
Combos Browse all Suggest
Tokens
- Skeleton 1/1 B
- The Atropal
- Dungeon: Dungeon of the Mad Mage
- Dungeon: Lost Mine of Phandelver
- Dungeon: Tomb of Annihilation
- Goblin 1/1 R
- Treasure
Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Nadaar, Selfless Paladin
Legendary Creature — Dragon Knight
Vigilance
Whenever this enters the battlefield or attacks, venture into the dungeon. (If you aren't venturing through a dungeon, choose one of the dungeon cards you own from outside the game, put it into the command zone and put a venture counter on the first room of that dungeon. All effects of that room trigger. When you venture into the dungeon while you have a dungeon in the command zone, advance to the next room downward of your choice and triggering all effects of that room. When you have resolved the effects of the last room of the dungeon, remove that dungeon from the game. You can only venture through one dungeon at a time.)
Other creatures you control get +1/+1 as long as you've completed a dungeon.










Worrad75 on
Attack-harmonicon
2 years ago
we back baby, lots of changes:
**Sardian Avenger IN
Ashnod's Altar OUT**
I've had really good experiences so far with Devilish Valet, and so I'm adding another cheap, scaling threat that can really rack up the damage at any stage of the game. It synergizes fantastically with pieces like Shadowspear and Duelist's Heritage, introduces a bit of treasure hate, and even shuts off some combos. I love that it scales with the power level of the table, and I expect it to overperform for 2 mana. On the other hand, Ashnod's has underperformed. Without consistent token producers (of which there are only a handful of in the deck), this often feels like 3 mana do-nothing, and it being one of only a select handful of non-mana artifacts in the deck means its even more likely to eat non-creature removal.
**Goblin Motivator and Bloodlust Inciter IN
Ogre Battledriver and Dowsing Dagger Flip OUT**
I found myself craving more haste enablers in the deck and Ogre Battledriver seems to be too big of a lightning rod, which is fair because it can end games with the right setup. I've opted for cheaper, lower to the ground options that are less likely to eat targeted removal. They won't pump a team of incoming tokens off of Mardu Ascendancy or Hero of Bladehold, but they will come down faster and have impact over many more turns than the ogre would normally be allowed to live. I did enjoy playing with Dowsing Dagger Flip but it feels counter-intuitive to lean into haste and also give out blockers.
**Battle Angels of Tyr IN
Rabble Rousing OUT**
Myriad is fun, cool, and good. Turns out, its even better when you make twice as many tokens. For 4 mana, you get 26 flying power per turn with Isshin out, and potentially 2 card draws and 2 treasures to top it off (you likely wont get the lifegain trigger). The nail in the coffin for Rabble Rousing is that the tokens don't come in tapped and attacking. That downside combined with the whiff potential means that the card feels clunky at times. It was also overkill for the synergies that it was hoping to lean into for card draw (Welcoming Vampire and Tocasia's Welcome), so overall it only felt like we were unlocking the true potential of this card in magical-christmas-land with Skullclamp and Ashnod's Altar.
**Laelia, the Blade Reforged IN
Welcoming Vampire OUT**
Given that we're downsizing on the overall number of token-focused cards (and adding [battle angels of tyr]), [welcoming vampire] seems like a natural candidate to take out for [Laelia]. A guarenteed 2 cards a turn is better than (maybe) 1 card a turn, even if it means making your creature a lightning rod.
Nadaar, Selfless Paladin OUT**
If I was willing to pay 5 mana to give the whole team melee with Adriana, Captain of the Guard, then I will absolutely double up on the effect on a 2/2 flying body for 3 mana. PSA: instances of melee stack, so Isshin + both of these = +12/+12 to each creature that attacks. Nadaar is a solid value piece, but getting to attack with him twice without him getting killed feels more like a gamble than a guarantee, so he's getting pulled out for the moment. Note that this makes Triumphant Adventurer the sole venture card left in the deck, so if I need space for another 2 drop that might be where I go.
Crow_Umbra on
The Ghost of Kamigawa
2 years ago
Totally understandable Althuran. Isshin can do a lot with attack triggers, I think I should have reframed my question a bit more specifically. Are you looking to:
- Create a swarm of token creatures using attack triggers
- Make use of attack triggers when single creatures attack in combat, such as Exalted effects like Akrasan Squire, or Peerless Samurai
- Pillow fort effects and Goad control with things like Marchesa's Decree, Revenge of Ravens, Caltrops, and Vengeful Ancestor
- Dungeon Venturing value from stuff like White Plume Adventurer, Nadaar, Selfless Paladin, or Triumphant Adventurer
- Extra combat steps with things like Karlach, Fury of Avernus or Aurelia, the Warleader
- A mix of all of the above
From my own experience playing Isshin, I think he's strongest when you focus on one of the avenues above, and sprinkle in bits of the other avenues for support, especially given what you tend to encounter in your playgroup or local meta.
Phyrexian Arena being cheaper is definitely nice. I will say though that Arena is at its best when played around turn 2-3 if you can pull it off. In later game it feels kinda clunky to wait a whole turn to draw a card, especially if you are in a position where you need answers more immediately. Tome of Legends does have the need to pay and tap to draw, but the trade off is that you can then be selective with when you draw.
