when you have a Legendary creature in play, and the odds of you getting both the Mox and Kytheon in your opening hand or first few draws are very low. Getting it to work when you already have 5+ mana in play is rarely going to do anything good for you that a land wouldn't do as well.

Knight of the White Orchid is very good, but you need to know how to play it, since it is a bit tricky to get it to work. It costs 2 mana to cast, and the ETB only triggers when your opponent has more lands than you. This means that unless your opponent is cheating lands into play (which they might well be doing, of course), it's not going to be useful until at the earliest turn 3 on the draw, or turn 4 on the play, and in the latter case only if you refrained from playing a land on turn 3. To make it work the best, what you want is to be able to ramp into it by playing a mana dork on turn 1, and then playing KotWO on turn 2 before you play your land. To ramp in mono-white, you'd need Gold Myr, or you could keep Mox Amber and add more 1 drop legendaries, like Isamaru, Hound of Konda or Rhys the Redeemed.

cdkime on Picking My Next Project

2 months ago

Purphoros, God of the Forge is a decent mono-Red commander. I would argue he makes a better tribal goblin commander than zaneanderman's suggestion of Krenk, Mob Boss.

For mono-White, here's a couple neat options, bushido_man96's suggestion of Sram, Senior Edificer is solid. Card draw is scarce in mono-White, so having a commander who provides card advantage is invaluable.

Some other options to consider:

  • Isamaru, Hound of Konda can be surprisingly explosive as a Voltron commander, as you can start swinging for commander damage on turn two. Personally, I find its strategy a bit too straightforward for my taste.

  • Odric, Lunarch Marshal can be good for a lot of different, interesting creatures.

  • Eight-and-a-Half-Tails has very interesting abilities and can make for some fun mindgames with your opponent.

  • Avacyn, Angel of Hope is very powerful, and combos nicely with Wrath of God.

  • If you're looking for a less popular commander, you could try Soraya the Falconer. Unfortunately, mono-White, particularly mono-White birds, are not great alongside Banding. But, if you could make it work, you'd be in the interesting position of using (and explaining) one of Magic's unfairly maligned abilities.

enpc on Bring on the Hate

2 months ago

If it were me I would probably cut Isamaru, Hound of Konda and Skyscanner. I also think you could replace Soltari Champion with something like Crusade which just outright gives a static buff.

Funkydiscogod on Muraganda Set

2 months ago

Oh, right, I was going to finish all the cards...

Fossil Cycle: One problem I see with these, is that without something like Trample, or other form of Evasion, these could be overpowered in a set with ability-less creatures.

Goblin Grabber: I like the Magnetic Theft ETB effect, but there's no reason it should die when unequipped. I would not complain if it was a red Kor Outfitter.

Goblin Spell-Snatcher: Compare that card to Mogg Sentry. It does not make for easy math when the creature is a 1/2, then a 3/3, then a 5/4, 7/5, and so on... Give the creature equal power and toughness, and get equal power and toughness from his ability. Simplify the math for the players.

Grand Sabertooth: This card would define a new level of power creep: 1-mana for a 2/2. The problem I see is that no player would ever choose to have a Tundra Wolves when they could have Isamaru, Hound of Konda (even better because it's not legendary).

Gravewarden: When I think of Muraganda, I'm imagining a primitive world, with cavemen, and wild animals. I don't imagine there are any societies on Muraganda organized enough to have a religion and a Cleric, and grave and death rituals. I suppose this same thing could be said about some of the other Shamans and Wizards in the set, that without being a part of Daelin's tribe, they're a little out of place. Could this card be salvaged with a different name and creature type?

Grip of Tar: In a set dependent on creatures without abilities, a 1/1 with Deathtouch is effectively a removal spell. This card is a 2-for-1. Not unlike Consuming Vapors, it should only hit creatures, though.

Heavy Cumulus: Should read like Vines of Vastwood so the creature doesn't get an ability.

Holistic Wisdom: It's like Bred for the Hunt or Secret Plans, but much worse.

Ivory-Tusk Stampede: Should be sorcery, like Martial Coup.

March of Mediocrity: Seems to occupy the same design space as Muraganda Petroglyphs.

Master's Whip: Should be phrased as "whenever equipped creature attacks" so the equipped creature doesn't get an ability.

Mind Devourer: Is his ability "instead" of doing damage? Or "in addition" to doing damage? If it's "in addition" the ability is useless, as he'll kill an opponent through damage long before he mills them out. If it's "instead", then it's just really bad. But, the even bigger problem, is that I'm not sure this is the set this creature belongs in, as Muraganda seems like a primitive world that wouldn't support a magical ecosystem where thoughts are abundant food. Most of this world's inhabitants are feral creatures and cavemen; not nearly the food supply for such a creature.

