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Myojin of Roaring Blades
RRedLegendary Creature — Spirit

Myojin of Roaring Blades

Mana value8Rank#9,360
BuildCard details

The Commander

Myojin of Roaring Blades enters with an indestructible counter on it if you cast it from your hand.

Remove an indestructible counter from Myojin of Roaring Blades: It deals 7 damage to each of up to three targets.

Guide

Gameplan

Ramp into hard-casting Myojin from hand so it enters with an indestructible counter, then crack that counter to fire off 7 damage to each of up to three targets—killing a player, two creatures, or splitting it for a blowout. Most lists treat it as a mono-red ramp/burn deck that uses the Myojin as a recurring removal-and-finisher engine while the rest of the deck does the heavy lifting with artifacts, dragons, and direct damage.

Strengths

  • A single, repeatable 7-damage blast that can outright kill a player or two-for-one creatures the moment it untaps.
  • Mono-red gives access to elite ramp (Treasures, rituals) and burn to support and back up the Myojin's clock.
  • Indestructible counter makes it resilient to most board wipes and spot removal once it lands.

Weaknesses

  • The indestructible counter only appears when cast from hand—casting it from the command zone gives nothing, gutting its core ability as a commander.
  • Without proliferate or bounce-to-hand effects you typically get one activation, then it's a fragile 6/2.
  • Mono-red is starved for card advantage and has almost no proliferate, so adding more counters is hard.
  • Eight mana is steep for an effect that needs setup to recur.

Key Cards

    Upgrade Path

    Add ways to return Myojin to hand so you can re-cast it for fresh indestructible counters, since command-zone casts give nothing. Lean into the few proliferate enablers like Karn's Bastion and counter-doublers, plus all-in ramp (Mana Geyser, Jeska's Will, fast rocks) to deploy it ahead of curve. Round out with strong stand-alone red threats and burn so the deck still functions when the Myojin is answered."

    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

    • ▸Cracking the indestructible counter to deal 7 to a player (plus burn) and finishing with reach.
    • ▸Using the ability as removal to clear blockers, then swinging with red beaters and dragons.
    • ▸Recurring the Myojin via bounce-to-hand effects to repeat 21 damage across multiple turns.

    Archetypes

    • Big Mana / Ramp — Red ramp rushes out the eight-drop and refuels for the rest of the deck once Myojin fires.
    • Burn / Spellslinger — Myojin's 7-to-three-targets blast pairs with a deck full of direct damage to close games from across the table.
    • Artifacts / Treasure — Treasure and mana rocks both ramp into the Myojin and provide bodies/value when it can't recur.

    Combos

    • Myojin of Roaring Blades + Myojin of Grim Betrayal + Park Heights Maverick

      → Infinite damage, Infinite death triggers, Infinite ETB

    • Sway of the Stars + Myojin of Roaring Blades + High Fae Trickster

      → Each opponent loses the game, Near-infinite lifeloss for all players, Shuffle all hands, graveyards and permanents on the battlefield into their owner's library

    • Sway of the Stars + Myojin of Roaring Blades + Valley Floodcaller

      → Each opponent loses the game, Near-infinite lifeloss for all players, Shuffle all hands, graveyards and permanents on the battlefield into their owner's library

    • Sway of the Stars + Myojin of Roaring Blades + Wizards of Thay

      → Each opponent loses the game, Near-infinite lifeloss for all players, Shuffle all hands, graveyards and permanents on the battlefield into their owner's library

    • Sway of the Stars + Myojin of Roaring Blades + Najal, the Storm Runner

      → Each opponent loses the game, Near-infinite lifeloss for all players, Shuffle all hands, graveyards and permanents on the battlefield into their owner's library

    Combos via Commander Spellbook.

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