Firemane Commando

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Firemane Commando

Creature — Angel Soldier

Flying

Whenever you attack with two or more creatures, draw a card.

Whenever another player attacks with two or more creatures, they draw a card if none of those creatures attacked you.

Lightningbolter on Isshin (Unfinished)

9 hours ago

Crow_Umbra

Thanks for all this, one of the best parts of brewing is talking about the brew and you're helping me a lot with this.

Yes i like Rising of the Day better than Emblem of the Warmind I just found Emblem really, I didn't know a similar effect existed.

Myriad is quite nice with isshin I haven't looked at all the options with it tho, I do like Elturel Survivors quite a bit better.

Ankle Shanker was one of my first pics for this deck actually, deathtouch and first strike is one of the most lethal combinations of keywords I can think of lol, Pyreheart Wolf was just a put it in to fill the slot so to speak, I like Kaya, Geist Hunter will slot in perfectly for a few reasons, Vault of the Archangel is a rather useful utility land definitely in consideration.

Lightning Runner will definitely have a bullseye on his back as soon as he hits the board, so if the deck doesn't get to pricy with it Aurelia, the Warleader I'll definitely add her.

Dolmen Gate and Clever Concealment are definitely something needed and will be on the list of things to add.

I love Firemane Commando she's definitely going in the list, she draws and potentially keeps heat off of me while she lasts, Chivalric Alliance and Minas Tirith are good cards I may add them later, as of now I like my instant/sorcery draw cards as they don't require anything to draw and they're a good bit cheaper (money wise) than the ones you recommend, but they are nice.

I was thinking Signets would be better than more land as you can only play a land a turn but Artifacts can be played more than once adding to isshin getting the ball rolling faster, how many lands would you have?

Didn't even think of effects like Impact Tremors with the tokens, I wasn't quite sure how they'd work with Adeline, Resplendent Cathar and Myrel, Shield of Argive but absolutely adding those type of effects now lol.

Which instants/Sorceries would you cut? Because I was going to do the same but I can't decide on a proper ratio of target removal, draw etc.

And yes all this info is a great help to me, keep it coming if you want I'm loving this, amd thanks again.

Crow_Umbra on Isshin (Unfinished)

13 hours ago

No prob, I'm happy to help. Isshin is my favorite commander of the past year, and one I've had a lot of fun playing. Happy to chat about Isshin theory.

I think he has some awesome options that should fit well within your budget. In looking at your list a bit more, and considering what you have in mind, here are some more thoughts I have:

  • You are correct about Shakedown Heavy. I'd say give it a try and see how you like its play pattern irl.

  • I'd recommend swapping Emblem of the Warmind with Rising of the Day. Emblem is cheaper, but is more vulnerable to incidental removal as an Aura. Rising of the Day also has a helpful little buff for your Legends.

  • I think Myriad in general is great with Isshin, and would recommend checking out Elturel Survivors as a potential swap with Coastline Marauders.

  • Ankle Shanker could be a potential swap with Pyreheart Wolf in terms of its keyword anthems. Similarly, Vault of the Archangel and Kaya, Geist Hunter are additional death touch anthems. Kaya can also be a budget token doubler.

  • You can potentially replace Lightning Runner with Aurelia, the Warleader. I think she should be under $10 now due to some of her recent reprintings. On the note of getting multiple attack steps, I think 2-3 effects are plenty, since they act more as finishers.

  • Although they're a bit over your budget, I'd recommend Dolmen Gate and Clever Concealment as board protection options. Isshin thrives on maintaining a strong board presence, so anything that can proactively do that, or do so at instant speed can do a lot to keep your momentum going.

  • If you want to expand your draw options, Chivalric Alliance, Firemane Commando, and Minas Tirith are all newer options that could be worth looking at.

  • 33 lands is a liiiitle low, I think you can cut a couple of the Signets for a couple more lands.