Mindleech Conch: I could nitpick this one, but honestly, I'd want to see how it played. It would kill an opponent by damage before its milling was relevant, but its "draw 2" when it hits is insane. And 3 power is pretty good, it stands up to most removal in the set, except the 1/1 deathtouchers.

Sidenote: On the subject of 1/1 Defender Deathtouch Ooze tokens, I feel like this set needs more of these as "removal" (Flash Foliage comes to mind as a template). These tokens would make combat quite relevant, and give the opponent a ~real~ incentive to choose an ability instead of the vanilla creature. It occurs to me, that a focus on removal of this type could make Tundra Wolves better than Isamaru, Hound of Konda, and I absolutely love that idea. As flavor, Muraganda seems primitive, so, the 1/1 Defender Deathtouch Oozes, traps and fights seem like the kind of removal that would be abundant on this world.

Nesting Grounds: Awesome card. I was hoping to see another 4 cards like this on theme. Some sort of "Daelin's Cave" in Grixis colors, or something else. If there can't be a cycle, (like Crypt of the Eternals) there needs to be a story to explain why not.

Oaken Club: Perfect equipment for this set.

Orb of the Masses: I think this would be one of the few times giving creatures abilities would be good. "Legendary" prevents (experienced) players from using it, then playing another and using the new one. In my mind, the first ability would say "whenever a creature with an ability enters the battlefield", and it should have an imposing presence like the monolith from 2001: A Space Odyssey; the stone that begins the next phase of evolution. It could be like a small choose-your-own-Akroma's Memorial.

Planar Lens: This is not the kind of equipment I'd expect to see on Muraganda. It seems too intellectual.

Primal Instincts: Nice art. Costing 4 is out of the question for something that can't kill opponent's attackers or replace itself. I'll point to Righteousness and Hold the Line, and To Arms!.

Primal Return: ironically Primal creatures don't count as creatures with no abilities while they're in the graveyard.

Primordial Pools: could probably be better with an ability more like Ooze Garden, since Deathtouch is basically removal in this set.

Pulop, the Planar Sentience: The artwork and name conjured up a totally different idea of what this card should do. The art depicts a slime devouring a man, and the name implies the slime duplicating the man. Let me just spitball this idea at you: +1: Create a creature token that's a copy of a creature ~ exiled. // -X: Search your library for a creature with converted mana cost X or less and exile it. // When ~ enters the battlefield, exile a creature card with converted mana cost 1 or less from your graveyard.

Pulop's Chosen: This might be too much power creep. Nim Abomination has the same stats as the Primal version.

Radiant Purge: Good sweeper for this set.

Don't worry, I'll get the rest later...

sazhuy on Mystic's pet deck, Arvad The Cursed

2 months ago

I am surprised no Heroes' Podium make them all power each other.

Others that could do some good are some of the low drop legendary mostly for the ones that effect half your board negatively. Kytheon, Hero of Akros  Flip, Isamaru, Hound of Konda or Mikaeus, the Lunarch over Crovax, Ascendant Hero or Ascendant Evincar. I can understand if it is a price thing but the Podium is cheap.

StopShot on Alesha, Who Smiles at Extra Combat

3 months ago

Hmmm, I could think of a few ways to up-tune this deck if you'd like your combat phase to be a little spicier.

Akroan Hoplite I would swap for Eidolon of Countless Battles as it's power and toughness are equal to the number of creatures you have, not just the attacking creatures.

Archetype of Aggression has three power so it can not be recurred with your commander. Since most of your creatures have 2 power giving them trample is not the greatest keyword ability you could give them. Instead I think Goblin War Drums could give your creatures more of an edge and damage output instead.

Armored Transport is alright, but Everdawn Champion would be a good upgrade as you can also use the champion to block without it dying, and it doesn't die to artifact removal.

A better card for Ashmouth Hound would be Benalish Cavalry as it has one more toughness and it decreases the blocking creature's power as well. This makes the Cavalry better as it is much more likely to survive in combat unlike the Hound.

Attended Knight is alright, but a stronger inclusion would be Blade Splicer as it puts more power on the board for the same mana, and if the Splicer dies, recurring it multiple times produces bigger tokens than the Knight.

Battle-Mad Ronin can be a 3/3 for 2 mana, but when it's not blacked it doesn't do a lot of damage to your opponent, and sometimes you are forced to attack with it when it would not be preferable to do so. War-Name Aspirant would be more preferable, as you get a 3/2 with an added ability that makes it harder for your opponent to block it. It also doesn't have to attack each turn so you can use it to block if needed.

