Myojin of Seeing Winds

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Champions of Kamigawa (CHK) Rare

Combos Browse all

Myojin of Seeing Winds

Legendary Creature — Spirit

Myojin of Seeing Winds enters the battlefield with a divinity counter on it if you played it from your hand.

Myojin of Seeing Winds is 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.

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Myojin of Seeing Winds Discussion

NotEaster on Oops! All Bombs

3 weeks ago

Thanks for taking the time to write up a comment!

I prefer the signets to the talisman rocks because the signets can accept any type of mana, so if I have two of the same color I can convert one of them to a different color with a signet. Also, there's only a talisman for each allied color pair, where there's 10 signets.

I see Maelstrom Wanderer a lot in Jodah lists, but I'm not convinced it's that good. I can only cast CMC 7 or less cards off of it, which doesn't include most of my bombs, so more often than not I fear it'll Cascade into a signet or a ramp spell than an actual threat.

While normally a staple in decks including blue, I felt the cantrips were out of place in my list. In the first three turns I'm ideally using all my available mana for ramp, and once I have Jodah online, I can just cast a massive draw spell like Myojin of Seeing Winds, which throws the need for card selection out the window.

Thanks for your feedback and I'd be happy to discuss further if you're interested!

NotEaster on Oops! All Bombs

1 month ago

Thanks for the feedback! You've made several suggestions I agree with entirely, some I think are on point but need a few tweaks, and some I disagree with. I'll break it down card by card:

First, you're totally right about Army of the Damned, it's not as good in this deck as it is elsewhere. I've found it generally underwhelming every time I've drawn it, and I've never grabbed it off a tutor. Deploy to the Front is an excellent suggestion. Not only does it generally produce more value, but it helps me stabilize if I have a rough early game, something army is notoriously bad for. I'll put it on the acquireboard tonight. Ezuri's Predation and Horncaller's Chant seem a little low impact however. As for Divergent Transformations, that's a hilarious card I've never seen before. Chaos warping two things can be great, but I feel like my current draw, cheating, and removal effects are so much better that they outweigh the utility value of the card. I'll have to think about it more, however.

Spawning Grounds is card I saw when doing research for my deck and decided was too cute. It's painfully slow, as you mentioned, and I'd rather just be drawing cards in the lategame when I have the mana to cast whatever I want, since my cards almost always beat 5/5s.

I think you're underestimating the disgusting value I can get with Myojin of Seeing Winds. It draws me a card for EVERY PERMANENT I CONTROL. Even lands. It has yet to draw me less than 15 cards. The 3/3 sucks but I'd never play it for the body. Honestly the only reason I might drop it is I'd have a couple games where I couldn't use it because it'd deck me, but when my board's that developed it's a win-more situation anyway. While you're right that Jin-Gitaxias, Core Augur is easy to remove and gives advance warning, it also draws me 7 cards, which is major gas. That's why I generally play it on my turn rather than abuse the flash ability. The discard on my opponents is just icing on the cake if I can make it happen. I also consider discard a form of resource denial, and I'm concerned going all in on making my friends dump their hands will lose me said friends.

Now on to All Suns' Dawn. Ooh boy. I think you underestimate the ability of the card to recur things besides my creatures (bring back Conflux for maximum degeneracy points), but I also have yet to use it for the amazing value it theoretically provides. Being unable to grab colorless cards is a bigger downside in this deck than it should be in 5 colors, but it is what it is. I may be cutting it. Debtors' Knell is another card I've never seen before, and I think I need more time to evaluate it. Theoretically, the payoff is insane, but I fear it may suffer the same issues as Dawn currently does. It definitely merits testing.

Baneful Omen is great synergy, but I feel it's a bit slow and not all that impactful, even when I hit cards like Progenitus. It's also outclassed (in my opinion) by similar cards: I'd sooner run my Twilight Prophet for the added lifegain and draw. I'll have to consider more if effects like that are strong enough for the slots they'd occupy. Definitely an interesting suggestion.

You're right, Grozoth isn't a huge play, especially since I've been cutting Grozoth targets left and right. It may be out of the deck soon, despite the wonderful "That's a card?" reactions I get with it. However, consider it's a 9/9 blocker too, and that I can get Myojin of Life's Web with it to vomit cards from my hand right after the draw.

I LOVE Cruel Entertainment, but for some reason it never occurred to me to add it to this deck. It'll probably go in with the next edit. Great suggestion!

That's where I am right now, but you've given me a lot to think about, and I might develop new opinions about a lot of your points as I consider them. Definitely appreciate the feedback!

BestFriendTabitha on Oops! All Bombs

1 month ago

As a brief forward, do take this advice with a grain of salt. It is purely my own musings on what is already a beautiful deck. That being said...

