Mishra, Claimed by Gix

Melds with:

Phyrexian Dragon Engine  Meld

Melds to:

Mishra, Lost to Phyrexia  Meld  Meld

Combos Browse all Suggest

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

Mishra, Claimed by Gix

Legendary Creature — Phyrexian Human Artificer

Whenever you attack, each opponent loses X life and you gain X life, where X is the number of attacking creatures. If Mishra, Claimed by Gix and a creature named Phyrexian Dragon Engine are attacking, and you both own and control them, exile them, then meld them into Mishra, Lost to Phyrexia. It enters the battlefield tapped and attacking.

Crow-Umbra on Mardu Humans

2 months ago

Very solid creature base! If anything you could maybe cut a few creatures to give you a couple more slots for draw, ramp, or maybe a couple more lands. In looking at your list, I think some of the following could be solid additions:

Crow-Umbra on Salty Commanders!

2 months ago

Hi grumbledore, I've noticed that quite a few of the following cards are uncategorized, and figured they could fit into some of the following categories you have on site:

This is not an exhaustive list, but some of the ones I noticed from looking at my own deck categories.

Crow-Umbra on The Last Samurai

2 months ago

Sweet deck! Isshin has received a lot of cool tech in the past year since he's been printed. I'd recommend checking out some of the following cards that I've really liked for my Isshin deck, as you have a lot of the other stuff I would've recommended:

The following suggestions are less budget-friendly, but certainly pack a punch:

I hope these suggestions are helpful, and I hope you are enjoying Isshin in your IRL games. I'd be happy to chat if you would like some additional suggestions or feedback.

CNG_Stream on Ob's Blessed Apocalypse

3 months ago

Billy88 Thanks for the suggestions. I think the extra Archangles do make for a good call.

The Mishra, Claimed by Gix  Meld doesn't do a whole lot with this build, but was an interesting suggestion.

The Loran's Escape do well for protecting Shelly over the idea of using Angelfire. But I do like the the spice of Angelfire as it allows you to swing with the swing with most creatures and spike your life total greatly. Also if used on Sheoldred, the Apocalypse, it means the opponent will be taking damage equal to her power -1 for each blocker as deathtouch trample is amazing (and can't be hit with Emp flash due to vigilance).

Sorry for not responding earlier for the comment. Still appreciate it and hope you liked the idea!

Crow-Umbra on Michigone

3 months ago

Hi there! I thought I'd try my best to answer the questions you left for me on my wall. I mostly play the "typical" 4-person EDH pod, with the occasional 5 person game here or there. All of my decks are built with a multi-player setting in mind. To answer your other questions as best as possible:

  • 1 - What is my win rate with Isshin? - This is something I haven't kept close track of, unfortunately. In the past year, I've played at least 20 games with the deck, so I'd have a rough guess that it's won about 25% of the games it has played, and threatened wins another 15-20% of the time, but couldn't quite close it out for one reason or another. My primer has some game logs in the long list of updates if you want to try to read through those. I tried to capture the summary of some of my more memorable games, win or lose.

  • 2 - How do you win with Isshin in multiplayer? - Damage, whether combat or group slug/drain damage. Any aggro or damage based strategy has to find a way to pump out at least 120 damage over the course of a game, or capitalize on openings made by other decks in peoples' defenses. My Isshin deck wins by making swarms of tokens, and antheming them up with Battle Cry, Melee, or some other static power/toughness boost. The times I've won with combat damage, was typically off the back of Iroas, God of Victory because I had a board that could swing away and was hard to block. This is why I also have the damage effects of Purphoros, God of the Forge, Mishra, Claimed by Gix  Meld, Commissar Severina Raine, Impact Tremors, and Brutal Hordechief. The group damage and combat damage help each other out. They both soften up your opponents and help make each other more viable. These damage effects also help you get "around" blockers.

"So what do I do? Lean more into group slug, i.e. put in Impact Tremors? Lean away from wipes and focus on ramp and draw? More protection for my creatures?"

These are all generally good ideas. Adding in more ramp and draw can help your deck with consistency, especially for staying gassed up in the mid-late game. While board wipes are helpful, I've found that sometimes it can get annoying to reset the game too many times. At some point someone has to win, and wiping the board 3+ times in a single game can make it tedious instead.

  • 3 - "Is it mean/distasteful to eliminate the player that is the biggest threat, then finish off everyone else? Am I a bully?*" - Personally, I don't think so. I guess it depends on how well you know the people you are playing with. If the "threat" you eliminated has a deck that consistently pops off if it isn't dealt with, then I don't think it's wrong for them to sit one out. I've been a similar position numerous times with Isshin where I'll eliminate the player that might be the biggest threat to me specifically or could be the biggest threat to the table. If I become archenemy of that game, then so be it. Being archenemy can be fun, and it can be a compliment. Congrats, your deck is now the Big Bad Scary Thing. This is a game, and someone has to win each match up. Yes, EDH is supposed to be a "casual format", and that means a variety of different things to players, but after all is said and done, someone has to win. Ideally it can be you.

