Shinka, the Bloodsoaked Keep

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern 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

Shinka, the Bloodsoaked Keep

Legendary Land

Tap: Add to your mana pool.

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

Price & Acquistion Set Price Alerts

CHK

Ebay

Recent Decks

Shinka, the Bloodsoaked Keep Discussion

Guviwex on Xantcha wish your girlfriend was hot like me

6 days ago

Great list so far. Here are you my suggestions:

I'd swap out the infect cards for an evasion suite. Infect is great on paper, but you don't get to direct where it's going. Thus, it comes with #1 negative (painting a large target on yourself that says: 'kill me now') without the #1 benefit (eliminating your greatest threat in a turn or two). I think you'll do better flying lower on the radar. Stick the five commander damage and be happy. Some combination of Corrupting Licid, Sleeper's Guile, Dauthi Embrace, Shizo, Death's Storehouse, and Shinka, the Bloodsoaked Keep should do the trick. Add in a Nim Deathmantle to keep Xantcha on the field indefinitely.

Total War seems particularly punishing. As does Errantry. I wouldn't run many Creature Auras, but Errantry locks down a board state and shortens the commander damage clock to 3 hits.

War's Toll should incentivize others to use Xantcha as a mana sink on their own turn. Which is exactly what you want.

Unnerve is both a 10/10 flavor win, and another incentive for others to activate Xantcha's draw ability. Also Arterial Flow and Words of Waste come to mind.

Glacial Chasm is good protection. Sit back and watch the world burn.

Alhammarret's Archive seems great w/Xantcha's ability, although it is quite slow. Maybe get a feel for how your opponents are dealing with Xantcha first. If you get to sit around a lot, slot this in.

I'd switch out some of your Xantcha-killing board wipes for Languish and Wildfire. Xantcha on turn three, ramp into Wildfire on turn 4-5? Yikes.

If you find that Xantcha is eating removal often, Fury Storm seems like a good add. Playing Xantcha three times, and quintupling an x=6 Exsanguinate to drain the table for 30 sounds like a positively delightful way to spend 10 mana. Works with that Profane Command in your Maybeboard as well.

Speaking of mana, you probably want Cabal Stronghold and Neheb, the Eternal in here.

Maybe Mana Geyser for a game ending drain from Xantcha or Exsanguinate-- although that might be too cute. Works great with War's Toll.

Howl from Beyond and Torment of Hailfire are also good ways to finish people off.

--

As far as what to swap out:

Spiteful Visions isn't asymmetrical enough. You're probably going to be using Xantcha's ability often enough to make this hurt.

Exquisite Blood isn't really working within your game plan. You're using it as a defensive option here. I think there are better options (Chasm, for example).

Blood Sun works against you too much.

Polluted Bonds could probably be swapped out for something. I get that your opponents will be drawing more, but if feels like 5 mana good stuff.

I think War Cadence could be swappped out for any of the evasion enchantments suggested above. Dauthi Embrace probably.

Vow of Lightning and Vow of Malice should probably also be swapped out for more solid evasion.

Rite of the Raging Storm might also be too cute, but it's hard to judge.

--

Overall, this is a really good list. Xantcha is a cool card and it's fun to see how many niche interactions she enables. Good luck with it!

zjepsen on Xantcha: Once More, With Feeling

1 week ago

Some takeaways from today's games:

  1. Curse of Opulence is wonderful at influencing combat and helping ramp. A lot of value packed into one red mana. The card has cemented its slot in this deck.

  2. While I never got to actually activate it, Shinka, the Bloodsoaked Keep was a fantastic option to hold up, as a 5/5 first striker can survive most fights in the early to mid game; it was nice to have the option.

  3. I run too many non-basics for a two-color deck. A late-game From the Ashes neutered any chance I had at winning one of the games.

  4. Drawing Words of Waste felt awful. I didn't want to skip out on the card draw for a Xantcha activation just to make everyone discard a card, and it didn't seem like a good use of 4 mana, either, even with the added loss of 2 life. I can see cutting this immediately for something more impactful.

  5. I'd like to decrease my dependency on creature blockers as rattlesnakes, which will allow me to include something like Bedlam to more readily encourage combat. It improves the usefulness of Virtus the Veiled and Master of Cruelties, too.

  6. Targeted unblockable repeated effects from cards like Key to the City seem like a better long-term goal for keeping Xantcha connecting each turn than to run extra targeted removal. I'd rather save that removal for the actual threats, while enabling Xantcha to continue dealing damage in other means.

  7. Group damage doublers like Dictate of the Twin Gods definitely seem promising in such a world, so I'm likely to give that a try.

Finally, I need to take a hard look at how I actually intend to win. Seems simple and silly to admit, but in the late game, after casting a tutor, I didn't have the confidence in knowing what my ultimate end game needed to be. Maybe I do need to put some combos in after all...

zjepsen on Queen Marchesa: Politics, Aikido, and Control

1 week ago

Any reason you don't run Shinka, the Bloodsoaked Keep? She turns Marchesa and Virtus into serious rattlesnakes, gives your other legendary creatures some additional combat tricks, and is on additional tool to potentially affect combat between other players.

lukecolle on Zedruu EDH

1 month ago

07/01/18:

Fixing mana issues and other changes.

