Eiganjo, Seat of the Empire

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Vintage Legal

Eiganjo, Seat of the Empire

Legendary Land

: Add

Channel, Discard Eiganjo this: This deals 4 damage to target attacking or blocking creature. This ability costs less to activate for each legendary creature you control.

wallisface on Yorions gone - what cards …

1 month ago

So, this is my current thinking for this list - basically moving Thalia to the sideboard, and trimming some cards i’d rather not see multiples of. Also ditching Ephemerate:

Land (23)

Creature (31)

Artifact (6)

Sideboard (15)

Crow-Umbra on

1 month ago

Mick-Tis, Urabrask the Hidden would be on theme since it's Legendary. I get that Fervor isn't a Legend, but it's more favorable for being played on curve for aggro vs Urabrask that's at 5 cmc.

Playing more Legendary Lands could be the most mana efficient way to get Shanid to pop off. There are quite a few options, and each one has some additional utility upside:

Some of them are kinda pricey, but even adding 4-5 can give you more flexibility on your other spells.

There are also some other legendary artifacts that are options, like Shadowspear and Eye of Vecna

BahamutDX on Azorius Aggro

2 months ago

What cards most likely to put out in favor for other cards:

I'll leave this down here for useful additions for the deck in the next sets :D

IHATENAMES on Life’s Certainties: Death & Taxes (For Paulie)

2 months ago

A few notes as a former death and taxes player. (Mono white and was building towards eldrazi taxes.)

Flagstone is useful 1 in 10 games. I think it would be better to play another Eiganjo, Seat of the Empire that is practically a spell when needed.

I'm vaguely interested in the touch of the spirit realm and am wondering how it performs. Could blink a living weapon like Batterskull for a new token if the token dies while being removal when needed. Neat synergies with it.

Your grave hate misses Living End decks. Maybe going 4 silent clearing and 4 of the black leyline in your sideboard will fix that. Also good against Murktide Regent

Citywide Bust I'm not up to date on the meta just what i see on youtube but thus does seem good at a glance. I've quit modern but it kills alot of important cards rolling around. Interesting and good?

Cards I ran that may be worthwhile. But probably not.

Eldrazi Displacer blink too slow atm

Selfless Spirit protection

Path to Exile Removal replaced by solitude I assume.

Leonin Relic-Warder artifact/enchantment hate on a aggressive body

Dryad Militant grave hate idea. Outclassed by current cards.

DawnsRayofLight on Cabaretti Cabaret

3 months ago

So with Jetmir, you want to go wide, you want to run as many fast creatures and cards that make more creatures as you possibly can.

Some suggestions

3-4x Mage's Attendant

2x The Wandering Emperor

3-4 Fable of the Mirror-Breaker  Flip

3x Professional Face-Breaker

2-3x Exhibition Magician

Citizen's Crowbar

Fleetfoot Dancer seems good

From Dominaria:

Defiler of Faith

Squee, Dubious Monarch

Resolute Reinforcements

Captain's Call

Queen Allenal of Ruadach

Tori D'Avenant, Fury Rider

you may want to run some of the Kamigawa lands like Boseiju, Who Endures, Sokenzan, Crucible of Defiance, and Eiganjo, Seat of the Empire

I wish Jetmir had more support in standard, in modern and EDH he has access to a lot more fun cards. I do not know if there are any make X token cards in standard, I wish you could run Grand Crescendo. My Jetmir EDH can swing for around 100 damage by T5-6. Basically look for anything that can help you go wide while trying to keep the mana curve low.

wallisface on Card that Punishes attacking/dealing combat …

4 months ago

I feel like Eiganjo, Seat of the Empire is worth mentioning.

However, i’m also aware of what deck you’re constructing this for - the “Aikido” one that we’ve already been through multiple iterations of me offering solid advice, and then you ignoring those comments and deleting/recreating the deck as something even less focused (I believe others have also tried to offer you constructive feedback also, to the same result).

If you truely want that deck to amount to anything, you’re going to have to take onboard the criticism, and give the deck a clearer and more straightforward direction. At the moment it’s far too disjointed and doing too many things to function anywhere near the level you seem to want it to be.

Cowmmunist on I'm the reason people hate Child of Alara

4 months ago

Inkmoth yeah, I have been thinking about it for awhile. I've been considering Command Beacon, Cavern of Souls and Boseiju, Who Shelters All because they both bring so much utility, and particularly insurance

I'm probably going to take out Eiganjo, Seat of the Empire because I haven't really been able to get much use out of it. I just really liked how hard it is to counter ✌️

Cowmmunist on I'm the reason people hate Child of Alara

4 months ago

ThoAlmighty Thanks for the considerations!

I honestly think I am pretty set on fixing, and I am not comfortable dropping below 2 of each basic land. Several of my ramp spells reference basic lands and I need to be able to react to effects like Ghost Quarter, Field of Ruin, Path to Exile, or opponents Tempt with Discovery and other effects like it. Really need that buffer so I can dish out my own basics, and not be down a land when I play against effects like these, and I think 10 is a good number right now.

For cards like Command Tower and Arcane Lighthouse to find a home here, I'd wonder what you might swap them out with? I'm still in the process of testing out the channel lands and so far I have not been a huge fan of Eiganjo, Seat of the Empire because it can only do 4 damage. Which has actually been a great way to deal with commanders, because it's an ability activated from the hand, not a cast spell. But 4 damage is pretty restrictive, and it has only really helped me in the early game while I am still collecting my colors. For instance it has kept me alive against Edgar Markov who is a very scary aggro deck, and absolutely can blitz down Child.

Load more