|Commander / EDH||Legal|
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|Mirrodin Besieged: Phyrexia||Rare|
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Spine of Ish Sah
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.
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|Have (20)||, ironax , Oskani , NostalgicAce , Nemesis , ZombieFood , NOGzFTW , Hootiequack , maR2307 , Venser_the_Sojoner , ecurps , , golgarigirl , Swamy , DrLitebur , Riders_of_Brohan , LTmiller , GeminiSpartanX , rockleemyhero ,|
|Want (2)||Dr.Jackel , Turtlelover73|
Spine of Ish Sah Discussion
1 day ago
3 days ago
I have Spine of Ish Sah in my Breya deck and I was running the Sharuum the Hegemon, Nim Deathmantle , Krark-Clan Ironworks combo with Sol Ring on the field producing infinite colorless mana. That allowed me to sack the Spine of Ish Sah to KCI and cast it over and over. I also had out the Shimmer Myr to allow me to flash the Spine of Ish Sah. I have also pulled this off with a Venser, the Sojourner emblem on the field.
4 days ago
Some cards to look at: Mycosynth Golem, Spine of Ish Sah, Copper Gnomes, Lux Cannon, Trinket Mage, Treasure Mage, Trophy Mage, Training Grounds, Brainstorm, Scroll Rack, Long-Term Plans, Kuldotha Forgemaster, Lightning Greaves, Frogmite (it's a lol card), Rings of Brighthearth (with maybe Basalt Monolith if you want the whole combo), Illusionist's Bracers, Aphetto Alchemist, Clock of Omens, Voltaic Key, Scarecrone, Padeem, Consul of Innovation, Show and Tell, Metalworker, Lightning Greaves, Ancient Tomb, Chrome Mox, Memnarch (Memenarch), March of the Machines, Colossus of Akros, Thran Dynamo, Duplicant, Mindslaver and Academy Ruins, Batterskull, Phyrexian Metamorph, Darksteel Juggernaut, Metalwork Colossus, Null Rod (if you're feeling cheeky), Omen Machine, Platinum Emperion, Platinum Emperion, Wurmcoil Engine. If you want a couple more combos, Muzzio isn't the best at combo-omg, but lemme know an I'll list a few more. Hope this helped!
6 days ago
Titan's Presence would be excellent if it had the "Or on the battlefield' clause that a lot of the dragon tribal stuff in Tarkir block got. It doesnt, so Titan's presence doesn't make the cut. Scour from Existence is powerfully bad, we've done everything in our power to avoid running it. and Warping Wail was cut in favor of focusing more on keeping Kozilek out to counter spells.
1 week ago
Hey thanks ElementalEd! I was hoping I'd have enough tap effects to stave off getting killed before I can pull of some of the 3+ card combos (Like 7 mana, Spine of Ish Sah, Priest of Yawgmoth, Mirran Spy, with a Disciple of the Vault and/or Altar of the Brood in play, being the most mana intensive combo) but yea, Reconnaissance was one I was not aware of, thanks! Also, spitting out annoying blockers with Nuisance Engine and Myr Propagator, killing with Kiku, Night's Flower, "sort-of-tutoring" with Jar of Eyeballs, Citanul Flute & Merchant's Dockhand are other reasons I have all those tap effects. As for straight up tutors.. I haven't decided yet if they're really needed, but will if they are. I do have a Trophy Mage in there though for digging up some useful artifacts.Arcum Dagsson and Master Transmuter are on my wish list atm, and I will eventually be trading out for more Inspired effects as this deck develops. Muzzio, Visionary Architect looks really groovy, too. Might have to get one. Lol, Caltrops. It's a great card, but is there a Sydri deck without it? I'll put it in when I get one. Probably, lol. With Sydri, Galvanic Genius effects, Kusari-Gama & Thornbite Staff & almost any other card in here will take care of early aggro..along with her effects & Liquimetal Coating to stave off early land drops in case I need to get rude..
There really is a ton going on with this deck, it kind of almost HAS to be played to see it all. Thinking of pulling the 7-8 mill effects though. It does play fairly defensively, but it's answers are usually to kill, exile, remove, or plain just give things Defender to just about anything..if I can get it moving fast enough.