  • Since you already have a few effects that make creature tokens, I think that group-slug effects like Impact Tremors, Hellrider, and Commissar Severina Raine to name a few can help you really punch damage around the table. While the power/toughness anthems are helpful more so for helping your board survive attacks, they aren't as helpful if your board doesn't have Menace, Trample, or some other evasive anthem to punch through. The group slug effects help soften up your opponents to help make combat damage more effective, and vice versa. Impact Tremors and similar effects can be pretty nasty with those additional Myriad tokens, and any other attack trigger tokens that Isshin doubles up.

  • I think your last 11 cuts can come more from your Instants and sorceries and sculpting those to what your meta is like.

I hope these additional suggestions are helpful. I'm not one to plug my own decks, but I think some of the following Isshin primers are detailed and well-written:

Azoth2099 on Kaalia, help wanted

3 weeks ago

MarioDargon

For sure, man, glad to help!

Yeah, this latest iteration is a big step forward. I think now would be a great time to discuss potential cuts.

First up, I'd definitely cut both True Conviction & Warstorm Surge under the basis that they can't be cheated out via your Commander, or retrieved from the graveyard once destroyed. Replacing them with things to streamline your strategy like Gamble, Diabolic Intent or Final Parting would be wise imo. Tutors that pair well with Reanimator are great.

Speaking of pairing well with Reanimator, I'd so recommend replacing some of your card draw pieces like Firemane Commando, Mangara, the Diplomat & perhaps even Bloodgift Demon with things that will draw you cards, ramp Treasures & feed your graveyard simultaneously upon resolution like Pirate's Pillage, Seize the Spoils & Big Score. Tectonic Reformation could also draw hella cards here, considering you're running 36 lands!

Personally I would cut both Taurean Mauler & Boros Charm for more Combo utility. Ancient Gold Dragon + Dragon Tempest will kill all of your opponents from 40 life if you roll like...a 12 or higher? I forget the math, but the fact that they're also just great cards for this Commander anyway make them worth considering. Also, I really can't overstate how powerful Ancient Copper Dragon is here, if you roll anything higher than like a 3 it gives a CRAZY advantage. Especially since you're running Revel in Riches & Hellkite Tyrant! You should just proxy it if you can't afford one lol, it's that good.

As far as getting your Commander on the field a bit faster...I'd suggest replacing Sword of the Animist with Chromatic Lantern & maybe adding a Jeweled Amulet as well.

LumpySpaceJams on Silly Aragorn, Combat Tricks are for Kids

1 month ago

When I used to play draft, I would HATE combat tricks being played against me because it was like 90% of how I would lose. Now that I play commander, combat tricks are much more fun and appealing. Like what you've done here :)

Any room for Firemane Commando? It's a newer card that I've enjoyed slotting in any creature and/or combat based deck.

Crow_Umbra on Isshin for a Fight

1 month ago

If you're looking for more draw without sacrificing a creature slot, there's also Firemane Commando from March of the Machine. It's kinda like Breena, so could potentially work in tandem with, or in replacement. Still, I wouldn't pass up on Breena's ability to buff up your team.

Glimmer Lens and Call of the Ring are both also newer options. I'm currently using Call of the Ring in a couple of decks. Pacing-wise, it is comparable also to Phyrexian Arena, but The Ring Tempts You offers some additional bonuses which reward aggro play patterns, one of which being to draw then discard a card on attack.

kirbysan on [Primer] Helming the Host of Heaven *Update*

4 months ago

Perilous_Percival

Ah, I guess spoilers don't work in comment boxes, that's annoying.

1. Guardian of Ghirapur IN Angelic Curator OUT

After nearly a year of playtesting, I'm not the biggest fan of the low CMC angels, especially Angelic Curator. While it's a 1/1 flying angel body for 2, the protection for artifacts is more of a hindrance than a help. It helped defend against a Blightsteel Colossus once but being unable to equip it hurts more. By turn 3 when we want to drop Angelic Curator we would rather want to drop a 3-4 CMC angel or an impactful Artifact, Equipment or Enchantment.

