Spine of Ish Sah

Spine of Ish Sah

Artifact

When Spine of Ish Sah enters the battlefield, destroy target permanent.

When Spine of Ish Sah is put into a graveyard from the battlefield, return Spine of Ish Sah to its owner's hand.

Latest Decks as Commander

Spine of Ish Sah Discussion

MagicMarc on Colorless/Blue Artifact Deck Help!

1 week ago

You need to decide what you want the deck to do before you can start cutting cards. Without knowing your build goal, you will not be able to know where to cut.

What do you wan this deck to do? Examples/ideas:

Is this deck mainly aggro? then keep the big monsters and the ramp. Cut the little creatures that are not mana dorks or cost reduction.
Is this deck mid-range good stuff? then cut creatures until you get 14-18, And add interaction cards to stop or negate your opponent's plays.
Is this a combo deck of some kind? For example; Is it built around Icy Manipulator + Voltaic Key for it's control? then get rid of the other stuff that is not part of that game plan.
Or is it going to cheat stuff out with Amulet and bridge? Then get rid of the icys and keys and focus on cheating big fat bombs out early.
Is it a toolbox deck? then cut your bombs and strong cards to 1 copy each and add more tutors to the deck.
These are just a tiny sample of archetypes, I am just showing how you can decide what kind of deck this is. Once you do, a lot of the cuts may become obvious depending on what you want for the deck.


But there are some cuts you should do no matter what goal you have:

-3 Fabricate (You already have 4 tinkers and 2 tezzerets), -1 Black Vise (Without support for it only 1 copy of this is just an annoyance when it shows up in your hand or is in play), -1 Paradox Engine (This is a freaking amazing card but it does not do a lot for this particular deck) , -1 Winter Orb (Like vise, without support it is not that useful with 1 copy), -1 Colossus of Akros (You have better big bombs already), -4 Etched Champion (this is a vanilla 2/2 most of the time and is probably the worst creature in your list), -4 Ornithopter (These are okay with the other cards in your deck but you will ramp into big stuff so fast they are just not too useful), -4 Welding Jar (at the very least cut it down to 2 since it synergizes with Academy Ruins. But Academy Ruins, Tinker, and Tezzeret the Seeker do the same thing kind of as this already. Id cut all of them to the maybeboard and see how it plays).
In a vacuum, none of these cards are bad by themselves. But none of these cards help you reach your goals for the deck. And only having 1 of something has a very low chance of seeing play. So if it does see play, it needs to do big things for you.

For your lands, they are another resource for the deck. So I would suggest filling in your land base with support cards. Stuff like;

+3 Buried Ruin (if you dont want to get more academy ruins), +2 Rogue's Passage (they don't hurt and can let you win off the back of one of your big creatures), +2 Arch of Orazca (really, slots of any land that gives card advantage), +5 more Islands or so, whatever gets you to 20-22 lands. If you dont want any of the other non-island cards, just add islands.

Your deck has very little interaction and I would suggest adding some to the deck. There are hundreds of options but I would look to add stuff that is similar to any of the following cards:

Spine of Ish Sah, Unstable Obelisk, or Meteor Golem. These cards synergize with academy ruins and buried ruin and can be Tinker targets when you need them. Just 1 or 2 copies of cards like these in the deck you can tutor for. Once you bring one of them online, you can keep bringing them back repeatedly to destroy your opponent's game state.

Then you need instant speed answers you can use to respond to what your opponent's do. Interaction is important and you will lose games just because you didnt have a Disenchant in your hand. Add copies of stuff like Scour from Existence, Titan's Presence, Not of This World or even repeatable stuff like Capsize or similar.


tl;dr
I am not saying you have to do any of the things I suggested. But you do need to decide what you want to do with the deck, cut cards, and add land and add interaction to the deck or it may just stay a hot mess like it is now.

multimedia on Saheeli Pre-Con Upgrade

1 week ago

Hey, what's too strong for your playgroup? You specifically mentioned your playgroup in the description which I didn't see before I first commented. Trying to get an idea of how upgraded you want to make your deck.

You're playing casual, but how casual? Is Whir of Invention and Reshape too powerful? Since they're tutors that cheat the artifact onto the battlefield. What about Treasure Mage? It's also a tutor to get a big artifact into your hand.

Would Spine of Ish Sah or Phyrexian Metamorph + Master Transmuter interaction be too powerful? It is a combo, but you can only do it once on your turn unless you also have Unwinding Clock on the battlefield. Maybe Transmuter itself is too powerful? Please give me a better idea of what your playgroup is like before I continue with advice :)

Massacar on Robots Feel Pain as Well [[Rakdos Artifacts]]

1 month ago

Thornbite Staff to use with your Goblin Welder or Kuldotha Forgemaster.

Semblance Anvil to works like Jhoira's Familiar but gets you even more discount.

Metalworker I know it's expensive, but in an artifact deck this guy gives you huge ramp.

Dross Scorpion helps a lot at untapping your stuff, especially when running sacrificial strategies.

Spine of Ish Sah could be a good include, especially when you have a Krark-Clan Ironworks to feed it to.

Consider Daretti, Ingenious Iconoclast, he gives great targeted removal and more.

I have more suggestions I can throw your way if you're interested, but it partly comes down to whether or not you're interested in combos or not.

I also see that your description list includes cards that aren't in the deck.

