Captain's Claws

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Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed 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
Penny Dreadful Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Captain's Claws

Artifact — Equipment

Equipped creature gets +1/+0.

Whenever equipped creature attacks, put a 1/1 white Kor Ally creature token onto the battlefield tapped and attacking.


Michigone on Just Isshin to Fight

3 days ago

@Crow-Umbra Thanks for all the awesome feedback! I really appreciate you taking the time to give me some solid pointers to really make this deck pop. Okay, Inquisitorial Rosette in for Captain's Claws, 100% easiest switch ever! And where would you make some cuts to the deck in order to fit in Skullclamp, Plumb the Forbidden, and possibly Esper Sentinel?

Crow-Umbra on Just Isshin to Fight

4 days ago

Whoops, just realized I meant to tag you in my last response Michigone, and not Plainsrunner.

I like the updates that you've made since I last looked at your list. If you like Captain's Clawsm I'd recommend checking out Inquisitorial Rosette. The equip cost is steeper, but it produces beefier tokens with Vigilance, and is also a Menace anthem to boot.

I'd recommend adding a bit more draw to your deck. I counted about 7-9ish effects that net you some type of card draw or advantage. Since you have a lot of token creating effects, I think that Skullclamp could be right at home here. I think getting about 3-4 more drawing effects in your deck could help it feel a bit more fluid & consistent.

I know I already mentioned them in my last comment, but Tocasia's Welcome and Plumb the Forbidden are both excellent draw options in token focused strategies. I use them both, along with Skullclamp in my Isshin deck to decent success. Tocasia's Welcome might look a little modest because it only draws once per turn, but is fairly reliable if you have a lot creature generating effects. A couple of repeatable draw effects will bolster the one-off and burst draw effects you already have.

Lastly, I'd recommend checking out Ogre Battledriver, since you have Ardoz, Cobbler of War in deck. Haste anthem volume is really helpful with the reliability of some of your big finisher creatures.

Crow-Umbra on Attack-harmonicon

1 month ago

No prob, Worrad75 , happy to help. Lol yeah, I've been playing and play-testing Isshin a lot since he was initially spoiled.

I figured you might get a bit more mileage out of Through Investigation with the other Venture stuff in your 99. I think Tocasia's Welcome really shines in decks that are more creature token focused. The Clue tokens are helpful for getting that cantrip in a pinch.

Emberwilde Captain is a fun one too. I had him in earlier versions of my list that had some of the other pillow-fort effects like Revenge of Ravens & Marchesa's Decree. For me, they were effective deterrents at first, but my regular play group would just remove Isshin, and tank through the standard triggers as needed. It's part of what eventually caused me to shift to including more creature token creation. Druid of Purification and Dismantling Wave are removal regulars in the group as well.

Inquisitorial Rosette is a cool one. It replaced Captain's Claws in my list. I liked the Menace from Iroas, so figured I'd get a bit more in the deck. I also had Goblin War Drums in for a bit.

Hammers of Moradin is underrated for Isshin lists. The double Myriad opens up some politicking opportunities for how to direct the attacks.

My meta has a lot of token go-wide strats, and any of the token decks running Red usually feature some combination of Impact Tremors, Purphoros, God of the Forge, Goblin Bombardment, and now Witty Roastmaster. I can see how it would be win-more, but for us the ETB damage from consistent token creation can help close games without having to spread attacks out as much. It helps our token strats by letting them focus the player with the softest board presence, and still "punch" the other two players to some degree. Definitely a meta call for sure.

Although Mishra doesn't have draw stapled on like Severina Raine, I like that Mishra doesn't have to attack for his trigger. Severina is cool and all, but she needs a bit more investment from a decent board and preferably some Haste enabler.

Last_Laugh on Isshin - Tokens

1 month ago

Mardu Ascendancy is probably the best token production for this deck.

Adeline, Resplendent Cathar spits out 6 tokens at once.

Squee, Dubious Monarch is weaker token production but is immediate thanks to built in haste.

Captain's Claws is another good token producer here.

Plumb the Forbidden and Emberwilde Captain are both excellent budget friendly card draw here. The rest of draw in these colors can be a bit pricier (unless you go the Read the Bones route which is budget friendly but much weaker draw), but I'd recommend a few like Mangara, the Diplomat and Cunning Rhetoric.

