Shinka, the Bloodsoaked Keep

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Champions of Kamigawa Rare

Combos Browse all

Shinka, the Bloodsoaked Keep

Legendary Land

Tap: Add (Red) to your mana pool.

(Red), Tap: Target legendary creature gains first strike until end of turn.

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Shinka, the Bloodsoaked Keep Discussion

livemagic on Counter less

3 weeks ago

Salve!

Manin, no lugar dos Root Out eu colocaria Natural State ou Naturalize.

O Decimator Beetle eu colocaria no main deck, o side eu deixaria esses que so situacionais, por exemplo o Cut / Ribbons, Abrade e Heaven / Earth. Reviving Melody eu tiraria fora. Agora no vou conseguir indicar cards para substitulos, ento vamos para as lands.

1 Shinka, the Bloodsoaked Keep, 1 Kher Keep, 1 Stensia Bloodhall, 1 Shizo, Death's Storehouse, 1 Grove of the Burnwillows, 1 Raging Ravine, 1 Hissing Quagmire1 Canyon Slough, 1 Sheltered Thicket, 2 Bloodstained Mire, 2 Wooded Foothills4 Blood Crypt, 1 Stomping Ground, 1 Overgrown Tomb, 1 Temple of Malady, 1 Temple of Abandon, 1 Temple of Malice

Ucenna on Queen Marchesa: Politics, Aikido, and Control

1 month ago

Okay, that makes sense.

For me Stinkweed Imp is a must. My playgroup plays a lot of fliers, and Stinkweed Imp is a solid rattlesnake that I can get back whenever I want.

Dictate has served me well in my play tests. Cast it end of turn and then through everything you've got into your next turn.

Thoughts on the Eiganjo Castle, Shizo, Death's Storehouse, and Shinka, the Bloodsoaked Keep? I run Shinka because deathtouch + first strike is nice to have. The others might be worth considering, and Shizo can be another Key to the City.

Reflect Damage is a card I'm trying out but haven't cast yet. It's not very mana efficient, but it has more versatility than others. It makes Windstorm effects almost instakills.

I'm not running Necropotence, mostly because I don't really enjoy the card. Instead I run Sin Prodder. My deck is a bit more aggressive than yours, and I appreciate being able to sneak the extra damage in when I can.

Another card that I can't decide about is Eight-and-a-Half-Tails. It provides solid pillowforting and permanent protection abilities as well as evasion, but it's rather mana intensive. Still, it has a lot of versatility.

I've also been using Gonti's Machinations. I know it's not great, but it provides a little bit of discouragement and affords me a lot of life gain. And sometimes that 3 damage is exactly what I need to close out the game. Yesterday it won me 1 game, and would have won me another if it hadn't been O-Ringed.

Also, Parallectric Feedback?

MegaMatt13 on Queen Marchesa: Politics, Aikido, and Control

3 months ago

Hi, wondering if you have thought of Shinka, the Bloodsoaked Keep as a way to improve Marchesa's rattlesnake ability

bushido_man96 on Yidris, Dragonportal

3 months ago

I think you are running too many lands. Try cutting it back to 37 or 38. Shinka, the Bloodsoaked Keep, Bojuka Bog, and Ghost Quarter could probably come out. They have nice abilities, but in the grand scheme of what your deck is doing, do they matter that much?

You might try consolidating your ramp. Instead of all those signets, try running artifacts that will get you whatever color you need. Paradise Mantle is a nice option that I don't see get used a lot. Mox Diamond is nice, but expensive. City of Brass should probably find a home, and you could cut a few of your comes-into-play-tapped duals.

greatdevourer on All Hands on Deck

3 months ago

Let me start by saying that I think you have a great theme and you've done a great job of sticking to your theme elements.After going over your list, here's the recommendations that I think might help you.

Cards to take out (to get down to 100):
Golem Foundry is just a weak card. It is kinda nice getting a golem token for casting 3 artifacts, but I've never been happy playing that card. It always ends up feeling like a waste of board space.
Metalwork Colossus is really nice, but with all of the vehicles and other creatures, it seems kinda mana intensive and you're not really working on a sacrificing artifact theme.
Blinkmoth Urn is symetrical, meaning it helps you opponents as much as it helps you. Yes, you may have more artifacts than them, but do you really want to give your opponents free mana? And they get that free mana before you do.
Darksteel Juggernaut is a great card in a draft, or in another deck where you're primarily focused on attacking each turn. But the requirement of attacking each turn makes this card feel like it doesn't fit.
Sram's Expertise is cute, and I understand why it is in the deck but a few 1/1 tokens seems kinda weak for this deck.
Chief of the Foundry helps out the vehicles, but not the dwarves.

Those initial cuts gets you down to the 100 cards for Commander. Now to make the deck a bit stonger.
These changes might help make your deck more resilient againt various opponents. Obviously, you'll need to temper these recommendations with your collection, budget, and local metagame.

I'll start with lands. Nine (9) out, Nine (9) in.
Take out:
Spinerock Knoll, Better in a combo deck.
Shinka, the Bloodsoaked Keep, Not enough legends
Wind-Scarred Crag, Boros Guildgate, and Stone Quarry come into play tapped. You have too many lands that come into play tapped and it slows you down.
Drifting Meadow, Forgotten Cave, Secluded Steppe, Smoldering Crater, the cycle lands are nice in a deck with lots of graveyard recursion or when you're focused on cycling cards. But you're deck isn't set up for those things and these are just more lands that enter the battlefield tapped and slow you down.
Kabira Crossroads for it. The 2 life usually isn't enough in Commander games to make a big different.

Put in:
4 Plains
2 Mountain
Sejiri Steppe is something to consider. And the Boros Garrison makes it better.
Move the Rugged Prairie and Sacred Foundry to the mainboard from your maybe board.
Don't ignore the plain old basic lands. Even if you just use a couple of each. You never know when an opponet will play a "Every seach for a basic land" card and you're left out of the party.

I would also consider Holdout Settlement and Springleaf Drum to help take advantage of Depala, Pilot Exemplar's ability to load your hand with creatures and vehicles. Remember that you can tap a creature with summoning sickness to activate the Settlement or the Drum since you aren't activating the creature's ability.
Lightning Greaves is a tough card to consider. Yes, it is a great card. But does it really help that much? You aren't themed around equipment. I would drop in in favor of something that helps more often.

One-shot effects like Built to Last and Built to Smash are not really good in a multiplayer game.

I hope these suggestions help give you some ideas. Let me know what you think. Feel free to look over my decks and let me know what you think of the suggestions.

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