All draw options have drawbacks that make them more or less reliable, as well as faster/slower. I guess it depends which potential drawbacks you are most willing to trade off for in your own play experience.
Delphen7 on Basics matter theme - Mono …
2 years ago
There is nothing in white that cares about specific lands, just quantity of lands.
That said, Nadaar, Selfless Paladin at the helm of an Initiative list could possibly 'work' since The Initiative cares about having basics.
Phule451 on
Dungeon Deck
2 years ago
Surprised you’re not running Radiant Solar, White Plume Adventurer, or Nadaar, Selfless Paladin to really make the dungeoneering theme work best. Also, Lae'zel's Acrobatics and Cloudshift can help the blink. And if you’ve got a bit of a budget for upgrades Displacer Kitten is an adorable and efficient way to flicker your stuff.
Oeselbroesel on
Very Much Blink
2 years ago
I thought about an Abdel combo deck yesterday and came across this one. Love the budget nature of it and want to suggest some more cards that fit the description:
Inquisitor Exarch: Life gain or life drain? Why not both
A card I've dreaded since I have seen brago players use it. This will end the game, as all your opponents permanents will be gone. Riftwing Cloudskate, Spine of Ish Sah do the same trick. Tho the spine is mana intensive
Lavinia of the Tenth: she is an excellent control card that blocks your opponents mana rocks/dorks and many other things. You have plenty of blink cards in this deck, so you can surely do that every turn until you go infinite
Nadaar, Selfless Paladin/Radiant Solar/White Plume Adventurer: infinite dungeon ventures also wins the game
Gattison on eyes2sky
3 years ago
These are the dungeon cards I need, if you can spare:
Acererak the Archlich.
Barrowin of Clan Undurr.
Eccentric Apprentice.
Keen-Eared Sentry.
Nadaar, Selfless Paladin.
Planar Ally.
Ranger's Hawk.
Veteran Dungeoneer.
Fly.
tindolos on
Sefris Dunegons
3 years ago
2022 Deck Overhaul
The budget version was pretty fun and goofy to play but I started looking for more consistent ways to get through dungeons and win.
Out
- Arcane Endeavor
- Atris, Oracle of Half-Truths
- Baleful Strix
- Burnished Hart
- Cataclysmic Gearhulk
- Champion of Wits
- Clay Golem
- Cloudblazer
- Component Pouch
- Curator of Mysteries
- Dungeon Map
- Ethereal Valkyrie
- Extract Brain
- Fellwar Stone
- Grave Endeavor
- Hostage Taker
- Merfolk Looter
- Meteor Golem
- Minimus Containment
- Noxious Gearhulk
- Obsessive Stitcher
- Phantom Steed
- Phyrexian Delver
- Propaganda
- Rod of Absorption
- Sepulchral Primordial
- Solemn Simulacrum
- Soulherder
- Sunblast Angel
- Swords to Plowshares
- Wall of Omens
- Wayfarer's Bauble
- Vanish into Memory
In
- Acererak the Archlich
- Animate Dead
- Barrowin of Clan Undurr
- Blood Artist
- Bloodghast
- Carrion Feeder
- Cave of the Frost Dragon
- Command the Dreadhorde
- Consecrated Sphinx
- Counterspell
- Deadeye Navigator
- Doom Whisperer
- Dovin's Veto
- Dungeon Descent
- Ebondeath, Dracolich
- Faithful Mending
- Frantic Search
- Gray Merchant of Asphodel
- Hall of Storm Giants
- Hive of the Eye Tyrant
- Jin-Gitaxias, Core Augur
- Master of Death
- Nadaar, Selfless Paladin
- Path of Peril
- Phyrexian Reclamation
- Phyrexian Tower
- Reassembling Skeleton
- Reveillark
- Talisman of Dominance
- Talisman of Hierarchy
- Teferi, Master of Time
- Triumphant Adventurer
- Viscera Seer
Crow_Umbra on
Musashi's Mosh Pit [Primer]
3 years ago
Thank you for the suggestions Rolska, these are all pretty solid. Also, thank you for reading through my primer lol.
I should list Eldrazi Conscription in the upgrades section. Definitely very powerful, & Ulamog's Crusher isn't the worst of the bunch. A dude in my playgroup plays a couple of the Titans in his Kinnan, Bonder Prodigy deck, but he can get them out stupidly early.
Hoarding Ogre also seems like it has a lot of potential. Admittedly, I slept on the D20 & Dungeon Venturing mechanics until I started play-testing them with Isshin. I'm very excited for Delina, Wild Mage in particular.
I replaced Audacious Thief with Nadaar, Selfless Paladin earlier today. I like the potential value upside from the Dungeon Venturing, & his Anthem.
I currently run Conspiracy Theorist in my Alesha deck. Some times it feels good, sometimes it feels clunky. I've also considered Cheering Fanatic for some 2cmc "ramp"/value.
You're the second person to recommend the Kiki-Jiki fable to me lol. I need to update the maybe list. I like the Looting upside on it for sure.
As for Keldon Twilight and Total War, I like both suggestions, but have a trickier time play testing those effects in just solo testing. I'll definitely keep them in my back pocket as I start to play some games with this deck in the next month or so. I want to give Thorough Investigation a chance, but am eyeing that as a potential swap-out slot
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