
Combos Browse all Suggest
- Marauding Raptor + Polyraptor + Purphoros, God of the Forge
- Norin the Wary + Purphoros, God of the Forge
- Grinning Ignus + Purphoros, God of the Forge
- Kiki-Jiki, Mirror Breaker + Purphoros, God of the Forge + Vizier of Tumbling Sands
- Kiki-Jiki, Mirror Breaker + Kiora's Follower + Purphoros, God of the Forge
Legality
Format | Legality |
1v1 Commander | 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 |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Purphoros, God of the Forge
Legendary Enchantment Creature — God
Indestructible
As long as your devotion to red is less than five, Purphoros isn't a creature.
Whenever another creature enters the battlefield under your control, Purphoros deals 2 damage to each opponent.
: Creatures you control get +1/+0 until end of turn.
Crow-Umbra on
Isshin Myriads
5 days ago
Cool to see a more Myriad focused Isshin deck. I think yours might be the first I've seen with that focus.
To compliment the Impact Tremors in your 99, and depending on your budget, I'd recommend adding Witty Roastmaster and/or Purphoros, God of the Forge. Purphoros has helped me win a few games when paired with all the token creation.
Tocasia's Welcome can also be a draw engine with all your token cretion. Tenuous Truce can also be a draw piece since the Myriad tokens are never declared as attackers.
Delina, Wild Mage could be a fun add to copy a Myriad creature.
Cool deck! Hope you have fun with it irl
Last_Laugh on Salty Commanders!
1 week ago
I'm on the same page as legendofa. I feel most aspects are pretty accurate but there's definitely some combos missing.
It's an Animar deck so the combos are a bit weird like Ancestral Statue + Animar, Soul of Elements w/ 4 counters for an infinitely big Animar. Add more cards like Purphoros, God of the Forge or Walking Ballista to make the combo lethal. Cloudstone Curio + Animar w/ 3 counters + any 2 morph creatures accomplishes the same thing and needs the same cards to make it lethal.
They all require counters on Animar so I'm not sure how/if that'd work for your scoring system though. A lot are also combo lines for consistency and redundancy and I'm not sure how/if that's factored in. Weird Harvest looking up Ancestral Statue and Walking Ballista/Purphoros is a simple example.
Anyways, awesome job. I'll make sure to point this out to friends and get the word spread.
Crow-Umbra on
The Last Samurai
1 week 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:
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Scapegoat - Cheap board protection effect, especially great with all your creature tokens
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Clever Concealment - A more budget Teferi's Protection, the Convoke is easily achievable.
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Soul Partition - Helpful versatility as either a removal piece, or as a protection effect for one of your own permanents.
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Commissar Severina Raine - Another drain effect to round out with Brutal Hordechief and Hellrider. Is also a slightly worse Skullclamp
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Skyhunter Strike Force - A lower to the ground Adriana, Captain of the Guard. Can also stack the Melee triggers with her.
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Otharri, Suns' Glory - The token production can balloon fairly quickly, and it has the potential to recur itself.
The following suggestions are less budget-friendly, but certainly pack a punch:
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Skullclamp - Great if you are making plenty of small creature tokens
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Mishra, Claimed by Gix Meld - An additional group slug drain piece that rewards you for attacking with a big board
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Myrel, Shield of Argive - Helps protect your attacking board from instant speed removal, and also produces a ballooning amount of tokens if not dealt with.
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Purphoros, God of the Forge - This replaced Marton Stromgald in my Isshin deck. Being able to burn your opponents with creature ETBs has helped me win games, especially if I'm pumping out lots of tokens. Impact Tremors is also great.
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.
Crow-Umbra on
Isshin edh
2 weeks ago
Nice deck! You have a really solid creature core. If you are considering any swaps, the following are some cards I've had fun with in my Isshin deck:
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Scapegoat - Awesome budget board protection effect.
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Soul Partition - Can be a protective effect or removal
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Clever Concealment - Basically a budget Teferi's Protection
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Plumb the Forbidden - Great for drawing & chucking creature tokens into
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Breena, the Demagogue - Fun political piece & draw engine. She makes games much more communicative & interactive.
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Purphoros, God of the Forge & Impact Tremors can round out your suite of damage dealing options, especially since you already have Hellrider, Mishra, Hordechief, & Severina.
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Karazikar, the Eye Tyrant - Helpful for draw & goading threats around the board.
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Otharri, Suns' Glory - Does a lot of work as a token producer.
Hope these suggestions are helpful. Best of luck & hope you have fun with Isshin.
Last_Laugh on
Otharri: PRAISE THE SUNS
1 month ago
Impact Tremors and Purphoros, God of the Forge would give you some non-combat finishing power.
Scapegoat and Command Beacon both allow you to avoid commander tax.
Felidar Retreat would be another good addition here.
Hall of Heliod's Generosity would be a good utility land here also.
I don't have a strictly Boros deck, but my Isshin is only splashing black and has a lot of similar themes so feel free to check it out for ideas. Upvotes on any of my decks are appreciated. Isshin - Army of Darkness
Darknight_Dragon on
Revamp of Edgar Markov
1 month ago
Last_Laugh Thanks for the comment! I plan to eventually add reconnaissance to the deck. Would you consider Boros Charm better than Dark Dabbling? Dark dabbling is better for colors, it replaces itself and the full effect isn't hard to get to work, though Boros Charm does offer different options too. My friend recommended Purphoros, God of the Forge but I wasn't too sure if it'd be too slow and make me the instant hate magnet. I've never heard of Scapegoat before, is that much redundancy necessary? What would you recommend to remove? I was also eventually wanting to get Diabolic Intent to replace Final Parting and keep three tutors. Finally, I totally forgot about Plumb the Forbidden. That looks like a great card to help with draw! This deck appears to have two great weaknesses, draw and enchantments lol. Thanks for sharing your deck too. I appreciate it!
Last_Laugh on
Revamp of Edgar Markov
1 month ago
Reconnaissance will allow you to attack safely with EVERY creature, deal combat damage in most situations, and have every one of those creatures untapped by the end of combat. See my deck description for a better description... this card is disgustingly good here (link at bottom of post).
Purphoros, God of the Forge makes every vamp you cast dome each opponent for 4. This adds some much needed non-combat reach to the deck.
Scapegoat will keep you out of topdeck mode in the event of a wrath. It also doubles as a finisher by bouncing all your cheap vamps if you add Purphoros. Boros Charm is another card I'd suggest for wrath protection. Plumb the Forbidden is another great response to boardwipes or just turn tokens into card draw proactively at your opponents end step.
Feel free to check out my list for ideas. It's one of the top voted Edgar lists on the site and has loads of posts to sift through for even more ideas. Upvotes on any of my decks are appreciated. Edgar's Dega Vampires
Crow-Umbra on Michigone
1 month 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:
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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.
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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.
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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.
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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.
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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.
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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.
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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:
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Definitely add more draw and ramp. Cut down your mana curve and on splashy, but inconsistent effects where possible.
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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.
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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.
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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.
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