Delina, Wild Mage
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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
Vanguard Legal
Vintage Legal

Delina, Wild Mage

Legendary Creature — Elf Shaman

Whenever this attacks, choose target creature you control, then roll a twenty sided die. (Remember that MTG spindowns are not well weight balanced, so please roll a die that isn't an MTG spindown)

If you roll a 1-14 | Create a tapped and attacking token that's a copy of that creature, except it's not legendary and it has "Exile this creature at the end of combat."
If you roll 15-20 | Create one of those tokens, then you may roll again.

Recommendations View more recommendations

Crow-Umbra on Isshin Myriads

2 weeks ago

Cool to see a more Myriad focused Isshin deck. I think yours might be the first I've seen with that focus.

To compliment the Impact Tremors in your 99, and depending on your budget, I'd recommend adding Witty Roastmaster and/or Purphoros, God of the Forge. Purphoros has helped me win a few games when paired with all the token creation.

Tocasia's Welcome can also be a draw engine with all your token cretion. Tenuous Truce can also be a draw piece since the Myriad tokens are never declared as attackers.

Delina, Wild Mage could be a fun add to copy a Myriad creature.

Cool deck! Hope you have fun with it irl

Crow-Umbra on Isshin for a Fight

1 month ago

Happy to help! I saw your questions on my wall this morning and immediately sat at my laptop to get my thoughts down.

I think you're on the right track with the changes you're making. In looking at your list, there are a few more cards that I think deserve a little more "food for thought" reexamination. These aren't bad cards by any means, but are maybe ones that don't fit as cleanly or synergistically as one might want, or offer a bit too much redundancy:

  • Thorough Investigation - The dungeon value can be helpful. I think it depends on which dungeon you will primarily be venturing into. I'm not the biggest fan of clue tokens for drawing, but that's a personal preference of mine, at least not for Isshin.

  • Whispersilk Cloak - A cool protection equipment for sure. I think could be a bit better suited in a more dedicated Voltron list, or deck that is much more focused on its commander sticking around. I think Lightning Greaves and Swiftfoot Boots achieve the protection and haste that the deck needs more than the unblockable element.

  • Anointed Procession - Mostly saying this since you already have Mondrak, Glory Dominus in main board. Some redundancy is nice, but are 2 token doubling effects really needed? Isshin doubles your token generating triggers from attacks, and Anointed or Mondrak are just some additional fuel to that fire. I personally give a bit of edge in keeping Mondrak over Anointed, primarily because Mondrak can protect itself and chump block or attack well, and it's a creature that Delina, Wild Mage can copy...

  • Cathars' Crusade - I like this a bit more for decks that are more focused on utilizing the +1/+1 counter element to a fuller extent. If you have had success with it in this deck and like it, then absolutely disregard this suggestion.


I think you could stand to add 2-3 more lands back, especially since your average cmc is closer to 3. Lastly, I'd say check out Professional Face-Breaker, as she rewards you for going wide. She offers some options for either using the treasure generated for additional acceleration, or to help dig for cards. I've liked her when I've had the chance to play her in a couple different decks.

Ultimately, ask yourself what is most fun for you, and what gives you most joy when you play the deck? What can help you achieve that joy most consistently, even if the deck doesn't win games super consistently.

Michigone on Isshin for a Fight

1 month ago

Decided to make the switch off of Helm of the Host already. After Crow-Umbra's post, chatting with iceberg_slim and playtesting it out, the restrictive mana cost of Helm would warp the deck around trying to get it out. In a deck whose curve tops out at six and wants to be aggro AND is in Mardu, it's a two turn artifact, and it's a massive target. While it would be great to see it resolve, and the redundancy (making multiple Isshin's with both Delina, Wild Mage and Helm) is something that I try to build into most of my decks, it would live better in an equipment matters deck that could cheat it out or equip it for free. So with that reasoning in mind, I'm going to try out Sigiled Sword of Valeron in its stead. It gives me a small amount of vigilance, creates tokens, those tokens have vigilance, and those tokens are knights which synergize with Myrel. Crow-Umbra pointed out that it is essentially a worse Inquisitorial Rosette (1 extra mana, and no anthem for my creatures). I agree with them, but I think my playstyle leans a little more towards tokens and equipment, so we'll see how having both in my deck works.

Michigone on Isshin for a Fight

1 month ago

From the beginning, I liked that this deck focused on the attack trigger. In looking at EDHREC and other people's builds, I've always wondered about inclusions that have myriad, whether it was Battle Angels of Tyr or Hammers of Moradin or even Blade of Selves. And I've had discussions where the other player has made solid points about inclusions, from tapping down creatures to card draw to life gain to ramp, and those are valid. BUT (You knew there was a but in there somewhere), for me, if you can't double it, it just seems like I want to slot something else in that can be doubled. Now with all that said, card draw in Mardu is one of the major challenges of the deck space, and each card draw slot must be examined extremely carefully when thinking about a cut for something else.

