Spine of Ish Sah

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Block Constructed 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
Modern Legal
Oathbreaker Legal
Vintage Legal

Spine of Ish Sah

Artifact

When Spine of Ish Sah enters the battlefield, destroy target permanent.

When Spine of Ish Sah is put into a graveyard from the battlefield, return Spine of Ish Sah to its owner's hand.

Hi_diddly_ho_neighbor on Rule 0 - Urza and …

1 week ago

Neat idea!

Are you asking for just self-recurring artifacts or artifact recursion in general because and are very good at the latter. For the former, your options are a little limited without . I'd look at artifacts with "unearth", or artifacts like Spine of Ish Sah, Scrap Trawler or Myr Retriever. If you want more general artifact recursion then I'd recommend Daretti, Scrap Savant, Goblin Engineer, Scrap Mastery, Trading Post, and Trash for Treasure. Most of these can be safely played at the precon power level. Some recursion effects that are on the stronger end are Goblin Welder, Portal to Phyrexia, Emry, Lurker of the Loch, and Academy Ruins. These are stronger in my opinion because of their efficiency, repeatability, and they possess fewer constraints.

As far as "how to build a precon level deck" goes, I wouldn't worry about purposely nerfing the deck per say, but maybe asking yourself "could a precon handle the synergies, resiliency, and value engines that my deck creates?". Ultimately though, I think the best advice I can give is to build the deck that you want to build, and that you think is precon level. Then play it against some precons. That will give you the best feel for where you deck is at and if you need to add or remove things.

multimedia on Breya Budget EDH

1 week ago

Hey, well done version on a budget.

If you like Thopters and want to make your deck more competitive then consider adding the budget Sword + Foundry combo? Sword of the Meek + Thopter Foundry creates Thopters equal to the amount of mana you have available. Foundry sacs Sword, moving Sword to graveyard, Foundry creates a 1/1 Thopter which then returns Sword to the battlefield attached to the Thopter and repeat. Even without Foundry, Sword is a good artifact with Breya for sac fodder because it can return to the battlefield.

If you add Ashnod's Altar to Sword of the Meek + Thopter Foundry then it's a combo to create infinite Thopters. Create infinite Thopters on an opponent's turn and then attack with them on your next turn to win or attack with them you're same turn with Thopter Engineer. Each time you sac a Thopter with Altar you make enough mana to activate Foundry twice. One Thopter is saced to make colorless mana and the other isn't, results in creating infinite Thopters and infinite colorless mana. Altar was just reprinted in the latest set Brothers War (BRO), Retro Artifacts version (BRR), it's down to $5.

Breya and her Thopters can be a wincon with Ashnod's Altar + Nim Deathmantle combo. Because Breya can sac herself to do 3 damage to a player then this can enable Deathmantle to repeatedly return her to the battlefield resulting in doing infinite damage to each opponent, 3 damage at a time. Altar sacs a Thopter + Breya which makes 4 mana and when Breya dies it triggers Deathmantle. Pay the 4 to return Breya to the battlefield and repeat. It's great for synergy that all these combo pieces are artifacts making it much easier to assemble them.


Wishclaw Talisman is busted with Breya because it's an artifact, she can sac it along with any other artifact before an opponent gains control of it. When you activate Wishclaw that puts the entire effect on the stack. In response to this, activate Breya and sac Wishclaw. When you resolve the Wishclaw trigger you search for your card, put it into your hand and since Wishclaw is no longer on the battlefield then an opponent doesn't gain control of it, it instead is in your graveyard to be recurred. Wishclaw is great with Emry, Lurker of the Loch and Goblin Welder for a repeatable tutor.

I see Unwinding Clock here which is good with Master Transmuter because it's an artifact and it taps for it's ability. Transmuter has a unique powerful effect because of the way it's worded, it doesn't target, you can return the same artifact you bounce to your hand right back to the battlefield. With Clock + Breya you can create two Thopters on each player's turn equal to the number of players. Transmuter is also great to cheat high CMC artifacts onto the battlefield by bouncing any artifact you control. Especially high CMC artifacts if they have an ETB ability such as Myr Battlesphere to keep creating Myrs, Spine of Ish Sah to keep destroying opponent permanents, Thought Monitor for repeatable draw, etc.


Making some land changes within your budget can make your deck more competitive by cutting some lands that always ETB tapped for lands that don't. The Pain lands and other lands like them are excellent budget lands especially when your Commander can gain life. They ETB untapped to make colorless mana or you take 1 damage to make a colored mana. The Pains have been reprinted in the last two Standard sets making them the least expensive right now. You can also start to find some Pain lands in new Commander precons which is a welcomed manabase upgrade.