  • 4 - "As the only deck in the meta with a robust removal suite..." - I will address the rest of the statement you left, but woof, it sounds like the group you played with this time around was maybe very casual? I found that when some of my friends first started playing EDH, they didn't run a whole lot of removal, often to their own detriment. As one friend and I like to echo, "removal wins games". I think you were correct in removing the Ghired's Anointed Procession, but left their other enchantment alone so they could have fun. Ideally, you shouldn't have to be the "Removal Police" and manage every threat you have the capability to. I typically use my removal to A) Address threats most pressing to me B) Address threats that are most detrimental to the table, but will buy me some good will and time to build afterwards. You can utilize removal for achieving parity as you see fit. In terms of this being a good strategy, I think a better question is more about was a fun game environment created? Being "Removal Police" is fun for some and not as much for others. Eventually, everyone else around the table might have to reconsider running more removal to stay relevant and interactive in games, if that's the type of play they want.

  • 5 - "Board wipes made our games longer" - Going back to what I said a couple paragraphs up "While board wipes are helpful, I've found that sometimes it can get annoying to reset the game too many times" - I personally run 2 wipe effects in each deck. Most of my removal is single target, or can hit multiple things, but isn't quite a board wipe (Wear / Tear, Dismantling Wave, Grasp of Fate, Ashes to Ashes, or Druid of Purification). This is all personal choice though.

  • 5.1 "How do I recover more quickly after a board wipe than my opponents? Do I need more card draw? Do I need more protection to keep my creatures around? " - Card draw is always more helpful. Upping the amount of card draw is typically helpful. The tricky part is tuning the type of draw utilized and finding the balance that feels right for you. For me I have about 14 effects in my deck that can draw cards in either cantrip single instances, in multi-card bursts, or in consistent but slow manners. It takes plenty of playing to see what feels right for you. I also run about 11 different effects that protect my board. I've found that Flawless Maneuver and Teferi's Protection have saved my board and kept them in tact enough to maintain momentum the times I've successfully pulled them off. Clever Concealment is a new option that is especially good in token decks. Scapegoat is another cool and cheap option for token decks, and also lets you redeploy your board strategically. I also keep my overall average CMC of my deck as low as I can, so in the event that I don't have a protection effect, but have drawn into plenty of material, I can play cheaply costed creatures and removal/interaction/protection while everyone else is still rebuilding.

  • 5.2 "when is the right time in an aggro deck to play a board wipe?" - This requires more nuance and playing IRL to determine what feels right to you. I typically board wipe when someone else is building a bigger board than me, and is out-pacing me in that regard, but I have things in hand to quickly rebuild with afterwards, or have a protection effect to spare my board from my own wipe. It also depends on the types of wipes you are playing. White has a ton of options such as Promise of Loyalty, Slaughter the Strong, Retribution of the Meek, Vanquish the Horde, Farewell, Austere Command, and By Invitation Only to name a few. I've found it can be helpful to maybe have 1 wipe that is somewhat asymmetric, usually by presenting each player a choice on what they get to keep. This is a double edged sword since.... people get a choice on what they get to keep. While this may not solve the threat you were looking to eliminate, this may at least make things more manageable. I know Ruinous Ultimatum is a popular option because of how one-sided it is, but the restrictiveness of the mana cost can be annoying. Isshin doesn't necessarily win in 1 big flashy play that seemingly comes out of nowhere, like a combo deck might, but does build up a board presence and aggro momentum over a few turns. If you can continue to build and maintain a momentum, and add in more damage modifiers or Impact Tremors effects, it may then open up the opportunity for a big alpha strike turn, or a turn where you make a bunch of tokens with krenko tin street king pin because it stuck around long enough and you also have Impact Tremors and/or Hellrider and will either make a metric ton of goblins when Krenko swings, or you already have a metric ton of goblins to swing with for Hellrider.

Ultimately this is about finding what is most fun and engaging for you to play, and balancing that out with what is fun for your group. Unfortunately, not everyone has the same definition of fun. Some people will think its unfun or boring to get token swarmed or killed with Impact Tremors, and that's okay.

Takeaways:

  • Definitely add more draw and ramp. Cut down your mana curve and on splashy, but inconsistent effects where possible.

  • Running robust removal and interaction is helpful, but don't think you have to be "threat/parity police" because of it. Other people can choose to step up their removal/interaction suites too. Less board-wipes can be a good thing.

  • A variety of board protection effects will help you maintain the momentum you are building. A lower mana curve helps you go into aggro mode faster, and hopefully rebuild more quickly after wipes. Ideally, this also helps leave a little mana leftover for your Clever Concealments, Boros Charms, and other protection effects.