Guardian of Ghirapur is a far superior body to Angelic Curator at 3/3 for 3. Initially there weren't that many blink targets for this deck but I've tweaked it to have more relevant targets and provide some outs to accelerate our gameplan. Typical targets would be Stoneforge Mystic, Recruiter of the Guard, Inspiring Overseer, Karmic Guide, Sanctuary Warden, Bruna, the Fading Light  Meld.

2. Karmic Guide IN Angelic Page OUT

Following the same logic as Angelic Curator, Angelic Page simply doesn't do enough when it hits the board. Karmic Guide was initially pulled due to lack of use as 5CMC is a lot for simple recursion and the deck was more focused on mana efficiency. However, with the re-introduction of tutors and blink mechanics it may have a place again.

3. Recruiter of the Guard IN Mangara, the Diplomat OUT

Mangara has proven its worth in a few games if opponents continue with their strategy and play through it. However, like Smuggler's Share, if opponents decide to play around it, it's kind of a dead card on board. The first ability generally doesn't do much since opponents aren't swinging into our board and depending on the deck they can cast one big spell on their turn and save their instants for opponents. Recruiter of the Guard was in my initial build but pulled in favor of more angels. Typical line would be Recruiter of the Guard into Stoneforge Mystic to grab either Lightning Greaves for protection or Sword of Hearth and Home for protection, ramp and blink shenanigans. While it seems like adding 1 card for a maybe synergy seems inefficient I was able to pull it off in 1/3 games so it's not as inconsistent as it seems.

4. Firemane Commando IN Angelic Sleuth OUT

While the clues generated with Sleuth have saved me before, I would much rather have more consistent draw to keep my hand topped off rather than wastinga turn after a wipe to refill my hand. Firemane serves double duty as not only being a solid 4/3 angel body but also provides "free" draw through attacking which we want to do. It also helps direct combat decks towards opponents if they want the draw.

5. Invasion of Dominaria  Flip IN Thorough Investigation OUT

In the same theme as Sleuth, Thorough Investigation provides draw for later with the added benefit of going through the dungeon. I've completed dungeons twice before with this card but the benefits haven't been as strong as I hoped. Invasion of Dominaria  Flip provides lifegain and draw immediately and as long as we have 2 angels (Giada and 1 other) then we can defeat this battle the turn we drop it providing a 6/6 Serra Angel. When you staple all 3 together then that's incredibly efficient. Late game when we're trying to close out the game we may choose to not swing at the battle but instead go for lethal but the option remains.

6. Invasion of Gobakhan  Flip IN The Ozolith OUT

In the dozens of games I've played with Ozolith I've only had it successfully work once. Late game it may seem like a dead card as it sort of hinges on either an opponent playing a board wipe and us refilling the board to swing again or using Pyre of Heroes on a stacked angel to grab something relevant. I much prefer Gobakhan as it slows down an opponents gameplay, easy to flip and provides benefits right away by buffing our board the same turn it comes out and also has "free" protection for later.

7. Conjurer's Mantle IN Mask of Memory OUT

Mask has been pretty great overall but sometimes slows down the game too much by making us filter. While there's a recursion package, it's not always guaranteed, so pitching relevant angel bodies early can be detrimental for late game, especially against graveyard exiles like Bojuka Bog. Yet, we'll still want to draw our cards so the discarding is necessary. Mantle is great not only because it costs the same, has a buff and vigilance and grabs relevant bodies off the top 6 without having to discard.

8. Clever Concealment IN Cosmic Intervention OUT

Cosmic seems good on paper but exile effects like Farewell or Merciless Eviction can make it useless. It also doesn't protect the angel tokens which can sometimes be the main body of threat. Concealment allows us to not just protect the tokens but lets the vigilant angels tap for a surprise protection. Oftentimes opponents will check untapped mana before blowing everything on a boardwipe so the convoke mechanic is super relevant for a well timed protection spell. Depending on the success of this swap I may consider Wand of the Worldsoul as well for some sneaky convoke shenanigans.

