Honden of Seeing Winds and Sanctum of Calm Waters give you the card draw you want to find all your spells. Sanctum of Fruitful Harvest is the most important shrine of the lot to start giving you enough mana to cast whatever you want. There are a couple shrines that you always want to prioritize getting onto the battlefield first in your average game. You may not want a big trample creature, but Boundless Vigor still draws you an extra card when Honden of Seeing Winds is in play so all 16 shrines end up being worth it. Go-Shintai of Boundless Vigor, Go-Shintai of Ancient Wars, and Go-Shintai of Lost Wisdom all fall very far short of the mark as far as power level is concerned, but even these serve their own purposes.Įvery shrine, no matter how bad, is still a shrine itself and contributes to the effects of the shrines you do care about. Some of them are just not good enough to make your deck under normal circumstances. Other than your commander, there are 16 shrines in the deck. I think Go-Shintai of Life's Origin is the best option of these two, but whichever one you don’t use should absolutely go into the main deck and is great when you draw it. It’s also very useful to always grab Sanctums or Go-Shintai over Hondens since you can do that on your upkeep and have them trigger in the same turn. If Sisay is just a 2/2, you usually fetch Sanctum of Stone Fangs first to buff it to a 3/3, followed by Sanctum of Fruitful Harvest to get your mana engine going. Getting to search up good shrines sequentially helps the deck’s gameplan come together. Sisay isn’t trivial to activate but is very achievable. This lets you have devastating turns with only a couple of the real shrines in play, while before you needed to find most of them to get your plan going.Īnother very defensible commander would be the one I used in this deck before Neon Dynasty: Sisay, Weatherlight Captain. You need to get as many shrines into play as possible, so guaranteeing one out of the command zone along with all of the 1/1 Shrine tokens that it makes is really going to help to smooth out your turns. Buying back enchantments from the graveyard is a very valuable effect that’s very welcome on the commander itself, but it’s the second ability that truly shines. Of course this deck’s commander has to be Go-Shintai of Life's Origin. You want to dawdle the games as long as possible until you can put together a board with as many shrines as possible, building up to crazy turns where you draw twenty cards, have access to fifty mana, and get to have a go at killing everyone at once. The gameplay with this deck is fairly straightforward.
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