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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Brave the Sands
Creatures you control have vigilance.
Each creature you control can block an additional creature.
1 day ago
Fore sure. I think Wilhelt and Isshin differ enough in the token creation aspect that you could try both as token decks, and see how you like their different paces. Having played against a couple of Wilhelt decks in my meta, I feel like Wilhelt aims to go for more steady token growth, especially via the Reanimator and aristocrats effects you have in that deck.
I think Isshin's token creation tends to be in more explosive bursts, where you will create 2-4, maybe more, tokens all at once via attack triggers. I'd highly recommend Witty Roastmaster, Corpse Knight, and Impact Tremors if you go this route. The group slug damage pairs nicely with the combat damage you are pushing through anyways, and the other drain/group slug effects you already have in your deck.
Karlach, Fury of Avernus is a cool extra combat, especially because she doesn't need to attack to trigger it. She triggets whenever you attack the first time. Between Karlach and Aurelia already in your deck, I think you should be good. Brave the Sands and Serra's Blessing are affordable Vigilance anthems that can help ensure that all of your creatures swing each extra combat. Tori D'Avenant, Fury Rider can also kinda help in this regard.
Some of my favorite, and affordable token creators are Hammers of Moradin and Delina, Wild Mage. Delina is especially great since the tokens she creates are not legendary. Hammers of Moradin can tap up 2 creatures per opponent with Isshin out, making your swings a bit more easy.
I'd also recommend checking out Commissar Severina Raine, as she can be both a group slug finisher, and she acts as a slightly worse Skullclamp. Transmogrant's Crown, Deadly Dispute, and Idol of Oblivion are all some options that also work with tokens.
1 week ago
The deck has been running well when I draw the right cards, but stalls out or is clunky when I don't draw good cards. I think the best starting point to smooth the deck out is by reducing the amount of counterspells to open up room for smoother mana (in the form of mana rocks), spells that asymmetrically counteract something but benefit me, and some stronger walls that - although will cost more - will have better payoffs. That all being said, here's the ins/outs.
Out: An Offer You Can't Refuse... Wall of Vines... Stoneskin... Wall of Resistance... Treefolk Umbra... Mana Leak... Bane's Contingency... Wall of Stolen Identity... Vedalken Orrery... Wall of Ice... Render Silent
In: Heroic Intervention... Fog Bank... Snake Umbra... Wingmantle Chaplain... Brave the Sands... Talisman of Curiosity... Talisman of Unity... Talisman of Progress... Wall of Nets... Eerie Interlude... Champion's Helm
A lot of card swaps which we'll test out. Some may get reversed back in. That's the fun of developing a deck over time!
1 week ago
I feel like Karlach, Fury of Avernus will do work in this deck, but maybe not as much work as you'd think. Your commander will double its triggered ability, so you'll get two additional combat steps, but both untaps will happen immediately, so your creatures won't be untapped at the start of your third combat, unless you have Brave the Sands out. Having multiple combats on a stick in this deck is still great, just wanted to make sure you were aware of the non-bo.
1 week ago
Sacred Armory would let you pump creatures after blocking phase or boost an opponents creature so it can't block at all
1 month ago
I almost forgot, but I'd recommend checking out Ardoz, Cobbler of War, Fervor, and Ogre Battledriver as a mix and match package of Haste and Damage buffs. Ardoz and Battledriver both beef up tokens when they ETB, even if they enter tapped and attacking.
Additional potential upgrades to bolster your board protection could be Reconnaissance, Dolmen Gate, and/or Iroas, God of Victory. They're also in the Expensive Upgrades category for sure, but make a big difference in swinging away. I'm always happy to see at least one of these three in my first couple draws. If you feel that you don't need them for your meta, then no worries.
From my own experiences, it helps to have a variety of board protection effects to keep your aggro pressure strong, but keeps your defenses strong as well. Brave the Sands is another personal favorite of mine, especially when in rebuild mode after a wipe. Helps make the board "wider".
Sorry to overwhelm you with suggestions. I think you have a variety of options to select from. Ultimately what matters most is that it's fun for you to play and can put up a decent fight in your play groups.
1 month ago
Your deck is looking good. I have a few recommendations for Isshin token strats that I think can really help push it:
Signal Pest is a cool and cheap damage buff.
Brave the Sands really helps keep your board in defensive mode to protect against crack backs.
Fervor, Ogre Battledriver, and Ardoz, Cobbler of War are Damage and Haste anthems that you could mix and match as needed. I've found that having blanket Haste helps the deck stay as aggressive as possible.
Tocasia's Welcome helps smooth out draws with token production.
I hope these suggestions are helpful. Isshin tokens is a very fun deck to pilot.
1 month ago
I've really liked Atsushi, the Blazing Sky in the various decks I've played it in.
Although they're not from Kamigawa Neon Dynasty, some simple enchantment anthems like Brave the Sands, Fervor (not super budget, but helpful), and Goblin War Drums can really help aggro strategies with swinging early, keeping blockers up, and evading blocks on opposing boards.
2 months ago
Exquisite Blood would be pretty nice with Zur's Weirding Out, in addition to giving life for Necropotence, and with Protection Racket, it's one thing to pay a few life to keep you from getting a free card, giving you free life feels pretty awful, and Zur can dig out Protection when you just want cards without paying life. You can mention to people you don't run any 2 card combos, so they won't worry about the Sanguine Bond combo with Exquisite Blood.
With Merieke and Zur, I feel like you'd want Pemmin's Aura and/or Freed from the Real, once Zur puts the Aura on her, it's U to kill target creature, and when you're out of U you keep the best creature you can steal until you have mana again. If Merieke is a card you like digging out, there are 3 mana Transmute cards fwiw, Perplex, Dimir Machinations and the ungodly bad Drift of Phantasms.
For Zur, I like having the option to go Voltron, to do so I run All That Glitters and Heliod, Sun-Crowned. If one copy of All That Glitters doesn't quite cut it, there is also Michiko's Reign of Truth Flip, but I mostly use Copy Enchantment, Estrid's Invocation and Mirrormade to make more Glitters if I want a bigger Zur, 3 is usually a 1 hit kill fwiw, and he can dig out an Unblockable aura or Thassa, God of the Sea technically. For Shroud I like Greater Auramancy, but there is also Diplomatic Immunity to consider.
If you don't mind running Vanishing, which is a very good 'dodge' effect for Zur that doesn't cost him Auras/Counters, you can also run the very funny Out of Time to just wipe creatures pretty much permanently. If you have Copy Enchantment effects, you can duplicate this before it goes away to lock away another group of creatures, very nasty vs large creature boards, and Zur finds both pieces.
Another funny Zur card is Dance of Many, which can duplicate a creature you can target, a very strong effect if your meta cares about powerful creatures. If people run Mill in your area, Nighthowler can be fetched out for a big creature or be drawn to make Zur bigger.
You can't fetch it out, but like Mother of Runes it's very good to have out, Devoted Caretaker can offer very versatile protection to more stuff.
If you want something pretty dirty you can pull out vs opponents that are running stronger than expected decks, your Smothering Tithe works very well with Stasis, which also likes Black Market Connections, though you'll want Brave the Sands to give Zur (and your board) Vigilance. Stasis also likes Archon of Emeria and you're already running Thalia, Heretic Cathar. It's certainly not fetching out Heliod after you've dropped Balista, this doesn't win on the spot, but it's a very strong/nasty effect to have access to, even if you don't dig it out very often. Fortunately Stasis is the only piece you wouldn't want to draw!