293 views4 hrs ago
Commander
Size: 100Est cost: $1546.50Salt sum: 48.3
gorillatyphoon
293 views4 hrs ago
Commander
Size: 100Est cost: $1546.50Salt sum: 48.3
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{"ops":[{"insert":"The Ghost moves through unseen, countering his enemies until the lethal blow is struck"},{"insert":{"card-link":"Jin Sakai, Ghost of Tsushima"}},{"insert":" sets off to slay his enemies, heritage of a samurai, but forced to used tactics that go against that heritage. Weapons and tactics that distract, counter, and confuse. Keep Jin Sakai on the board at all costs, with counter spells, blinks, and equipment abilities. Thin the opposing board of threats with various removal to weaken the enemies advance before the deadly strike. Jin’s allies on the battlefield are for support to help him meet his objective, and sometimes sacrifice themselves when attacked by an overwhelming force. Level the playing field with more traditional samurai duels with cards like "},{"insert":{"card-link":"Crawlspace"}},{"insert":" and "},{"insert":{"card-link":"Silent Arbiter"}},{"insert":" . Getting "},{"insert":{"card-link":"Hammer of Nazahn"}},{"insert":" out as fast as possible by drawing cards or tutoring with "},{"insert":{"card-link":"Stoneforge Mystic"}},{"insert":" , "},{"insert":{"card-link":"Cloud, Midgar Mercenary"}},{"insert":" ,"},{"insert":{"card-link":"Open the Armory"}},{"insert":" , or "},{"insert":{"card-link":"Steelshaper's Gift"}},{"insert":" is key to get that juicy free equip on enter. "},{"insert":{"card-link":"Robe of Stars"}},{"insert":" is an excellent way to keep Jin and his equipment safe when needed. 90% of the time you’ll want to use Jin’s ghost ability but if you’re feeling beefy and frisky you can use stand off to take out some of your opponents big creature threats ( it’s not like they won’t block a 15-20 power double struck commander). TLDR play commander, equipment equip, protect, swing.\n"}]}
Commander
Jin Sakai, Ghost of Tsushima
Whenever Jin Sakai deals combat damage to a player, draw a card.
Whenever a creature you control attacks a player, if no other creatures are attacking that player, choose one —
• Standoff — It gains double strike until end of turn.
• Ghost — It can't be blocked this turn.
Whenever a creature you control attacks a player, if no other creatures are attacking that player, choose one —
• Standoff — It gains double strike until end of turn.
• Ghost — It can't be blocked this turn.
Legendary Creature - Human Samurai

Commander
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Creature
Donatello, Gadget Master
Sneak (You may cast this spell for if you also return an unblocked attacker you control to hand during the declare blockers step. He enters tapped and attacking.)
Whenever Donatello deals combat damage to a player, create a token that's a copy of target artifact you control.
Whenever Donatello deals combat damage to a player, create a token that's a copy of target artifact you control.
Legendary Creature - Mutant Ninja Turtle

Emeritus of Truce
When this creature enters, target player creates a 1/1 white and black Inkling creature token with flying. Then if an opponent controls more creatures than you, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Creature - Cleric Cat

Creature
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Draw
Draw
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Land
Land
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Protection
Oathkeeper, Takeno's Daisho
Equipped creature gets +3/+1.
Whenever equipped creature dies, return that card to the battlefield under your control if it's a Samurai card.
When Oathkeeper is put into a graveyard from the battlefield, exile equipped creature.
Equip
Whenever equipped creature dies, return that card to the battlefield under your control if it's a Samurai card.
When Oathkeeper is put into a graveyard from the battlefield, exile equipped creature.
Equip
Legendary Artifact - Equipment

Selfless Samurai
Whenever a Samurai or Warrior you control attacks alone, it gains lifelink until end of turn.
Sacrifice this creature: Another target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Sacrifice this creature: Another target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Creature - Fox Samurai

Sword of Wealth and Power
Equipped creature gets +2/+2 and has protection from instants and from sorceries.
Whenever equipped creature deals combat damage to a player, create a Treasure token. When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Equip
Whenever equipped creature deals combat damage to a player, create a Treasure token. When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Equip
Artifact - Equipment

Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Exile Teferi's Protection.
Instant

Protection
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Pump
Pump
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Ramp
Sword of Hearth and Home
Equipped creature gets +2/+2 and has protection from green and from white.
Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle.
Equip
Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle.
Equip
Artifact - Equipment

Ramp
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Recursion
Forge Anew
When this enchantment enters, return target Equipment card from your graveyard to the battlefield.
During your turn, you may activate equip abilities any time you could cast an instant.
You may pay rather than pay the equip cost of the first equip ability you activate during each of your turns.
During your turn, you may activate equip abilities any time you could cast an instant.
You may pay rather than pay the equip cost of the first equip ability you activate during each of your turns.
Enchantment

Mantle of the Ancients
Enchant creature you control
When this Aura enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature.
Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
When this Aura enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature.
Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
Enchantment - Aura

Squall, SeeD Mercenary
Rough Divide — Whenever a creature you control attacks alone, it gains double strike until end of turn.
Whenever Squall deals combat damage to a player, return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Whenever Squall deals combat damage to a player, return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Legendary Creature - Human Knight Mercenary

Recursion
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Removal
Avatar's Wrath
Choose up to one target creature, then airbend all other creatures. (Exile them. While each one is exiled, its owner may cast it for rather than its mana cost.)
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath.
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath.
Sorcery

Removal
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Sorcery
Restoration Seminar
Return target nonland permanent card from your graveyard to the battlefield.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Sorcery
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Tutor
Cloud, Midgar Mercenary
When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
As long as Cloud is equipped, if a triggered ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time.
As long as Cloud is equipped, if a triggered ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time.
Legendary Creature - Human Soldier Mercenary

Tutor
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Maybeboard
Tezzeret, Master of the Bridge
Creature and planeswalker spells you cast have affinity for artifacts. (They cost less to cast for each artifact you control.)
+2: Tezzeret deals X damage to each opponent, where X is the number of artifacts you control. You gain X life.
−3: Return target artifact card from your graveyard to your hand.
−8: Exile the top ten cards of your library. Put all artifact cards from among them onto the battlefield.
+2: Tezzeret deals X damage to each opponent, where X is the number of artifacts you control. You gain X life.
−3: Return target artifact card from your graveyard to your hand.
−8: Exile the top ten cards of your library. Put all artifact cards from among them onto the battlefield.
Legendary Planeswalker - Tezzeret

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"The Ghost moves through unseen, countering his enemies until the lethal blow is struck"},{"insert":{"card-link":"Jin Sakai, Ghost of Tsushima"}},{"insert":" sets off to slay his enemies, heritage of a samurai, but forced to used tactics that go against that heritage. Weapons and tactics that distract, counter, and confuse. Keep Jin Sakai on the board at all costs, with counter spells, blinks, and equipment abilities. Thin the opposing board of threats with various removal to weaken the enemies advance before the deadly strike. Jin’s allies on the battlefield are for support to help him meet his objective, and sometimes sacrifice themselves when attacked by an overwhelming force. Level the playing field with more traditional samurai duels with cards like "},{"insert":{"card-link":"Crawlspace"}},{"insert":" and "},{"insert":{"card-link":"Silent Arbiter"}},{"insert":" . Getting "},{"insert":{"card-link":"Hammer of Nazahn"}},{"insert":" out as fast as possible by drawing cards or tutoring with "},{"insert":{"card-link":"Stoneforge Mystic"}},{"insert":" , "},{"insert":{"card-link":"Cloud, Midgar Mercenary"}},{"insert":" ,"},{"insert":{"card-link":"Open the Armory"}},{"insert":" , or "},{"insert":{"card-link":"Steelshaper's Gift"}},{"insert":" is key to get that juicy free equip on enter. "},{"insert":{"card-link":"Robe of Stars"}},{"insert":" is an excellent way to keep Jin and his equipment safe when needed. 90% of the time you’ll want to use Jin’s ghost ability but if you’re feeling beefy and frisky you can use stand off to take out some of your opponents big creature threats ( it’s not like they won’t block a 15-20 power double struck commander). TLDR play commander, equipment equip, protect, swing.\n"}]}
































































































