Combos Browse all Suggest
Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Big Apple Highlander | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Oldschool 93/94 | Legal |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Premodern | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Rules Q&A
Fellwar Stone
Artifact
: Add one mana of any colour that a land an opponent controls could produce.
theNeroTurtle on
Check out my Vamp Stamp
2 weeks ago
I like the build. 1+
I feel like the CMC is a little too high on the creature side. I would lower that and replace what you take out with a few more mana rocks. Mox Amber is probably out of budget, but you could still squeeze in some of the normal stuff like Fellwar Stone, Arcane Signet, and Herald's Horn
. Urza's Incubator is a bit pricey, but still a step in the right direction.
clayperce on
Disobedient Catmander
2 months ago
Greetings!
Noticed your Help tag, and request for some general feedback ...
Biggest advice I could give -- especially if you're aiming for Bracket 4 -- is to invest a bit in your manabase for sure, and maybe in some more mana acceleration/cost reduction effects.
With a 4-mana Commander who wants to be casting multiple 3-mana spells a turn, I'd recommend 38 Lands (with as few Tap Lands as possible), 12 mana acceleration effects (costing 2-mana or less, to help power out Y'shtola on Turn 3), and 4 cost reduction effects or slow mana sources (costing 3 mana or less, to help power out 2x spells a turn starting on Turn 4).
Some possible Lands (with more options over at Managathering.com):
- Fetchable Triome: Raffine's Tower
- MDFCs: Hengegate Pathway
Flip, Clearwater Pathway
Flip, Brightclimb Pathway
Flip, and maybe Waterlogged Teachings
Flip (not sure if it's worth it as the Land side enters Tapped)
- Missing Fetch Lands: Marsh Flats, Flooded Strand
- Missing Battlebond Lands: Sea of Clouds, Vault of Champions
Possible Fast Mana sources:
- Fellwar Stone
- Thought Vessel
- Mox Amber and Mana Vault (worth mentioning, even if they're too spendy)
Possible Cost Reducers/Slow Mana Sources:
- Lyse Hext
- Alisaie Leveilleur
- Grand Arbiter Augustin IV (I know he's 4 mana, but he's really good)
- Relic of Legends
- Bender's Waterskin
Good luck (and good skill!) with Y'shtola!
Cheers!
clayperce on
Gut Shot
2 months ago
Very cool deck! I've can't recall ever seeing Gut partnered with Popular Entertainer before (seems like she's always hanging around with Agent of the Iron Throne or Inspiring Leader), but I really like it.
The deck seems to be running as you like, so please take these more as "brainstorming ideas" rather than actual suggestions:
- In playtesting, I found I often had a hard time deciding whether to sac' one of our existing creatures for a Skeleton or to leave it ... to help make that decision easier, I might lean a bit more into Treasure tokens and maybe add some Treason effects. Good options incl J. Jonah Jameson, Bloody Betrayal, Seize the Spotlight, Treasure Nabber, and Hijack.
- I was lucky enough to draw Vehicles in a couple playtests and found them REALLY good in the deck (partly as it gives the Goblins with "attack each combat if able" something to do when we don't want them to attack ... but mostly bc sac'ing a Crew member for an attacking Skeleton really ramped up the Power of my attacks). Careening Mine Cart and Hoard Hauler come to mind first, but there are oc a ton of options available ...
- I personally prefer a little more ramp, interaction (incl boardwipes), and protection. If your meta shifts and you find yourself wanting more too, some favorites incl Ruby Medallion, Fire Diamond, Fellwar Stone, Abrade, Blasphemous Act, Chain Reaction, Lightning Greaves, and Swiftfoot Boots.
- I'm not sure if you want more Token generators ... but if so, maybe Legion Warboss, Siege-Gang Lieutenant, or Urabrask's Forge?
- One final thought: I'm a big Skullclamp fan, for almost any deck with X/1s.
Cheers and a big +1 to you!
Crow_Umbra on
Lightning, Pillowfort Commando
2 months ago
No prob, always happy to lend some suggestions. I've been playing Isshin since he debuted, but mostly as a tokens Go-Wide build with some Group slug and Goad mixed in. Nelly Borca was my first fully dedicated Goad deck. Squall, Gunblade Duelist is the closest that I'll get to a Mardu Goad commander that isn't Isshin, for now.