PaulMuadDib on Vito, Thorn of Dusk Rose

1 month ago

You are going to need more than 12 lands. Whenever I build a deck, I always start with 40 lands and then for every 3 pieces of ramp, which for a mono black deck would be a mana rock or swamp doubler or ritual spell like Dark Ritual, I remove a land.
Please retune the deck with 12 non-land mana sources and 36 swamps for starters and you can think of non-swamp lands you want to include later.
My suggestions for those sources are any 12 of the following, depending on your budget:
Sol Ring
Star Compass
Commander's Sphere
Crypt Ghast
Charcoal Diamond
Soldevi Adnate
Songs of the Damned
Worn Powerstone
Dark Ritual
Everflowing Chalice
Ashnod's Altar
Cathodion
Guardian Idol
Hedron Archive
Mind Stone
Magnifying Glass
Millikin
Prismatic Lens
Cabal Coffers <- could replace a swamp
Bubbling Muck
Pristine Talisman <- defiantly want that

After that you've got the commander, which takes up 1 card slot, so that leaves you with 51 cards to choose from.

I see the bare beginnings of either an aristocrats or a reanimator deck. In my opinion you should push more for aristocrats. It can draw you tons of cards and gain you quite a lot of life. There's no harm in keeping some reanimation spells in there though.

You want a good number of sacrifice outlets. I haven't heard of what a hard number should be so I'd shoot for at least 5. Here's a list of some that I remember off hand:
Witch's Cauldron
Vampiric Rites
Ashnod's Altar
Infernal Tribute <- has a funny synergy with Spine of Ish Sah
Gnawing Zombie
Altar of Dementia
Attrition
Blood Bairn
Bloodflow Connoisseur
Bloodsoaked Altar
Bloodthrone Vampire
Carnage Altar
Carrion Feeder
Corpse Blockade
Culling Dais
Dark Privilege
Diamond Valley
Disciple of Griselbrand
Gutless Ghoul
Lampad of Death's Vigil
Mind Slash
Spawning Pit
Phyrexian Plaguelord

For this strategy you'll need recurring creatures or token generators
Ghoulcaller Gisa
Reassembling Skeleton
Endless Cockroaches
Tenacious Dead
Nim Devourer
Bridge from Below
Open the Graves
Sanitarium Skeleton
Gravecrawler

value
Pitiless Plunderer
Bolas's Citadel

Lifegain
Blood Artist is a staple
Plunge into Darkness is something you might want for the pure lifegain of 3 per creature you sacrifice. Not sure that you want to use the "exile a bunch of your deck" too often.
Bontu's Monument
Corrupt
Drain Life
Shadows of the Past

reanimation
Living Death
No Rest for the Wicked
Sepulchral Primordial
Zombify
Rise from the Grave
Victimize
Apprentice Necromancer
Call of the Death-Dweller

spot removal/board wipes
Mutilate
Damnation
Defile
Hero's Downfall
Vona's Hunger

draw
Read the Bones
Sign in Blood
Damnable Pact
Smothering Abomination
Ransack the Lab
Minions' Murmurs
Harvester of Souls

and so forth. I'd look through some already built aristocrats decks to see exactly whether you want to take that strategy.

Oh yeah, for utility lands I'd choose any of the following within your price range:
Leechridden Swamp
Bojuka Bog
Reliquary Tower
Cabal Stronghold
Volrath's Stronghold
Phyrexian Tower
Myriad Landscape
Terrain Generator
Geier Reach Sanitarium

CannedCanOpener on If She ETBs, She's a Thop

2 months ago

SQUID-MAGIC I appreciate the input, and I'm glad you like the deck! It's still experimental, as I play more games I'll get a better idea of what I need to cut and put in its place. I initially ran Dispatch but decided to remove it because the deck has a lot of "alternative removal." My reasoning is that Breya herself has built-in creature removal via giving things -4/-4, cards like Spine of Ish Sah and Ethersworn Adjudicator can take care of most permanent threats, and if I'm doing well I can turn problems into artifacts and remove them or steal them for myself with Hellkite Tyrant or Memnarch (not to mention the ever-popular Nevinyrral's Disk boardwipe tool). The deck definitely has a few weak points, but I'm hoping I can iron them out over time and get input to refine the deck.

shifthappen1 on Breya Revels in Riches (and Thopters) [Primer]

2 months ago

I've been 5hinking, since this deck is heavily token based, what are you usually tutoring and/or recuring from the graveyard? There's great utility with daretti and co, but there's no artifact that ends the game right there or is a huge threat all by itself. I guess what I mean is, how do you approach the game when you got tutors and/or recur engines available?

Also, for the control aspect, while there's a bunch of staples, a lot of them don't synergise all that. Have you concidered gettin control stuff that also adds tokens like Bake into a Pie, Spell Swindle, Confirm Suspicions, and others? And/or, using artifact based blinks like Voyager Staff or Tawnos's Coffin, or more artifact based control like Spine of Ish Sah, Duplicant, or a bunch of others.

Gosh, so many options, it'll take a while for me to decide how to actually build my version.

sceptikal on Kozilek, the Great Pain in the Ass

2 months ago

0rc, thanks for the feedback! Def planning to add in the Spine of Ish Sah and Strionic Resonator.

As far as the lands go, I must be missing the benefit of having fewer. Wouldn’t that make me more susceptible to getting mana screwed as well as artifact sweepers? I’ve never seen a commander deck with fewer than 32 lands, and even then it was a low-to-the-ground goblins decks.

0rc on Kozilek, the Great Pain in the Ass

2 months ago

Cool. I’d swap out the three Urza lands for your Spine of Ish Sah, Strionic Resonator, and another Mana rock. In fact, I’d cut down to 30 lands and replace the slots with rocks. Resonator is a must for brutal eldrazi triggered abilities. There’s nothing quite like annihilator 8 or mill and exile 40.

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