It is with this balancing act in mind that I decided to cut Emberwilde Captain, a card that offers both card draw and politicking. I know that sounds crazy, but my justifications are thus. When he ETBs, I become the monarch, which is great, an extra card draw at the end of my turn is always amazing. Additionally, he provides me with a little security, in that for an opponent to attack me while I'm the monarch, he will deal direct damage to them equal to double the amount of cards in their hand. That also sounds good right? Well here is the issue with the Captain. 1) What does my deck do? It swings, often with all my creatures, as even the tokens I control usually enter tapped and attacking. So what does that leave me with for blockers so that I can retain my monarch status? Nothing, I'm usually wide open. Which might make you say well yeah, but what about his second ability? Which leads me very nicely to point 2) In decks that want to attack me to win, my assumption is that those decks probably aren't heavy on card draw either, so they may take 6-8 damage from swinging at me. Not really a lot of damage in commander, certainly not enough to warrant holding back on attacking me. Additionally, in the act of attacking with Isshin, my board state is going to make blink deck level changes and hopefully do a ton of damage, drawing a massive target on my back. So the first player to attack me once Emberwilde Captain is out is going to feel a bit of a sting, but the next two players won't feel that same sting when attacking me, as the monarch is most likely someone else at the table now. And an additional card draw is not enough of an incentive for those other players to warrant attacking the monarch, when they've seen my deck go from six o'clock to midnight. And maybe you're wondering about decks that draw a lot of cards and aim to have max hand sizes. Those decks aren't winning through attacking me. So they're not concerned about a single additional card draw on my part at the end of my turn when I have to wait a full turn around the table to utilize it. They'll just combo out. So Emberwilde Captain provides a single additional draw and little deterrent for the slot it takes up in the deck.

So what to replace it with? Well, like I've mentioned earlier, I've kicked around the idea of myriad, but always found it to be not on theme enough for my taste. I even cut Delina, Wild Mage from my deck for a while because the tokens she generates don't benefit from Isshin, as they are never declared as attackers. Which is dumb, I know, because I realized that I could target Isshin, resolve Delina's attack trigger first and have multiple copies of Isshin out to triple (or more) other attack triggers on the stack. He, you live and you learn right, we all make mistakes sometimes. ANYWAY... sorry for the rambling, what happened is a friend reminded me of Helm of the Host. A light bulb went off in my head! Instead of doubling, how about tripling? Dare we even dream of quadrupling? I already loved how it worked with Delina, why not have redundancy (my favorite thing when deck building)? So Helm is in, Captain is out, and I'm going to keep tuning!

Crow-Umbra on Isshin Two heavens as one

1 month ago

Your deck looks pretty solid. I do have a few recommendations for potential swaps that might be of interest:

  • Signal Pest or Accorder Paladin could both be potential swaps with Intrepid Adversary. Paying at least when you cast it for your creatures to only get +1/+1 isn't super ideal. Signal Pest and Accorder Paladin will both stack their Battle Cry triggers, along with the Hero of Bladehold that you already have in your 99.

  • Skyhunter Strike Force could be a potential swap with Adriana, Captain of the Guard, or maybe something else in your 99, since each Melee anthem will stack, and your creatures could potentially get +12/+12 with Strike Force, Adriana, and Isshin on board if you're attacking 3 opponents.

  • Delina, Wild Mage has a pretty high ceiling, since the tokens she creates are not Legendary. She replaced Marton Stromgald in my Isshin deck, as he is a bit more fragile in comparison.

  • I see you have Fervor in your maybe board. I'd recommend adding that and Ogre Battledriver as additional Haste anthems to round out what you already have with Lightning Greaves and Swiftfoot Boots. This will help especially for your higher CMC creatures to attack the same turn they drop, instead of waiting a turn rotation and leaving them more vulnerable to removal.

I hope these suggestions were helpful. If you haven't played this deck irl yet, you should be in for a fun time.

Crow-Umbra on The Ghost of Kamigawa

2 months 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.

Crow-Umbra on Isshin for a Fight

2 months ago

Marton Stromgald is a decent swap Michigone. I'd also recommend checking out Delina, Wild Mage as another potential swap with Marton. The tokens she creates aren't Legendary.

I'd also recommend Grave Titan as a potential swap with Sun Tian. Creates tokens on both ETB & attack, if that's something you'd like.

In case you haven't seen them, there are a few new creatures in All Be One main & commander sets that are worth a look at:

Crow-Umbra on A Match Made in Hell EDH

2 months ago

Your deck concept is really cool. I've seen Jeska put in plenty of work when paired with Ishai, Ojutai Dragonspeaker, via a deck one of my friends plays. Jeska makes things scary pretty fast.

Idk if you've played this deck irl yet, but do you feel like you have enough Ball Lightning-like creatures? I'm counting about 9 of your 18 so far. I think getting in some more Copying and Reanimation effects could help you a bit. I get that Jeska makes 1 target creature scary, but I figured some copy effects could let you attack multiple opponents, or really laser one person down. A few things for you to consider:

  • Animate Dead/ Necromancy - Animate Dead is your cheapest option of the 2, but Necromancy can be cast at instant speed if needed.

  • Phyrexian Reclamation - Fairly cheap and low to the ground for hand recursion.

  • Twinflame/ Heat Shimmer

  • Kolaghan's Command - Modal options, including some recursion to hand.

  • Athreos, God of Passage - More Ramos redundancy. Not super budget, but could be helpful in a deck like this.

  • Flameshadow Conjuring

  • Delina, Wild Mage - She's something I've played in my Isshin deck, and has a bit of a higher ceiling there, but the potential to make many Ball Lightning creatures off some lucky rolls is pretty silly.

  • Ogre Battledriver - Another Haste anthem with additional upside to beef up creatures on ETB.

  • Living Death - Redundancy with Ramos. Has finisher potential with a graveyard full of Ball Lightnings, also helpful since Jeska will dodge it.

I hope these suggestions are helpful.

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