HubCommandersCardsDecksThemesKeywordsSetsArticles
Sign inSign up
Sign inSign up

Mythicwyrm is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards of the Coast. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.

AboutArticlesContactTermsPrivacyAffiliate Disclosurev0.1.0

© 2026 Mythicwyrm. All rights reserved.

Jin Sakai, Ghost of Tsushima
WUBEsperLegendary Creature — Human Samurai

Jin Sakai, Ghost of Tsushima

Mana value4Rank#8,006
BuildCard details

The Commander

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.

Guide

Gameplan

Jin Sakai rewards committed single-attacker aggression: send one creature at each opponent and pick double strike (Standoff) or unblockable (Ghost) for each, turning lone beaters into reliable damage and card-draw engines. You build out a Voltron-style threat package, suit up Jin or a few evasive creatures, and grind value while opponents struggle to block what can't be blocked. Esper colors back it up with removal, protection, and recursion so your attackers keep connecting.

Strengths

  • Built-in card advantage on combat damage keeps your hand full while you pressure the table
  • The attack trigger gives every solo attacker either double strike or unblockable for free, an enormous tempo swing
  • Esper color identity offers the best removal, counterspells, and protective auras/equipment in the format
  • Rewards going wide-then-tall: one attacker per opponent lets you trigger the choose-one against multiple players in a turn
  • Flexible between Voltron and evasive-creatures strategies

Weaknesses

  • The choose-one only triggers when a single creature attacks a given player, so mass token swarms anti-synergize
  • Heavy reliance on a commander/key attacker invites removal and pillow-fort defense
  • Three-color manabase with double-pip costs can stumble on early development
  • Vulnerable to fogs, blockers with deathtouch, and 'can't attack' effects that shut off your engine
  • Card draw and tempo don't directly close games without a damage finisher

Key Cards

  • Rogue's Passage — Guarantees unblockable damage to push Jin's draw trigger and commander-damage clocks even outside the attack choice.
  • Sword of Feast and Famine — Pairs perfectly with a lone evasive attacker, untapping your lands and stripping a hand each combat.
  • Whispersilk Cloak — Makes Jin unblockable and shroud, protecting your engine while reliably triggering the card draw.
  • Grand Abolisher — Locks opponents out of interaction on your turn so your solo attacker connects safely.
  • Dolmen Gate — Lets your committed attackers swing in with no fear of dying to blocks during your combat.
  • Inkmoth Nexus — A lone manland attacker with Ghost/double strike becomes a fast infect or commander-damage threat.

Upgrade Path

Lean into making one attacker unstoppable: add premium equipment (Sword of Fire and Ice, Lightning Greaves), protection (Swiftfoot Boots, Heroic Intervention), and evasion enablers so Jin's trigger always lands. Tighten the manabase with fast lands, fetch/dual lands, and Esper signets/Arcane Signet to support double pips, then add efficient interaction (Swords to Plowshares, Cyclonic Rift) to defend your threat. For higher power, incorporate an infect finisher or extra-combat effects like Aggravated Assault to stack multiple lethal draw triggers in a turn.

Core Cards

The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.

Win Conditions

  • ▸Commander damage via Jin or an equipped attacker made unblockable/double strike each turn
  • ▸Voltron beatdown with protected evasive threats picking off opponents one at a time
  • ▸Infect/poison through a lone Ghost-trigger creature like Inkmoth Nexus
  • ▸Out-card-advantaging the table with Jin's draws and closing with overwhelming evasive pressure

Archetypes

  • Voltron — Jin's draw and unblockable/double-strike triggers turn a single equipped or enchanted creature into a lethal, card-drawing engine.
  • Aggro Tempo — Sending one evasive attacker per opponent maximizes the choose-one trigger across the whole table.
  • Control — Esper's removal and counters protect a lone threat while Jin refills your hand to outlast opponents.
  • Combat Damage Value — Repeated unblockable hits fuel draw-based engines and 'when you draw' or damage-payoff cards.

Combos

No combos found for this commander on Commander Spellbook.

Related Commanders

Same color identity (BUW), by popularity.

WUB

Zur the Enchanter

Rank #2,723

WUB

Y'shtola, Night's Blessed

Rank #2,977

WUB

Hashaton, Scarab's Fist

Rank #3,575

WUB

Zur, Eternal Schemer

Rank #3,852

WUB

Tivit, Seller of Secrets

Rank #4,415

WUB

Queza, Augur of Agonies

Rank #4,511

WUB

Aminatou, the Fateshifter

Rank #4,609

WUB

Urza, Chief Artificer

Rank #4,633

WUB

Raffine, Scheming Seer

Rank #4,813

WUB

The Master of Keys

Rank #5,015

WUB

Alela, Artful Provocateur

Rank #5,027

WUB

Aminatou, Veil Piercer

Rank #5,057

Discussion (0)