Paladin Class

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Paladin Class

Enchantment — Class

(This enters the battlefield at Level 1: You may increase this enchantment's level by one by paying the appropriate costs. Activate to increase the level only as a sorcery.)

Level 1

Spells your opponents cast during your turn cost more to cast.


: Level 2

Creatures you control get +1/+1.


: Level 3

Whenever you attack, until end of turn, target attacking creature gets +1/+1 for each other attacking creature and gains double strike.

Crow_Umbra on Director Isshin's Cut

2 months ago

Lol my mistake Paladin Class is 9 total mana to get up to its 3rd level.

Crow_Umbra on Director Isshin's Cut

2 months ago

Just getting to your message, since it was about 4:30am in California when you replied lol. Yeah, Moraug won't work with Sword of the Animist like that. Right now you only have 3 lands that could potentially get you 2 Landfall triggers during your mainphases (Fabled Passage, Evolving Wilds, & Terramorphic Expanse). Without the access to Green effects that increase the number of lands you can drop per turn, I don't think Moraug fits well with the deck. Even with a few Fetchlands to increase the quantity of lands that can get an extra land drop each main phase, I still don't think Moraug moves the needle much here.

Given the number of basics you're currently running, Sword of the Animist would be a better fit than Moraug, or could maybe swap with Two-Handed Axe. If your aim is to go wide with the deck, then doubling the power of a single creature (extra with Isshin), might not be as impactful, especially since about 9 of your 32 creatures have built in evasion (flying & trample), or grant an evasion anthem (menace).

Lastly, I think you could probably swap Paladin Class for Flowering of the White Tree. It gives the blanket Ward 1 that Paladin Class kinda does at its 1st level, & gives a more substantial static buff to all your Legends & same general static buff as Paladin Class, with less mana investment. Paladin Class is 7 mana to get to its 3rd level.

Crow_Umbra on Kitty Claws

3 months ago

To build off of lhetrick13's feedback, but I think you could replace Raksha Golden Cub with Sovereign Okinec Ahau. Sovereign is much lower to the ground, and works well with the pumping abilities you already have in the command zone, and sprinkled across your various cat lords. I think most people look at Sovereign and think it needs to be in a dedicated +1/+1 counter deck, but it is right at home in any strategy that can anthem up its creatures.

Additionally, I think you could replace Paladin Class with Flowering of the White Tree, if you're not against Universes Beyond cards. It gives all your Legends a static Ward 1, and anthems up your entire board. It's essentially the first 2 levels of Paladin Class with less mana investment needed, and a better baseline buff for your Legendary creatures. I've really liked it in the aggro decks I use it in.

Crow_Umbra on Isshin (Unfinished)

6 months ago

Brew discussions are one of my favorite aspects of MtG and EDH. I'll hop on Discord a couple times a month and talk with my best friend about our deck ideas. We end up chatting for a couple hours at a time as we deliberate on decisions lol.

I used to run Fervor until Rising of the Day dropped earlier this year.

  • Ogre Battledriver is also a great Haste and Power boost for your creatures that ETB.

  • A note with Elturel Survivors is that its +X buff is static, so that won't get doubled by Isshin. This is what allows the Myriad tokens to "see" the lands that your opponents control. So each Myriad copy will check for the number of lands its respective defending opponent controls.

  • If you do want a Menace anthem, Goblin War Drums is also an option for the same CMC as Pyreheart Wolf, but is a bit more removal resistant. Hard to pass up on those death touch anthems though.

  • If you like Adriana, Captain of the Guard, I'd recommend checking out Skyhunter Strike Force as a slighter CMC cheaper option, or as a redundant effect.

  • The tough thing with Lightning Runner is that it still has to attack over two turns to get the full 8 energy with Isshin on the board. Without him that gets stretched out to over 4 turns. I took a quick look at Cardkingdom, and the cheapest non-foil Aurelia is about $6.99.

  • The ETB group slug damage can get nasty once Isshin starts doubling up the token production on attacks, especially with Myrel. Some other budget effects are Corpse Knight and Witty Roastmaster. Purphoros, God of the Forge is still fairly out of budget, but a nice upgrade if you wanted to move that direction.

  • Hellrider, Commissar Severina Raine, and Brutal Hordechief are a nice suite of group slug damage that encourage you to swing with big boards. Commissar is also like a budget Skullclamp on a stick. Speaking of which, Skullclamp is a great draw piece for all your small token creatures, and should be under $10, depending on the printing.

  • I'm currently running 35 lands in my Isshin deck, along with the 3 Talismans, Sol Ring, Arcane Signet, Sword of the Animist, and some Treasure production in the form of Captain Lannery Storm, Professional Face-Breaker, and a handful of other Treasure producers.

As for the instants and sorceries, I tend not to suggest cuts as much there, since I think that's where more meta & playgroup specific tech decisions can be made. Generally speaking, I recommend cutting out single target sorcery speed removal, and saving those sorcery slots for board wipes & draw, Also try to make your instant speed removal be as target-versatile as possible to cut down on how many permanent-specific options you need to include. Here are a few thoughts I do have:

  • I'd suggest swapping Chaos Warp with Tibalt's Trickery. It's fun to catch people off guard with a red counter spell, and White & Black have a better go at removing the permanent types that Red typically can't. I think Chaos Warp is better if you're running a Red color combo that doesn't have access to Enchantment removal.

