Of course we can! Honden of Seeing Winds is by far one of the best shrines we have access to. Let’s see if we can be redeemed with the next one. Overall, Cleansing Fire isn’t a great start. This is admittedly one of the weaker shrines in Commander since you don’t usually have to worry about an aggro deck running you over on a multiplayer board. But gaining four life (or even six) per turn is going to win you games against most aggro decks once you have another shrine in play. That being said, you aren’t very likely to want Honden of Cleansing Fire on its own. But you’re naturally going to be playing a slower deck and gaining life is still good against aggro decks, at least in Limited. You might think that just gaining life isn’t a very valuable effect, and you’d usually be right. I also enjoy playing with them in Cube, so Limited play extends to that too. With all that covered, let’s go through each of these cycles and talk about how good they are for both Commander and Limited play. The sixth go-shintai is a Commander-exclusive card with a 5-color color identity and a unique ability to make shrine tokens. They also require you to pay one mana to do so. Each of the five mono-color Go-Shintai are enchantment creatures that have abilities that trigger in your end step. You may be more familiar with the Go-Shintai since they were just printed in Neon Dynasty. These have a more unique variety of effects including three that trigger at the beginning of the precombat main phase and two with activated abilities. The Sanctums appeared in Core Set 2021, featuring one in each color and a sixth that was all five colors. Thanks to a further printing in Historic Anthology 3 they’re also available on MTG Arena. All five of these trigger during your upkeep. The Hondens were printed in Champions of Kamigawa and then reprinted in Eternal Masters. Each of these groups were printed in different sets, contain a full cycle with one shrine in each color, and they all have a few differences in how they work. They generally fit into three groups: the Hondens, the Sanctums, and the Go-Shintai. There are a total of 17 shrines in Magic, like I already mentioned. Not to say that it hasn’t been tried, but the decks are very hard to build and get the balance right.īut where they do shine is in Limited formats and Commander, so that’s where I’m going to focus my attention today. Even though 16 of the 17 shrines are legal in both Historic and Modern with the final shrine being a Legacy– and Commander-only printing, I doubt you’re going to see any shrine decks popping up in those formats. Short of using some shenanigans with cards like Mirror Box or Mirror Gallery, this requires you to have all different shrines on the battlefield together.Īssembling shrines on the battlefield can be very difficult to manage. The trick is, because they’re all legendary, it’s hard to get multiple shrines on the battlefield at the same time. Others deal damage based on the number of shrines you control, generate mana, gain you life, create creature tokens, etc. All these abilities scale based on the number of shrines you control.įor example, Honden of Seeing Winds triggers on your upkeep to draw a card for each shrine you control. Honden of Night's Reach | Illustration by Jim NelsonĪ shrine in Magic is a legendary enchantment with an ability.
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