-
Land counts are def one of those personal preference details that I don't lean on super heavily for suggestions unless someone is on thr lower side with a high curve. Def an "art meets science" aspect of deck building lol. For Isshin specifically, I've cut down on 2 cmc rocks to swap for newer 2 cmc creatures. In non-Green decks I usually rely on the color relevant "Talisman of __" cycle, Arcane Sig, maybe Fellwar Stone. For land edits I try to cut back on tapped lands without a condition that allows them to enter untapped.
-
Yeah, I had fun with Etali in Isshin for a bit, but it ate removal more often than not without Lightning Greaves or something similar. I think you could swap Patron of the Kitsune for the Righteous Cause in your Maybe Board. It's slightly cheaper, but also more removal resistant.
-
On the note of Goad enablers, something I've picked up on from playing Nelly, and against various Goad decks in my main playgroup, is that combat incentives can "encourage" folks to fight rather than force them. Donating creature tokens via the Hunted cycle & Combat Calligrapher can be risky. Gix, Yawgmoth Praetor and Frontier Warmonger are more examples of combat incentives in the vein of Karazikar & Breena that everyone can benefit from. The Firemane Commando in your Maybe Board is also solid. Carrots vs sticks. Give people carrots, then beat them over the head with them.
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On that note, the Hissing Miasma effects are def a "Your mileage may vary". Folks i regularly play with will tank the damage to kill whoever. The Ghostly Prison effects seem to be a bigger deterrent.
-
Promise of Loyalty and Split Up can be interesting semi-symmetrical removal options that also allow for political wheeling & dealing.
Happy to provide feedback & chat. Isshin is easily my favorite commander, and Goad is something I enjoy playing with and against. If you're ever interested, The Rani is also a solid Goad commander. One of my friends runs her, & she's a lot of fun.
Mortlocke on
100% Dinosaur Tribal [Primer]
5 months ago
Oh and you're right about Fellwar Stone, I just thought you already had an Arcane Signet - which is the card you really should have in a 3 color deck.
theNeroTurtle on
100% Dinosaur Tribal [Primer]
5 months ago
Hey Mortlocke, spam all you want!!!
To me Jeska's Will would be considered a late game card because I would already have it cast for free if my Commander is in play. Otherwise casting it to possibly only merit about two additional mana isn’t that big of a boost.
Kodama's Reach – no basic lands available. Maybe I should add some.
Rampant Growth – no basic lands available. Maybe I should add some.
Topiary Stomper – no basic lands available. Maybe I should add some.
Fellwar Stone – it is "okay", but weaker than people tend to realize.
I agree, I should probably cut a few dinosaurs to add in some basic lands. Even cutting down utility lands to and in basic lands and tutors.
I just can’t commit to Roaming Throne because he isn’t “actually” a dinosaur. It wouldn’t be 100% if I did that. Sure, you can choose a creature type. But he isn’t that creature type. He is a Golem. I am willing to lose strength to keep theme.
I love Arena, but you’re right. A basic would be much more helpful early game.
This is super helpful. Any other suggestions?
Mortlocke on
100% Dinosaur Tribal [Primer]
5 months ago
As a fellow Dinosaur enthusiast, I am happy to take a look at your deck and toss in my two cents. From a glance at your deck and drawing a few first hands I've noted that your early game is rife with very high cmc spells and permanents with few opportunities to ramp and even fewer spells to keep the tempo going. You have an 8 cmc commander but not nearly enough ramp to get it out consistently. Please consider including:
As for what to cut to make room, is the difficult part. I'd look at the more redundant spells that make little difference once your board is established - shed the high cmc "win more" spells.
Also 35 lands is too few - bump them up to at least 37 maybe 38. You're a bit too greedy on Dinos, and should cut a few.
NV_1980 on
Gyruda, Doom of Clones
6 months ago
Interesting build. Some more mana sources would do you some good though, as the average mana cost of spells in your deck is relatively high. Some ideas on this would be Coldsteel Heart, Fellwar Stone and/or Thran Dynamo. Next to the Animate Dead spell you've already included, I would recommend to add Dance of the Dead as well; it's almost as good.
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