
At a glance
- Commander: Isshin, Two Heavens as One
- Colors: Mardu
- Archetype: Mardu attack-trigger tokens / aggro-value
- Power tier: mid-high
Cards
Commander
Isshin, Two Heavens as One — Legendary Creature — Human Samurai (3/3)
If a creature attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
That’s the whole engine, and it’s exactly what the scout described — Isshin doubles every attack-triggered ability you control. Mobilize makes two tokens instead of one. A “whenever this attacks, each opponent loses 1 life” drain fires twice. Myriad copies twice. Even raid “if you attacked this turn” enablers are turned on the moment any creature swings. commander_oracle_ok = true — built around the printed text.
Gameplan
Proactive Mardu aggro-value. Curve out cheap evasive/attack-trigger creatures, get Isshin down on turn 3-4, then attack every turn and let the doublers snowball. The board widens itself (doubled mobilize = a fresh pair of Warriors per swing) while the drain creatures bleed the table out and the Treasure/draw triggers keep the gas flowing. You are not durdling — you’re attacking, doubling, and converting combat into both board and life-total advantage.
Key synergy lines
- Doubled mobilize swarm: Shock Brigade / Nightblade Brigade / Dragonback Lancer / Reigning Victor each make two tapped-and-attacking 1/1 Warriors per attack under Isshin. Four mobilizers swinging = eight extra bodies hitting that turn, and they themselves can be doubled by anthem effects.
- Doubled drains as a clock: Pulse Tracker, Sanguine Syphoner, Agate-Blade Assassin, Thornbow Archer, Delta Bloodflies, Infectious Horror, Silent Skimmer — each “whenever this attacks, lose life” fires twice. A board of four drainers under Isshin is ~8-16 life off the table per combat before damage.
- Doubled myriad: Wyrm’s Crossing Patrol, Genasi Enforcers, Tabaxi Toucaneers, Tiamat’s Fanatics make a token copy attacking each other opponent — doubled, that’s two copies per opponent. Absurd reach in a pod.
- Doubled draw / Treasure: Audacious Thief and Moonglove Extractor draw twice; Hoard Robber and Belligerent Guest make two Treasures on damage (ramp + fixing); Heartless Pillage with raid online makes a Treasure too.
- Mentor doubled: Blade Instructor, Wojek Bodyguard, Hammer Dropper, Parhelion Patrol drop two +1/+1 counters per attack, growing the swarm fast.
- Raid enablers: Mardu Skullhunter / Mardu Hordechief / Academy Raider / Gorehorn Raider / Firecannon Blast / Heartless Pillage all want “you attacked this turn,” which is trivially true on the turns you’re swinging with the team.
Role breakdown (counts reflect the actual list)
- Lands: 36 — 3 guildgates + Boros Garrison + 7 enters-tapped duals (Scoured Barrens, Bloodfell Caves, Wind-Scarred Crag, Cinder Barrens, Forsaken Sanctuary, Sunlit Marsh, Sacred Peaks) + 7 fixers (Command Tower, Path of Ancestry, Rupture Spire, Transguild Promenade, Painted Bluffs, Shimmering Grotto, Command Bridge) + 17 basics (6/6/5).
- Ramp / fixing rocks: 8 — Arcane Signet, Commander’s Sphere, Manalith, Prophetic Prism, Prismatic Lens, Mind Stone, Wayfarer’s Bauble, plus Mardu Warshrieker (raid ritual adding RWB). Treasure-makers (Hoard Robber, Belligerent Guest, Heartless Pillage) add extra fixing on top.
- Card advantage: 9 — Sign in Blood, Read the Bones, Night’s Whisper, Costly Plunder, Thraben Inspector, Audacious Thief, Moonglove Extractor, Hoard Robber, Mind Stone (cash-in) / Prophetic Prism (cantrip rock).
- Spot removal / interaction: 11 — Diabolic Edict, Cruel Edict, Geth’s Verdict, Fleshbag Marauder, Terminate, Murder, Bake into a Pie, Deadly Derision, Guiding Bolt, Reave Soul, Feed the Swarm. (Firecannon Blast and Skirk Commando add more burn-to-creature reach.)
- Mass / pseudo-wipe: 0 dedicated boardwipes by design — see weaknesses. The edict cluster (4 sac-based pieces) is the pseudo-removal package since my own board is wide and dodges most symmetric 1-damage sweepers anyway.