Good luck with your deck.

Triton on Jhoira Artifacts

1 month ago

Cool deck!

To make the most of your commander's ability I'd recommend some untappers, perhaps Kelpie Guide or Vizier of Tumbling Sands. Some Proliferate like Tezzeret's Gambit would be very nice as well to boost those counters. Voltaic Key and the spendier Thousand-Year Elixir.

For board wipes, I'd recommend my pet card Chain Reaction. You can cut Cancel, Outnumber, Unsummon, and Hands of Binding for removal that hits more. Stoic Rebuttal is a counterspell that suits your theme well! Meteorite can be cut for Spine of Ish Sah, it hits more and is recurrable. Contagion Engine is insane value with planeswalkers and your commander.

Hope this helps! I didn't pay too much attention to the newest Jhoira, but she looks like a lot of fun! Enjoy your games with her! :)

TheOfficialCreator on Azusa, lost but seeking

1 month ago

Spine of Ish Sah --> Desert Twister

Harmonize also seems like a good addition.

Cheers!!

mrwilson6488 on Ever Adaptive Artifacts

1 month ago

thefiresoflurve

This is extremely helpful information! Thank you!!

I will definitely implement your ideas on subbing Astral Cornucopia and Empowered Autogenerator for signets and talismans.

I felt like Wishclaw Talisman was a pretty viable choice to tutor in hand for 3 mana, and with the recursion I have, be able to recycle it after sacrificing it (before handing it to an opponent), but I will have to playtest for awhile and see.

Platinum Angel and Spine of Ish Sah are definitely expensive, but I like cheating them into play so I rarely cast them. Given your experience, I'm sure you're right that it would help streamline the deck by removing them for better ramp cards.

I LOVE your suggestion of Reconnaissance Mission, and I'll have to scoop that ASAP. Thankfully, I have a playset of Training Grounds so I'll get one of those into this deck too.

Thank you again for your help!

thefiresoflurve on Ever Adaptive Artifacts

1 month ago

As far as cuts go:

Astral Cornucopia is a possible cut. I'd rather see a Talisman of Dominance, honestly, since it's only 2 CMC. And, if you're spending 6 mana on a ramp rock (that can only do 1 color in a 4c deck...) that's probably not the best use of the mana.

Similarly, Empowered Autogenerator doesn't look very attractive as a ramp piece. It's just too slow at 4 CMC, and it's one color only in a 4c deck :(

Platinum Angel is a bit of a trap - for 7 mana, there are lots of ways to win, not just "not lose".

Wishclaw Talisman isn't really for this deck IMO - it is hard to make it work in my Esper blink deck which it's basically made for, let alone here.

Spine of Ish Sah - another one I messed with in my esper blink - basically same as platinum angel; if you're spending 7 mana, you can actually win, not just break a thing.

I think if you cut any/all of these and replaced them with 2 CMC multicolor ramp rocks such as talismans or signets, you'd see a significant improvement in your ability to play your commander on curve.

A couple other things:

Thopter Spy Network only one card and one Thopter per turn. Reconnaissance Mission is I think a bit better for draw, just depends on whether you need the creatures.

Training Grounds would be great here.

multimedia on Artifact Commander Pre-Cons Merged

4 months ago

Hey, well done meshing all these precons into one deck, nice budget version of Breya.

Some cards that are in the precons to consider adding that are upgrades:

C14

Hart is very slow ramp. Spine is more mana, but it can target any permanent and can be repeatable, good with artifact reanimation/recursion.

C16

Strix is excellent value artifact creature for only two mana. Flash for artifacts is a powerful effect with Breya. You don't have enough good equipment to make Automaton worth it. The problem is you don't own or control equipment you take from opponents meaning you can't sac it with Breya or get the equipment player effects (do combat damage. etc.). Sharuum is more mana, but can reanimate any artifact in your graveyard. Repeatable protection for Breya as well as haste for big creatures is better than what Warhammer does.

C18

Nabber is powerful repeatable effect in multiplayer Commander because just about all opponent's decks will have mana rocks. Steal opponents mana rocks, use them on your turn and then sac them with Breya.

C21

Mirror is good in multiplayer Commander especially with artifact reanimation/recursion.

NEC

Good luck with your deck.

Oeselbroesel on Very Much Blink

5 months 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

Reality Acid:

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

Load more