“Fun” in EDH is pretty subjective. There are so many ways to have fun in this game: Combos, hugging the group, turning creatures sideways, complaining about degenerate strategies, etc. Some ways that are MOST fun for me: If I can do it cheaply, if I do one thing really well, and if my opponents remind me my commander doesn’t work.
Recently, I came across the purest form of Fun for me: Myojin of Seeing Winds. Mono-color land bases are crazy cheap, we will draw absolutely insane amounts of cards, and all your first-time opponents will remind you that he doesn’t get the Divinity counter, as they can’t comprehend why you’d play him otherwise.
Yes, this mono-blue monstrosity is basically a 3/3 for 7UUU that does absolutely nothing when you play it from the command zone. You have to cast a Myojin (deliberate wording here) from your hand to get the Divinity counter. Jumpin’ Johnnies, Batman! Now, due to this interesting limitation, any Myojin game plan will have to consist of:
1) Getting a divinity counter on a Myojin somehow
2) Figuring out how to win with 20+ cards in your hand
There are, surprisingly, a few ways to build a Myojin deck. The hardest way involves a Hedron Matrix, a Fireshrieker, a Swiftfoot Boots, and a Thassa, God of the Sea. I will be your best friend forever if you ever pull off a win with Myojin Voltron – just kidding…
The actual “hard” way involves casting him, bouncing to hand, and then casting him again. This is typically a heavily control-oriented shell (think very close to an Azami, Lady of Scrolls deck), with mono-blue “good stuff” filling things out. Cards like Glen Elendra Archmage and Tamiyo, the Moon Sage will slow the game to a crawl, allowing the Myojin to eventually be cast, bounced, and cast again quite comfortably. Omniscience lets you cast him multiple times a turn. The Myojin player eventually wins through crushing card advantage.
Now, the “hard” way runs you about 25 mana. The “easy” way involves a nice little shortcut. Cast Myojin and then cast a Clone, for only 12-14 mana! While the Myojin comes from the command zone and doesn’t get a counter, cards such as Clone, Phyrexian Metamorph, and Phantasmal Image are cast from your hand and DO get a counter when they become Myojins themselves. The beauty of the clone is its versatility: Early game, you can copy your stuff or your opponents’ stuff and build up a board state, and in the late game you copy your commander and go off. Clones also work really well with bounce spells, which you will coincidentally run a few of. Take a guess which strategy I prefer.
No matter the build, every Myojin of Seeing Winds deck has a few cards which, in my opinion, are important:
– Nykthos, Shrine to Nyx: A mono-color deck wants one of these. That’s basically just Truth. Your commander and a lot of your other cards coincidentally have many blue mana symbols in them, which is quite handy.
– “Nykthos” package: Tolaria West to tutor, Minamo, School at Water’s Edge and Deserted Temple to pull double duty, Petrified Field for recursion.
– Reliquary Tower: You need to hold onto those cards after you draw them.
– That Which Was Taken: This one is obvious. Also a handy way to give other important permanents some needed evasion.
– Caged Sun, Gauntlet of Power, and Doubling Cube: Your commander is a 10 drop in mono-blue. You need all the help you can get.
– Vedalken Orrery: Blue gets flash. Flash is good. You use flash.
– Venser’s Journal or Spellbook: You want a lot of these effects in here.
– Psychosis Crawler: If our whole deck revolves around drawing as many cards as possible, we might as well make those cards do something before we even play them. Interesting…if we play some Clones on our Crawler we can multiply the damage we do per card drawn! How about that? This is also a 2-card combo with Enter the Infinite, if you like being flashy.
– Laboratory Maniac: If you don’t like the Crawler, this is the “easy” win-con.
– Dreamscape Artist: Yeah, you’re going to want Harrow on a stick. He’s not impactful enough to draw hate, he ramps, and he ramps very well if you have mana-doublers out. No drawback here.
– Leyline of Anticipation: Flaaaaaash.
– Mind Over Matter: Only if you don’t feel guilty using it. It will win you the game very easily with a locked and loaded Myojin, an Arcanis the Omnipotent, or pretty much anything. People hate it for a reason.
– Omniscience: Only if you don’t feel guilty using it. Will win you the game multiple times over. People hate it for a reason.
– Snap: It does everything you want a spell to do in this deck.
– Turnabout: I still don’t know how this card got printed. I had an opponent scoop to this once.
– High Tide: It’s only for one turn but a Gauntlet of Power for 1 mana is insane.
– Counterspells: Your commander costs 10 mana, so you’re simply going to need to do what blue does best to make him stick. Two of my favorites for this build are Forbid and Rewind.
Tezzeret, the Seeker: I am appalled at how good he is in artifact heavy mono-blue builds.
- Myojin of Seeing Winds
- Deserted Tower
- Minamo, School at Water’s Edge
- Nythkos, Shrine to Nyx
- Petrified Field
- Reliquary Tower
- Tolaria West
- Laboratory Maniac
- Phantasmal Image
- Phyrexian Metamorph
- Psychosis Crawler
- Thassa, God of the Sea
- Caged Sun
- Doubling Cube
- Gauntlet of Power
- Swiftfoot Boots
- That Which Was Taken
- Vedalken Orrery
- Venser’s Journal
- Leyline of Anticipation
- Mind Over Matter
- High Tide
- Tezzeret the Seeker
And that’s really about it! Myojin of Seeing Winds is surprisingly versatile: Your build is only restricted by your imagination, how much you want to utilize the Myojin, how much money you want to spend, and how shameless you want to be about utilizing Blue’s insane resources. You can throw in Palinchron combos, Power Artifact, and Omniscience, take extra turns everywhere, play a bunch of clones, or run theft effects and play everyone else’s cards. Blue is such a powerful color that even a “vanilla” 10 drop can do something amazing.
Sounds like fun to me!