In: Needle Spires, Prairie Stream, Wandering Fumarole, Shinka, the Bloodsoaked Keep, Darksteel Mutation, Trophy Mage, Viashino Heretic

Out: 1x Island, 2x Mountain, 1x Plains, Duergar Hedge-Mage, Angel of Jubilation, Pilgrim's Eye

Shinka, the Bloodsoaked Keep is objectively better than a regular Mountain in most scenarios.

I really like the Duergar Hedge-Mage, but I want to add more nonbasics, so it will become less and less reliable. Viashino Heretic is more practical.

I don't like the 3W required to cast Angel of Jubilation. On the other hand, Darksteel Mutation is cheaper, more broad in function, and completely hoses certain commander-reliant decks.

I always found Pilgrim's Eye to be kind of lame. I'm replacing it a Trophy Mage. It can search for Steel Golem, Burnished Hart, or Sunforger. A threat, a ramp-card, or the most powerful equipment in EDH. (I know this is kind of ironic, because Pilgrim's Eye, if it were to remain in the deck, could be tutored with Trophy Mage. But why would I do that?)

Madcookie on Gishath Dinosaur Tribal

2 months ago

Hi! Since you said you aren't very familiar with old cards I'll just throw out a couple, that usually would go in a tribal/gishath deck and let you decide which way to go.

-tribal support - Radiant Destiny, Door of Destinies, Coat of Arms, Shared Animosity

-extra combat steps - Relentless Assault, Hellkite Charger Aggravated Assault

-gishath protection/buffs - Samut, the Tested,Lightning Greaves, Whispersilk Cloak, Swiftfoot Boots, Rogue's Passage, Sunhome, Fortress of the Legion, Shinka, the Bloodsoaked Keep

-"No!" to board wipes - Boros Charm, Heroic Intervention

The fight mechanic is greens only creature removal, so you can keep a few, maybe consider Chaos Warp, Thrashing Brontodon Bane of Progress or any other stuff that can deal with enchantments/artifact. Also I think you need a bit more lands. Most of the deck run between 32-40, I put 36 in mine, but I run around 8-10 ramps and like 5+ draw in every deck I have. For 30 lands i think people run a very different deck than yours and possibly play broken stuff like Mana Crypt. If you really want to keep the enrage theme then the best way to do it is with Caltrops or Pyrohemia, as they provide constant effect, compared to say Rile's one-time use.

These are the cards I could come up with for now, hope they will be of some use to you. Happy deckbuilding! :)

KittenPetter on Jhoira Stuporfriends

3 months ago

Sweet deck! Academy Ruins, Hammerheim, Oboro, Palace in the Clouds, Shinka, the Bloodsoaked Keep, andTolaria, would be sweet just for being legendary blue or red producers that draw cards, even if an ability sucks.

Agent_Fire on Mox whack

3 months ago

I would recommend running 1/2 of each Eiganjo Castle and Shinka, the Bloodsoaked Keep

foxinsox on Mox whack

3 months ago

EXOSURE, what a wonderful collection of informed suggestions and constructive critique! Let's break it down.

Kari Zev, Skyship Raider: Yes. So much. I completely forgot about her and her arboreal companion and she's a much better fit than Zo-Zu the Punisher. I was whacking my brains (ha!) trying to come up with good cheap red legends and she got left out of my radar. I love it. Instant replacement.

Isamaru, Hound of Konda: I thought about this particular mutt but I went for Kytheon for obvious reasons. That being said, you make a fantastic point about having a bit of a split between them - so I'll drop a Kytheon for one and a Zurgo to total two.

Shinka, the Bloodsoaked Keep: I mean, why not? I agree that there's no harm in throwing one in and I didn't actually know about this card.

Goblin Guide: I love the guide and seriously considered putting him in. It came down to not being able to take anything out without sacrificing a level of consistency. If I cut a legend I reduce the amount of Mox Amber targets and if I cut an artefact I lose consistency with the Mox Opal. But I do agree he would help help - so I'll cut a Kuldotha and an Ornithopter to fit two in and see how it goes.

Bomat Courier: another great suggestion - but the only thing I'd consider cutting for this would be a Signal Pest which is the other 1 mana cost artefact in the deck. I wouldn't want to drop a 0 cost given the consistency. And Signal Pest just gives so much value - it's a hard call and I'll consider it.

I see you're point regarding Kuldotha Rebirth, but it just adds so much that I disagree with your suggestion to remove it. This deck goes wide and large - fast. Kuldotha allows Kytheon to flip pronto; it puts three goblins on the board which, if followed by a Reckless Bushwhacker, is just insane value and can steal games. It gives an array of superb Goblin Grenade targets... the list goes on. I don't think taking it out would be a good move.

I'll try going down to 10 lands and adding the final two whackers - I'm worried it might suffer with only 10 land but it's worth experimenting with.

Thanks so much for your time and suggestions - they've gone a long way to refining this deck and I appreciate your input immensely. What do you think about the sideboard?

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