9. Chivalric Alliance IN Tome of Legends OUT

In the same line of thinking as Firemane Commando, "free" draw is better than costed draw. They both cost the same but having to pay for Tome of Legends can slow us down as well as if Giada is removed too much in the beginning. At most we'll ever get 1 draw per turn anyway so this swap was pretty simple.

10. Land Tax IN Smothering Tithe OUT

I've loved Tithe for awhile thinking it's a great ramp card. While it is good, it hinges on the decks it's played against. I've been most successful against my friends Jhoira's deck which colored my view when bringing it into pub matches. After reflecting on it for a year, it simply isn't worth it in mid to high powered casual decks that don't use draw as part of their strategy. In 90% of games I'll get 3-6 treasures before it gets removed or the game ends. Figuratively, you would drop it on turn 4 and if no one pays the tax then by turn 6 you'll have at most 6 treasures which is only net +2 mana. If the game lasts till turn 7 then you could have +5 mana but at that point opponents would either have game ending spells or plenty of open mana to pay the tax. Land Tax on the other hand can come down T1 before Giada even hits the field, thins out the deck while filling the hand with relevant plays and synergizes well with Emeria Shepherd or Emeria, The Sky Ruin. It was in the initial build of this deck before but was taken out along with the other artifact ramp to add more angels in.

11. Plains IN Bonders' Enclave OUT

As one of the few available card draws in mono-white, Enclave was a land for hail-mary draws. I've only ever used these abilities in 1 game when I was desperate for any card draw and it felt terrible. Paying 4 to draw a single card is terrible use of mana. Also, there were too many colorless sources from lands so I was struggling early game to play 2 relevant white cards in one turn.

12. Mistveil Plains IN War Room OUT

Same line of thinking as Enclave. Mistveil's ability is more of an experiment as tap lands are generally too slow. Typically recursion would just put the creatures back on the battlefield but Mistveil can possibly help with the Blink/Tutor package we've introduced.

Considering Wand of the Worldsoul and Excise the Imperfect

Opponents: Sigarda, Host of Herons & Lathiel, the Bounteous Dawn

Starting hand: Windswept Heath, Fabled Passage, Path of Ancestry, Bruna, the Fading Light  Meld, Folk Hero, Righteous Valkyrie, Invasion of Dominaria  Flip

Game lasted only 20 minutes as this hand curved out nearly perfectly.

T1 - Path of Ancestry tapped, drew Lightning Greaves

T2 - Plains (drew) into Lightning Greaves

T3 - Myriad Landscape tapped into Giada, Font of Hope, equipped Lightning Greaves swung with Giada

T4 - Windswept Heath into Plains into Folk Hero, swung with Giada, cast Righteous Valkyrie, drew a card

T5 - Mutavault (drew) into Invasion of Dominaria  Flip and swung both Giada and Valkyrie into the battle flipping it to Serra Faithkeeper  Flip to gain 8 life this turn and triggering Valkyrie's +2/+2 anthem

T6 - Cast Herald of War and equipped it with Lightning Greaves.

T7 - Cast Lyra Dawnbringer and Invasion of Gobakhan  Flip. Equipped Lyra with Lightning Greaves. Swung in for lethal ending the game.

Lightning Greaves did work this game as it not only protected Giada from early single target removal but also accelerated combat damage each turn. While I did draw into both battles this game I didn't have a chance to test out Invasion of Gobakhan  Flip except making a Krosan Grip more expensive which likely helped my Folk Hero or Lightning Greaves survive till the end.

Opponents: Sigarda, Host of Herons, Lathiel, the Bounteous Dawn & Wilhelt, the Rotcleaver

Starting hand: Cavern of Souls, Scavenger Grounds, Mutavault, Guardian of Ghirapur, Folk Hero, Winds of Abandon, Battle Angels of Tyr

Initially I believed this hand was amazing as I had draw, removal and aggro all in one but failed to realize I had 0 colored mana except for angels. It ended up working out as the 2 Selesnya players ramped hard in the beginning allowing Tyr to do some work.