  • Group Slug and combat damage help each other out and make each other more viable. You are trying to land 120 damage around the table to take out 3 other players, so ideally you should maximize your damage output and find what works best for you, and what is most fun and dynamic for you.

Best of luck and hope you continue to have fun playing this awesome commander.

Worrad75 on Attack-harmonicon

3 months ago

Reposting but with proper hyperlinks

IN:

Mardu Ascendancy

As previously mentioned, this card is nuts.

Mother of Runes

double wammy of helping us get in for damage or protecting our key pieces from removal

Swift Reconfiguration

1 mana ultra flexible spell. Protect your piece from a creature removal or board wipe. Blank a single attacker by removing it from combat. If you haven't tried it already, try this card. It will save your ass.

Audacious Thief

Need card draw, its as simple as that.

Azra Oddsmaker

There's usually a card in my hand that I dont mind discarding to draw 2. This deck naturally wants to get through for damage, but if this underperforms I could see it getting cut.

Blessed Hippogriff

Rare example of an innocuous card that impresssed me in draft that I want to try in constructed play. 1 mana protection for a key piece, which then gives you a solid flying body that helps smaller threats stay relevant in the mid- to late-game. 2-for-1 that fits the theme.

Aggravated Assault

This is the best extra combat spell available, and its not close. There's a handful of attack-based treasure token creators in the deck, so this can go infinite/semi infinite with relative ease.

Dowsing Dagger  Flip

I've always thought this card looked sick, so I'm testing it. Not super psyched about giving my opponents blockers, but here we are.

Shadowspear

This deck draws a LOT of ire at the table once it gets going. I have found that the lifegain on Mishra, Claimed by Gix  Meld has been an allstar if I'm racing other aggressive decks, so I want to add another effect that can help. Shadowspear also adds utility as this deck is a bit low on trample, and the hexproof/indestructible silver bullet is bound to come up.

OUT:

Moraug, Fury of Akoum, Port Razer, and Response / Resurgence

I am an extra combats enjoyer. That being said, these particular effects seem clunky after testing. Port Razer needs haste enabling and evasion in order to unlock its full potential, which is a high bar to clear for a 5 drop (and if I have those things ready, I'm probably already in a good position). Moroug is a tougher cut, but this deck just simply isn't built to take full advantage of repeated land ETB. Response//Resurgence was the hardest cut, and might be coming back in the future; the flexibility has been excellent in testing.

Pitiless Plunderer

This was by far my worst card in terms of ceiling-to-floor ratio. High end was having this plus a sac outlet and a ton of tokens. Low end was 4 mana for a 1/4. It feels too reliant on me drawing other specific pieces.

Company Commander + Myrel, Shield of Argive

The soldier tribal dream will live on, just not here. Both of these (in particular Myrel) are 4 drops that feel too slow without external setup

MOVED TO SIDE BOARD:

I have moved 3 cards to sideboard because I don't have the physical cards yet, and therefore haven't gotten to play test them yet:

-> Anger

-> Laelia, the Blade Reforged

-> Cursed Mirror

Gilver on Hyōhō Niten Ichi-ryū

4 months ago

KBK7101 I wouldn't run her. She is a dead card if you don't have many token creator on the field and I would rather spend the mana for an attack trigger card. 5 mana is too much....

But if you rely on heavy token creation, you should definitely run Devilish Valet. This card gets really scary real fast.

Mishra, Claimed by Gix  Meld can also end games, depending on the amount of attacking tokens you have. The more attacking tokens you have, the more you drain your opponents.

Crow-Umbra on Isshin for a Fight

4 months ago

I agree with plainsrunner. I'm currently trying out Karlach in my Isshin deck. I like it a bit more that Aurelia and some of the other extra combat creatures since Karlach doesn't have to attack to trigger. Making sure you have a volume of Vigilance anthems will help though.

Reconnaissance is an awesome pseudo-Vigilance anthem, and also helps protect your creatures at end of combat. I see you have it in Maybeboard already. Tocasia's Welcome would also be a good fit for your deck, since you seem token focused.

Of all the creatures in your 99, Phyrexian Dragon Engine  Meld and Elesh Norn, Mother of Machines feel like kinda awkward fits. Having played Mishra, Claimed by Gix  Meld, this dude alone is a closer/win-con for Isshin token decks. Elesh Norn mostly feels awkward because you don't really have ETBs to double, but I do recognize how powerful it is to turn off opponents' ETBs. Torpor Orb is another option if that's of interest, but is symmetrical.

Since I don't see them in your maybeboard, I highly recommend Impact Tremors, Witty Roastmaster, and Purphoros, God of the Forge. At least one of those paired with creature token production can help round out your group slug and damage effects. Purph is the least budget, but having the Indestructible makes it difficult to deal with.

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