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Myojin of Infinite Rage
RRedLegendary Creature — Spirit

Myojin of Infinite Rage

Mana value10Rank#17,052
BuildCard details

The Commander

Myojin of Infinite Rage enters with a divinity counter on it if you cast it from your hand.

Myojin of Infinite Rage has indestructible as long as it has a divinity counter on it.

Remove a divinity counter from Myojin of Infinite Rage: Destroy all lands.

Guide

Gameplan

Ramp hard into a 10-mana 8/2 that wipes the board of all lands once, then leverage the resulting resource asymmetry to close the game while your opponents are stuck rebuilding. You want to cast it from hand (for the divinity counter and indestructibility) after deploying your own threats or alternate mana sources, then pop the counter to Armageddon everyone into oblivion.

Strengths

  • A one-sided-ish Armageddon stapled to a body, devastating against greedy mana bases
  • Indestructible while it holds its divinity counter, surviving most board wipes
  • Mono-red gives access to cheap, consistent ramp and impulse draw
  • Punishes durdle/control decks that rely on accumulating lands and big spells

Weaknesses

  • Ten mana is brutally slow; you can lose before ever casting it
  • Destroying all lands cripples YOU too unless you've pre-built artifact/creature mana
  • Mono-red lacks card advantage and recovery if your plan stalls
  • The land destruction is one-shot—after the counter is gone, the body is a vanilla 8/2 that dies easily
  • No evasion or protection on the body itself once the counter is spent

Key Cards

  • Jeska's Will — Explosive ritual that can produce the mana to deploy Myojin a turn early while refilling your hand.
  • Dockside Extortionist — Generates a huge burst of Treasure ramp that helps you reach ten mana and survive your own land wipe.
  • Hellkite Charger — With ritual support it threatens lethal extra-combat damage while opponents are landlocked.
  • Solemn Simulacrum — Ramp body that also gives you a creature-based resource less affected by the land wipe.
  • Neheb, the Eternal — Generates massive post-combat mana and converts your aggression into a recurring engine after the wipe.

Upgrade Path

Lean into non-land mana sources—Treasures (Dockside, Goldspan Dragon), mana rocks, and rituals—so the land wipe hurts you least and you can rebuild instantly. Add stax follow-ups like Magus of the Moon or cost-increasers to keep opponents locked out, and include haste/extra-combat payoffs (Fervor, Hellkite Charger) to convert the asymmetry into lethal pressure. Cut clunky high-cost cards and prioritize a tight, fast curve plus a couple of tutors to assemble the ramp-into-Armageddon plan reliably.

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

  • ▸Resolve Myojin, blow up all lands, then beat down with creatures opponents can't answer
  • ▸Combat damage via haste enablers and extra-combat effects while opponents are mana-screwed
  • ▸Burn opponents out with X-spells and direct damage after the resource asymmetry

Archetypes

  • Stax / Land Destruction — Wiping all lands and following with prison pieces locks opponents out while you operate on artifact mana.
  • Big Mana Ramp — Rituals and rocks rush you to ten mana to deploy the Myojin ahead of curve.
  • Aggro/Burn — After the land wipe you close fast with a wide board and direct damage before opponents recover.

Combos

No combos found for this commander on Commander Spellbook.

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