Capashen Knight is alright, but if you're short on mana to pump into him he can be rather ineffective. A reasonable replacement would be Knight of Grace which should easily be a 3/2 first strike if you or another player have a black card or creature on the battlefield. Having a constant 3-power first strike creature would be the equivalent of paying 4 mana into the Capashen Knight every turn. Plus the Knight of Grace has one more toughness and hexproof from black so it's much harder to remove as well.

Devoted Retainer's Bushido can make it a 2/2, but Isamaru, Hound of Konda would be a strong inclusion as it's always a 2/2 which means it would deal more damage to your opponent when not blocked.

Dragon's Eye Sentry can be a sizeable 1 mana defender, but I think this deck would enjoy Snubhorn Sentry more as most of the time it will be a 3/3 for one mana that can also attack.

Kiln Walker is a standard 3 mana 3/3, but a better card to run would be Nighthowler as having just 3 creatures in any graveyard makes it just as big all the time rather than when only attacking. In commander graveyards tend to fill up fast so the Howler will always be larger and larger as the game drags on.

Paragon of Fierce Defiance, Paragon of New Dawns, and Paragon of Open Graves do provide anthem effects, but since their anthems are limited by color of creatures you won't always get the paragon you need to buff up your whole team. Instead I would recommend running Angel of Invention, Ravos, Soultender, and Drana, Liberator of Malakir as they all can pump up your creatures regardless of color restrictions.

Pulse Tracker has a unique effect however you may want to switch it out for Vicious Conquistador as it is the same exact card, but with 1 more toughness, which will help it last longer in combat.

Rogue's Gloves does provide card draw, however; you may enjoy Mask of Memory more as the equip cost is cheaper, and drawing two cards then discarding one card can be more advantageous than drawing just one card.

Legion's Initiative only really buffs the attack of half your creatures which can be not as helpful if you don't have any red creatures out besides your commander. Leonin Sun Standard may prove better as it can pump all your creatures multiple times if needed.

Orcish Oriflamme can provide increased attack power for your creatures, but it's nowhere near as good as Glory of Warfare which provides more attack power, and it also provides more toughness when you need blockers.

You might also want to touch up on your mana-base a bit. Path of Ancestry works exactly like Nomad Outpost as it produces the same colors, but you can also scry with your commander off it. Command Tower and Ash Barrens also provide excellent mana fixing that you might want to look into. Other lands you may want to consider obtaining would be Wind-Scarred Crag, Tainted Peak, Isolated Chapel, Clifftop Retreat, Graven Cairns, Fetid Heath, and Rugged Prairie.

I hope you find these card suggestions useful to you.

lagotripha on Here's the Best Army I Could Give Yah

3 months ago

Dryad Militant in the side? Helps those storm and snapcaster matchups some. Kor Firewalker is nice for burn. Hanweir Militia Captain  Flip is nearly a flat upgrade to Crusader of Odric. Thalia, Guardian of Thraben is a modern staple in creature lists, and should need no explanation. With a more midrange list I would run Militia Bugler or Legion Conquistador, as the card advantage is significant in the midrange mirror-match.

I feel like I'd either want to cut a little lower to the ground or build 'purer' midrange.

Kytheon, Hero of Akros  Flip, Isamaru, Hound of Konda and Bushi Tenderfoot with Mox Amber seems playable, and suitably low to the ground.

My other thought would be to pack in card advantage and token creation while threatening Anafenza, Kin-Tree Spirit with Kitchen Finks/.

Leonin Warleader might work well in a W(g) 'go wide' Gavony Township strategy, and access to Loxodon Smiter is nice. Hero of Bladehold is similarly cute. Sigil Captain/Hardened Scales tokens might also be interesting as a tokens list.

Speaking of tokens, consistant token generation is great, but there is also Raise the Alarm and Timely Reinforcements out there.

Militia Bugler/Thraben Inspector/Ghostway might be nice. There are some decent soldier etbs out there.

JohnnyBoyG on

4 months ago

You're going to need a lot more 1-drops. Remember, if you don't play anything turn 1, you probably won't be activating battalion until turn 5, which is far too late. Good options include Goblin Guide, Legion Loyalist, Champion of the Parish, Kytheon, Hero of Akros  Flip, and Isamaru, Hound of Konda.

I'd consider cutting Make a Stand and Firemane Avenger. Make a Stand is a lot worse than it looks. It's only good in specific matchups, and very hard to get good timing with. As for Firemane Avenger, it's a 4-drop that doesn't give you immediate value and dies to bolt. That's a no-no in modern.

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