T1 - Cavern of Souls

T2 - Mutavault into Giada, Font of Hope

T3 - Scavenger Grounds into Battle Angels of Tyr, Giada sworded by Lathiel

T4 - Ancient Tomb into recasting Giada, swung with Tyr drawing a card and generating a Treasure token

T5 - Plains into Folk Hero and Herald's Horn and swung again with Tyr and Giada drawing a card and generating a Treasure token. Using the 3 open mana I cast Recruiter of the Guard fetching Stoneforge Mystic.

T6+ Cast Stoneforge Mystic to fetch Lightning Greaves but Stoneforge was promptly exiled. I had originally planned to use Guardian of Ghirapur to chain blink Stoneforge into Sword of Hearth and Home but instead used her on Recruiter of the Guard to fetch Thraben Watcher. I finished the game by casting Avacyn, Angel of Hope and equipping it with Lightning Greaves to give my board protection and started swinging away with indestructible vigilance angels.

I was nearly knocked out by the Sigarda player in the second to last turn because she was equipped with Sword of Hearth and Home making her unblockable as well as a Kaldra Compleat and finally a flashed in Sigarda's Vanguard for double strike. Luckily I had left mana open for Oblation and targeted the Sword of Hearth and Home allowing me to block with Ghirapur and Giada preventing lethal damage.

Opponents: Prosper, Tome-Bound, Sliver Overlord & Muldrotha, the Gravetide

Starting hand was pretty slow with only 2 tapped lands but I figured Luminarch would win me the game provided I wasn't attacked early game.

Starting hand: Kabira Takedown  Flip, Windbrisk Heights, Luminarch Ascension, Invasion of Gobakhan  Flip, Herald's Horn, Bruna, the Fading Light  Meld, Generous Gift

Prosper started off the game insanely fast with a T1 Dark Ritual into Bucknard's Everfull Purse where he rolled 4 to cast Prosper on T1. They proceeded to dominate the game with a Reckless Fireweaver and later a Storm-Kiln Artist draining us to the low 10s. They attempted to finish us off with a Delayed Blast Fireball to wipe our board and swing with lethal. However, Slivers flashed in a Spiteful Sliver and Sliver Overlord to deal 30 damage back to Prosper bringing them down to 3. I used Luminarch Ascension to drop 2 angels before Giada died and got a 7/7 & 8/8 body that survived the fireball. While Slivers could have knocked me out with the Spiteful Sliver they had no real way to deal with Prosper after the fireball so I was able to knock out both players on my turn. Muldrotha had no answers so was dead on my next turn.

kirbysan on [Primer] Helming the Host of Heaven *Update*

4 months ago

All,

Grabbed all my 3+ pod gameplays and the recent MOM gameplay and swaps and posted it on my own decklist. I'll keep commenting on Guerric page as it gets more traffic. Let me know your thoughts and if my thinking is sound. Thanks!

Help Me Giada, You're My Only Hope

March of Machine Upgrades (x12) - Blink/Tutor Show

Game 1 (3-man Pod vs. Sigarda Voltron & Lathiel Lifegain) Show

Game 2 (4-man Pod vs. Sigarda Voltron, Lathiel Lifegain & Wilhelt Zombies) Show

Game 3 (4-man Pod vs. Prosper Exile, Sliver Tribal & Muldrotha Reanimation) Show

The_Warleader on ¿Attacks? ¡Double them!

4 months ago

I see that you're running a Kaalia package. Sunblast Angel killing itself would be quite funny lol. But aside from that I would just include more creatures in general to take advantage of Kaalia double-trigger and Isshin in general. Eighteen creatures is quite low. Firemane Commando , Firemane Avenger , and Drakuseth, Maw of Flames are some creatures that synergize with both Isshin and Kaalia. Light of Hope, Eldrazi Conscription and Segovian Angel seem out of place to me. Looks fun though!

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