- Payoffs / enablers: the rest — mobilize, drains, myriad, battalion, mentor, raid creatures executing the doubled-attack plan.
Manabase / fixing note
WBR has no green, so fixing leans on 11 duals/gates + 7 any-color fixer lands + 8 rocks/ramp + Treasure generators — roughly 26 fixing sources, comfortably past the ~17-19 target so the triple-pip Isshin and color-hungry spells stay castable.
Win condition
Doubled combat triggers as inevitability: a widening swarm of doubled mobilize/myriad tokens plus stacked attack-trigger life-drains (Pulse Tracker, Sanguine Syphoner, Infectious Horror, Silent Skimmer, et al.) that, multiplied by Isshin, bleed the table out fast even through chump blocks — combat damage finishes whoever’s left.
Pilot notes
- Sequence Isshin before attacking the turn you want the doublers live; he has no haste, so deploy turn 3, swing turn 4.
- Mobilize/myriad tokens are tapped-and-attacking — they don’t help you block, so respect the crack-back; pick your aggressor.
- Spend edicts on hexproof/indestructible threats and protected commanders where targeted removal fails.
- Treasures from Hoard Robber/Belligerent Guest double as your acceleration into the heavier black removal — don’t reflexively crack them; hold for a color you’re short on.
- Against go-wide mirrors, Firecannon Blast (raid → 6 damage) and your edict suite are your catch-up buttons.
Weaknesses
- No true board wipe. WBR commons offer mostly 1-damage symmetric sweepers that would hit my own tokens; I deliberately skipped them and rely on the 4-edict package + spot removal + racing. A resilient bigger board can out-grind me.
- Token-swarm hate (a single opposing sweeper) sets me back hard since much of my value is tokens.
- Isshin is a removal magnet — without him the deck is a fair aggro pile; mulligan toward a curve that functions pre-commander, and rebuild patiently rather than over-committing into open removal.
Decklist
⬇ Download as .txt — paste into Moxfield, Archidekt, or MTG Arena.
Show the full list (99 + commander)
Commander 1 Isshin, Two Heavens as One Deck 1 Wyrm's Crossing Patrol 1 Pulse Tracker 1 Thornbow Archer 1 Akrasan Squire 1 Boros Elite 1 Frenzied Goblin 1 Shock Brigade 1 Agate-Blade Assassin 1 Sanguine Syphoner 1 Genasi Enforcers 1 Mardu Skullhunter 1 Bomber Corps 1 Daring Skyjek 1 Aven Squire 1 Blade Instructor 1 Wojek Bodyguard 1 Audacious Thief 1 Moonglove Extractor 1 Mardu Hordechief 1 Nightblade Brigade 1 Reigning Victor 1 Academy Raider 1 Belligerent Guest 1 Hoard Robber 1 Warmind Infantry 1 Makeshift Battalion 1 Infectious Horror 1 Silent Skimmer 1 Dragonback Lancer 1 Parhelion Patrol 1 Mardu Warshrieker 1 Tabaxi Toucaneers 1 Tiamat's Fanatics 1 Wojek Halberdiers 1 Hammer Dropper 1 Thraben Inspector 1 Skirk Commando 1 Gorehorn Raider 1 Diabolic Edict 1 Cruel Edict 1 Geth's Verdict 1 Fleshbag Marauder 1 Terminate 1 Murder 1 Bake into a Pie 1 Deadly Derision 1 Guiding Bolt 1 Reave Soul 1 Feed the Swarm 1 Firecannon Blast 1 Heartless Pillage 1 Sign in Blood 1 Read the Bones 1 Night's Whisper 1 Delta Bloodflies 1 Costly Plunder 1 Boros Garrison 1 Orzhov Guildgate 1 Rakdos Guildgate 1 Boros Guildgate 1 Scoured Barrens 1 Bloodfell Caves 1 Wind-Scarred Crag 1 Cinder Barrens 1 Forsaken Sanctuary 1 Sunlit Marsh 1 Sacred Peaks 1 Command Tower 1 Path of Ancestry 1 Rupture Spire 1 Transguild Promenade 1 Painted Bluffs 1 Shimmering Grotto 1 Command Bridge 1 Arcane Signet 1 Commander's Sphere 1 Manalith 1 Prophetic Prism 1 Prismatic Lens 1 Mind Stone 1 Wayfarer's Bauble 6 Plains 6 Swamp 6 Mountain