  • Terminate or Condemn can be cut or swapped with Soul Partition. Soul Partition is great since it can (temporarily) remove a troublesome nonland permanent, or save one of your own if needed. Sometimes the extra can throw off an oppoent's tempo if they really need to recast whatever you exiled, & sets them back a turn or two.

  • I think Vindicate can be replaced with Generous Gift and/or Stroke of Midnight. I think that making your suite of removal be as versatile as possible across a few cards can help you save multiple slots that are more specific/situational on what they can remove. The creature tokens created by Generous Gift & Stroke of Midnight are fairly low impact, & typically die in chump blocks or board wipes.

  • Mortify can probably replaced with Wear / Tear as an instant speed option that hits multiple targets.

  • If you want some instant speed draw, I'd recommend checking out Plumb the Forbidden. It's an excellent response to your opponents board wiping, and since you can create copies of it, the copies will dodge counter spells.

  • Fates' Reversal can probably be cut. Isshin doesn't really want single target recursion, and the Venture the Dungeon is better if you have other instances of Venturing to get its benefits. Lich-Knights' Conquest is a new option for mass recursion that you can throw some creature or treasure tokens into.

  • A little off track from the instants and sorceries, but I'd recommend swapping out Paladin Class and replacing it with Flowering of the White Tree. The Ward 1 can make your opponents look for easier targets to remove, & helps some of your more aggro Legends stick around.

wallisface on Knights of the Firststrike Table

11 months ago

Some thoughts/suggestions:

  • modern decks typically don’t want to run more than 4 cards costing 4 mana, and often run nothing above this cost (this is to try avoid the deck becoming slow/clumsy). You’ve got 8 cards costing 4-or-more, which is a bit high. I’d recommend ditching all of Dearly Departed, Vraska's Scorn, and Vraska, Scheming Gorgon, because all of these cards are extremely weak for their mana cost.

  • just from a mana efficiency persoective i’d also ditch Forebear's Blade (6 mana for +3/+0 is a pretty bad return), and Paladin Class (there are better white enchants, like Honor of the Pure).

  • having a 12/12 Plains/Swamp split when almost all your creatures need 2 white mana on turn 2-or-3 seems really unideal, as you won’t be able to reliably achieve that. A better Plains/Swamp split might be 18/6 - though realistically if you only have access to basic lands, then your deck would be a lot stronger & more consistent just being mono-white.

  • You need ways to interact with your opponent, as just letting them do what they want is a recipe for disaster. I’d recommend adding in Path to Exile and/or Lay Down Arms.

  • I get what you’re trying to do with Basilisk Collar, but an all-first-strike deck is already incredibly strong defensively (because you can double-block). It feels more cute-than-useful, imo.

Crow_Umbra on I’m Isshin For a Fight

1 year ago

Overall I think your deck is off to a solid start. I'm not sure if you've had a chance to play this deck irl yet, but I do have some suggestions for you:

  • Idk what your meta at your LGSs or with friends is like, but I think your mana curve is pretty high, especially for the amount of ramp you're running. I'd recommend cutting a few of your higher end creatures and adding a couple more rocks like Arcane Signet and some of the on-color cycle like Talisman of Conviction.

  • Bloodvial Purveyor seems kinda clunky as an aggro threat. I'd recommend checking out Leonin Warleader as a potential alternative. Professional Face-Breaker is another solid option that rewards you for going wide and aggro.

  • Ogre Battledriver and Urabrask the Hidden are both additional haste anthems that could be helpful, especially if you decide to keep some of your higher cmc creatures. Those beefy dudes could benefit from haste to help them swing as soon as possible.

  • Paladin Class is a card I cut from my Isshin deck fairly early on. It's a lot of mana investment for the 3rd level attack trigger. If you have the budget for it, I'd recommend either Authority of the Consuls or Reconnaissance. If you're unfamiliar with Reconnaissance, here is a helpful article explaining its utility. It basically acts as a Pseudo-Vigilance anthem, and can also protect your creatures. It's easily one of the best cards for any Isshin builds, and one of my favorites in mine.

  • I'd recommend swapping in either Boros Charm, Clever Concealment, or Dolmen Gate over Treasury Thrull, as more proactive and instant speed board protection go a long way compared to graveyard recursion that goes to your hand instead. Scapegoat is another solid board protection option for those times you do need to return stuff to hand.

  • Speaking of instant speed, Generous Gift could be a swap for Vindicate. Yes, your opponent gets a 3/3 Elephant, but in the grand scheme of an EDH game those tokens don't live long or do much.

I hope these suggestions are helpful. Best of luck brewing and playing Isshin, he's a lot of fun. Also, kudos to you for being the 2nd or 3rd Isshin deck that I've seen running Life of the Party , it seems like a fun include.

Soulus101 on Goldmane... The Other Brother

1 year ago

This is a great high-power deck. All the heavy hitters seem to be present.

I would be very nervous playing so few lands; you have top-drawer artifact ramp and Smothering Tithe but you are vulnerable to a well timed Vandalblast and at real risk of missing land drops, and with very little card draw aggressive mulliganning seems ill-advised. I think you can afford to drop a couple of your least favourite creatures in order to accommodate more lands and maybe some land-based ramp (Solemn Simulacrum, Archaeomancer's Map, Keeper of the Accord etc.)

Otherwise, Paladin Class? I dunno, seems on theme but not sure it's better than anything else in your deck. Have fun!

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