I think that Army of the Damned is honestly pretty weak. In terms of token generation, 13 is rather small, and even though they are 2/2s, 26 damage isn't killing anyone. While they could be used as chump blockers, you can honestly just use a bigger threat. I think that in terms of rivaling an actual token generation strategy Deploy to the Front is a better choice. You get chump blockers in a quantity that can compete with Assemble the Legion in late game or even Krenko, Mob Boss for a turn. Alternatively, Ezuri's Predation is a solid choice in dealing with token generators and in the right circumstances, counts as a one sided board wipe. Yeah, it forces you to attack things you might not want to, but it also forces your opponents to block with key pieces that are sure to die, I am thinking commanders and creatures with tap effects. Whichever way you go, Horncaller's Chant is a great follow up, and has value even if you dont have tokens, though admitedly not ton. If 40 Pegasi aren't enough to win a game, I am sure that 80 will be. In your deck, pairing any token generation with Divergent Transformations, is bound to be strong, and unpredictable in a fun way.

After you have ramped into more mana than you know what to do with, Spawning Grounds might be a way to go. It is slow, but it allows for full utility of unused lands.

Looking at your card draw, I find Myojin of Seeing Winds an odd choice. Its pretty answerable even with the indestructible keyword. Biomantic Mastery is more value and on the same turn it is played (and a sweet flavor win with Momir Vig). Any kind of card draw plus Cabal Conditioning gets the Jin-Gitaxias, Core Augur effect without everybody gunning for you. When Jin-Gitaxias is played, everybody is given an opportunity to focus it down, but Cabal Conditioning limits their answers to instants and if not answered, sets you up for at least one full turn of unanswered plays.

The direct and continuous recursion of Debtors' Knell is probably better than All Suns' Dawn, even though you wont be getting cast triggers off of your Eldrazi, cheating your bigger things into play is usually better than getting them in hand

In this deck a card like Baneful Omen does a lot of work. Yeah it gives away a ton of information, but it is a nuisance that affects all opponents that thrives on your high cmc cards.

Also, Grozoth can only ever draw you a maximum of 6 cards, and while all of those have value, it always tutors for the same stuff, perhaps leading to stale gameplay.

I am also going to suggest Cruel Entertainment, because that card is a boat load of fun that normally costs way too much and it is a fun counterpart to Worst Fears

Even if this hasn't been helpful, I hope it was at least a little bit thought provoking

Z4k16 on Yidris Storm

3 months ago

Ok, I would first off ditch Myojin of Seeing Winds and add in Maelstrom Wanderer , I also swapped out rakdos signet for brain freeze - and I am considering swapping It That Betrays for Rise of the Dark Realms / Necromantic Selection / Grave Betrayal

Phocus26 on Atraxa- Competitive Super Friends

3 months ago

Seems like the goal of the deck is to build up massive mana to drop a bomb like Praetor's Counsel or Omniscience or Myojin of Seeing Winds. Crop Rotation is likely used to find Gaea's Cradle to pump out mana from tokens to cast said bombs. I really like this list, the ults on some of these planeswalkers are absolutely brutal. +1

oakenshild on raze your oppositions mind

5 months ago

You should have Expedition Map in here. + Academy Ruins Is very nice.

I feel like a few cards are under powered for your deck.
Elder Mastery powerful effect, but very slow and very fragile. Helm of the Ghastlord should be more than enough.
Raiders' Wake again good, and I know you just added it too, but it's a bit expensive and you have two other cards that do this at a cheaper price.
Viseling and Jushi Apprentice both seem a bit slow/under powered and I have a feeling that Myojin of Seeing Winds spends half the game as a dead card in your hand (10 mana is a lot unless you're green).

As unexciting as it is I think you should take all these really cool interesting cards out for some boring generic removal/counter magic. Counterspell, Dissipate, SwanSong, Spell Crumple, Rewind all great counter magic. Capsize, Blasphemous Act, Crux of Fate and AEtherize are decent board clears.

Doing some changes along these lines will help remove some redundancy and add a bit more utility/survivability.

oakenshild on raze your oppositions mind

5 months ago

You should have Expedition Map in here. + Academy Ruins Is very nice.

I feel like a few cards are under powered for your deck.
Elder Mastery powerful effect, but very slow and very fragile. Helm of the Ghastlord should be more than enough.
Raiders' Wake again good, and I know you just added it too, but it's a bit expensive and you have two other cards that do this at a cheaper price.
Viseling and Jushi Apprentice both seem a bit slow/under powered and I have a feeling that Myojin of Seeing Winds spends half the game as a dead card in your hand (10 mana is a lot unless you're green).

As unexciting as it is I think you should take all these really cool interesting cards out for some boring generic removal/counter magic. Counterspell, Dissipate, SwanSong, Spell Crumple, Rewind all great counter magic. Capsize, Blasphemous Act, Crux of Fate and AEtherize are decent board clears.

Doing some changes along these lines will help remove some redundancy and add a bit more utility/survivability.

Chickens_are_awesome on f.r.i.e.n.d.s *S2:E3*

6 months ago

Myojin of Night's Reach or Myojin of Seeing Winds could be fun but have a high cmc, could be very good depending on your meta.

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