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Legendary Creature — Spirit
Myojin of Seeing Winds enters with a divinity counter on it if you cast it from your hand. Myojin of Seeing Winds has indestructible as long as it has a divinity counter on it. Remove a divinity counter from Myojin of Seeing Winds: Draw a card for each permanent you control.
“Spirit commander that draws cards based on board presence”
Myojin of Seeing Winds is a mana sink and card draw engine that rewards you for playing a wide board. Your main goal is to cast this Spirit early enough (or cheat it in) that you can protect it with its divinity counter, then use it as a repeatable draw source once you've built up permanents. The deck wants to generate lots of mana and fill the board with creatures, artifacts, or other permanents so that each activation of Myojin draws multiple cards, fueling your next moves.
You're playing a tempo-control shell that ramps into threats while protecting Myojin and your board. Blue gives you counterspells, card draw, and the ability to bounce or blink your commander to reset its divinity counter. The deck wins through a combination of card advantage and incremental damage from your growing board, or by assembling a combo finish once you've drawn enough cards. Think of it as a patient control deck that occasionally goes wide and turns that width into a huge card draw engine.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Skip expensive blue staples like Misty Rainforest; use Evolving Wilds and Fabled Passage instead. Counterspells like Counterspell and Mana Leak are more important than tutors.
Inclusion = % of Myojin of Seeing Winds decks running this card. +lift = percentage-point boost over the format average.
No public decks for Myojin of Seeing Winds yet.
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