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Legendary Enchantment Creature — Shrine
First strike At the beginning of your end step, you may pay {1}. When you do, Go-Shintai of Ancient Wars deals X damage to target player or planeswalker, where X is the number of Shrines you control.
“Burn combo engine that doubles as a Shrine-focused enchantment deck.”
Go-Shintai of Ancient Wars is your shrine payoff commander that turns an enchantment-heavy strategy into a damage engine. The core plan is to assemble a collection of Shrines while Go-Shintai sits in play, then trigger its end-step damage ability repeatedly. Since you're already running mostly enchantments anyway, you're not stretching your mana base or card slots to enable the synergy—Shrines naturally slot into the same gameplan.
The deck ramps through red ramp spells and Shrine synergies like Sanctum of All (which tutors Shrines), then fills the board with cheap Shrines. Once you have 3–5 Shrines online, Go-Shintai becomes a repeatable burn source that closes games in just a few turns. The beauty of this commander is that Shrines are independently useful—they provide steady value and effects—so you're never locked into a single win condition. Combat damage from Go-Shintai and Shrine creatures adds another avenue to pressure opponents.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Skip pricey red tutors like Enlightened Tutor and use Sanctum of All as your Shrine searcher; replace expensive mana rocks with signets and talismans.
Inclusion = % of Go-Shintai of Ancient Wars decks running this card. +lift = percentage-point boost over the format average.
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