Feel free to check out my list for ideas. Upvotes on any of my decks are appreciated. Isshin - Army of Darkness

king-saproling on The Newspaper

1 month ago

Sure thing Benjimain! I think you picked a great partner pair. They offer the late-game resilence that Orzhov (WB) decks are known for while also enabling big combat damage which is rare in WB.

Here are some other swaps I would make:

Quag Sickness -> Plaguecrafter
Underworld Dreams -> Bitterblossom
Forever Young -> Black Market
Pick the Brain -> Grand Crescendo
Artificer's Hex -> Lightning Coils
Duress -> Rootborn Defenses
Pit Keeper -> Captain's Claws
Triad of Fates -> Haunted Library
Deathpact Angel -> Mardu Strike Leader
Mark of the Vampire -> Blight Mound
Confront the Assault -> Veteran Soldier
Primevals' Glorious Rebirth -> Spirit Bonds
Soul Salvage -> Militia's Pride
Alchemist's Gift -> Oketra's Monument
Lash of Thorns -> Wand of Orcus
Village Rites -> Grim Haruspex

Last_Laugh on Smack Smack, Isshin Attack

10 months ago

Captain's Claws is another token producer and I'd suggest something like Odric, Master Tactician, Reconnaissance, Gustcloak Savior, Dolmen Gate, and/or Iroas, God of Victory to be able to swing safely without losing those tokens though.

SOTC on isshin samurai tribal

10 months ago

Hey Breastiny, good to see other people brewing with Isshin!

I'd see about maybe running Kentaro, the Smiling Cat as a cheap mana-fixer, to ensure you never have the wrong colors. Fumiko the Lowblood is an excellent card here; your opponents are forced to swing, even with creature they don't want want to attack with. They will either attack other opponents (helping you win) or attack into a pumped-up Fumiko, which will lose them their creatures. In a true Samurai tribal deck, Nagao, Bound by Honor, Takeno, Samurai General, Konda, Lord of Eiganjo and Godo, Bandit Warlord can't be omitted.

As niche picks, consider Iizuka the Ruthless and Opal-Eye, Konda's Yojimbo. The former will put your foes on the back foot, as they never know when the double strike might come through. The latter provides defensive utility, especially late-game when you have access to more mana.

On the non-Samurai end of things, some Equipment that synergizes with Isshin seems like a good call. Sword of the Animist gets even better by fetching you 2 basics instead of 1, while Sigil of Valor and Reaper's Talisman double up on your other 'attacks alone' effects. Other Equipment improved by Isshin includes Argentum Armor, Delver's Torch, Moonsilver Spear Sword of Hours and Trepanation Blade. If you find yourself in need of additional (non-Samurai) cannon fodder, Captain's Claws and Sigiled Sword of Valeron will do in a pinch.

Hope this helps! Good luck :)

Rolska on Isshin Twin Triggers

11 months ago

I've been finding that with the use of Hoarding Ogre, the goblin created by Fable of the Mirror-Breaker  Flip, Sword of the Animist, Aerial Surveyor, and Shiny Impetus (used to buff a creature that I want to continuously attack with anyways in order to fix mana or defensively), along with one of the copy generators such as the Delina, Wild Mage. Flamerush Rider, or Reflection of Kiki-Jiki  Flip that I have an embarrassment of treasure tokens by turn 4 or 5. It seems like I can get away with drawing into one or two big guys in order to really solidify a lead. I'm also just into big bombs a not so guilty pleasure!

That being said I forgot to mention Fireflux Squad. As far as I can tell we can actually sac the tokens generated by Captain's Claws, Myriad copies from Warchief Giant (not in your deck last I checked but in your maybeboard) and Herald of the Host, Goblins created by Krenko, Tin Street Kingpin, Flamerush Rider and Delina to dig through our decks to throw out a non-token creature that won't exile or die at the end of combat. I'm going to test this card out. I think it may be something of a sleeper. Unless I completely misunderstand its effects it'll be like a second, less strict Winota, Joiner of Forces cheating out some of those bombs.

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