AND, I just realized I should've put all this in the description, lol.
Thanks for checking out my deck though, feedback is always groovy. :)
3 weeks ago
Hey dude, thanks for the comment & up vote.
So first, this will be under the radar-a bit in my play group.. but not too much. In the initial play throughs my buddies were still cracking out their strong decks. But it's under the radar enough to not get alllll the hate from alllll the opponents right out the gate.
Azami is super powerful. My friend uses her for combo/control and she's mega powerful. It's typically 3v1 even with 4 competitive decks. He runs like 20 counters. It's stupid. haha
Re; Blood Moon. To be honest, my play group has never ran that card. There's very little red in our group. It's a strong card. And, yeah, it'd give this deck some trouble. In general Grixis is a terrible combination of colours for enchantment removal. I have a bit of artifact removal here, and definitely was looking for some good ways to deal with enchantment removal, but didn't really find a 'good' solution.
Aura Thief (always a favourite.. i'd consider her but at this point removing anything from this deck would throw the balance. And trouble is it's not direct if I don't have a sac engine) Considered Aura Flux but that'd be annoying for me too, considering ramp is tough in GrixisChaos Warp.. actually is going into side board and I would consider it for a slot.. Spine of Ish SahMemory Plunder (maybe???)
I came to conclude that my best bet might be to just run this deck as strong as possible, avoid some of these wonky or expensive options and hope someone else deals with removal. My play group is heavy on removal and counters so anything too strong will likely draw hate from all the other people in the game too.
I do have the Cyclonic Rift too.
That said, the other approach to dealing with some troubling enchantments is not to allow them in the first place. This is partly where the counters come in. I have 5 outright, Glen Elendra Archmage (effectively 2), 3 tutors if I need to stock one, and recursion to reuse them if they're in graveyard. Better to deal with a problem before it even becomes a problem I say :P
I started this deck leaning close to 10/11 counters, but eventually decided to add a little more disruption/tutor hate instead.
If you know of any sweet cards that I'm missing please do drop some knowledge! haha
Thanks for commenting!! Let me know your thoughts brudda
3 weeks ago
Have you considered replacing Mortician Beetle with Scavenger Drake? It does drop slower due to the three extra cost, but that just means 3 more thrulls, right? :D It also has flying and gains a counter when creatures die for any reason, as opposed to when they are sacrificed like the beetle.
For enchantments and artifact removal, have you considered a Steel Hellkite? It's a six drop so it won't kill Endrek AND can remove both enchantments and artifacts if you can get it in. There is also the combo of Karn, Silver Golem and Spine of Ish Sah for the same purpose; Karn on his own allows you to use creature removal on any artifacts on the board for 1 colorless, but you can also animate the Spine after it drops, sac it, and repeat as needed. It can be expensive to do this, but with Ashnod's Altar and Endrek out you'll get at least one rep with just the four mana for the Karn drop.
3 weeks ago
Hey! A new deck, eh? Man, I'm really getting rusted since I'm playing less now due to work.
Well, looking at the deck, as I always suggest, try to keep the land count around 35-40.
I'm not sure if the commanders are there to do something for the deck or just give you the colors. If they are just for the colors, better have only one commander since you are loosing a spot. Maybe Sen Triplets or Dromar, the Banisher.
If they are there to be useful in the toolbox deck, then maybe it would be better to have the toolbox part of the deck made with creatures and artifacts since both commanders recover cards from your graveyard, and Instants and Sorceries are just one shot cards. There are ton of creatures that are answers, with a lot of good Enter the Battlefield abilities that you can exploit with Deadeye Navigator, Eldrazi Displacer and Panharmonicon.
Some ideas for a deck like that: Duplicant, Reflector Mage, Notion Thief, Perplexing Chimera, Massacre Wurm, Sower of Temptation, Frost Titan, Baleful Strix, Sunblast Angel Null Rod, Mana Web, Tormod's Crypt, Spine of Ish Sah.
I suggest you the creature based approach of control because I've tried to play control with just spells and it just doesn't work. You can't keep control over 3 players all the time unless you are a mono U Teferi stax/combo deck. That's why it's better to have creatures. At least, they are a body for blocking, and they open a window to add combos to close the game.