Kamigawa: Neon Dynasty Green EDH Set Review
More Kamigawa: Neon Dynasty Commander Reviews
White | Blue | Black | Red | Multicolor | Artifacts & Lands | cEDH
Being Green to Kamigawa
Unfortunately I started playing Magic around 2015, so I missed the first time we went to Kamigawa. The way I hear it, it was quite the time, and I'm sad I missed it! I am glad that I get to experience the return to Kamigawa and its characters and stories. This time around it's 1,000 years in the future, and Kamigawa looks a lot different. Let's see what the future brought us...
Kodama of the West Tree
With this, the cycle of the Kodama is now complete.
This can slip into any deck that looks to "modify" its creatures. Perhaps you're playingand you don't have an Equipment or enchantment that gives trample; "No worries", says , "I got you".
For the plethora of commanders that care about +1/+1 counters, like, , or , this pretty much becomes a staple. Not only can it give your army (or your Voltronned creature) trample, it makes sure to reward you by being a on each direct hit. is green through and through and a great card in the 99.
As a commander, you can go really any way with. Either you can go wide and focus on making your army large with cards like (which would also double as a good commander for this card), or you can go tall and play all sorts of Equipment and Auras, like or . Not to mention this card and are the bestest of friends. Make sure you put in a in the deck; it's the perfect enabler for a go-wide strategy for this. At the end of the day, this Kodama is a great tool for any deck that is looking to "Modify" their creatures, giving you damage and ramp all at an affordable low mana value.
Kura, the Boundless Sky
At its floor,is a 4/4 flying Dragon with deathtouch for five mana, which already lands itself in every deck. Doesn't quite have the power/toughness as its spiritual (and literal former form?) predecessor, , but the modular nature of Kura's death trigger and its lower casting cost gives this Dragon a slight edge over its ancestor. Jugan can only place a set amount of counters on your creatures, whereas Kura can make you a fairly large Spirit, or if lands is what you need, then you can go and find the 3 best and put them into your hand. It's a one-shot way to get , , and any other land. In recursion-based strategies, such as , , or , this can be a nice fit. A deck that I have that I know this card is going into is my Jund Dragons deck; the death trigger makes it a perfect fit.
As a commander, you'll be looking for ways to sacrifice it and loop it to create as many tokens as you can, as well as making those tokens bigger by playing the lands you get. Good thing green is really, really good at both of those things. There's a large swath of options to choose from, like, , or . 's ceiling is only as low as you make it.
Go-Shintai of Life's Origin
Players have been clamouring for a true Shrine commander, and, well, here it is! Wizards heard we liked Shrines, so they just said, "I heard you like Shrines so I built you a Shrine that makes more Shrines."
Xzibit meme aside, that is a very potent ability. Since all of the Shrines care about how many Shrines you have, this will Shrine-ball out of control before anyone knows it.even brings back other enchantments (which will probably be Shrines) to the battlefield.
In all seriousness, even if you don't go Shrine tribal with this commander, it still is a pretty effective enchantment commander, giving you recursion (a five-mana? Sign me up!), and, if you happen to play other Shrines, more enchantment creatures to benefit from.
Myojin of Towering Might
In the Commander-set-but-not-in-the-Commander-Decks cards, we have the Myojin cycle back! It's a callback to the original cycle back when we first visited Kamigawa. The green Myojin,, is one less mana to cast than its predcessor, , but it has the same power and toughness. The big difference comes in their activated abilities. Whereas the old Myojin just allowed you to put down all of the creature cards from your hand, the new Myojin requires that you already have creatures on the battlefield for the ability to be its most useful. Splitting up eight +1/+1 counters between creatures is already pretty good, but the most important word in its ability is "trample". Whichever creature you give the counters to (including itself) gains trample, which can win games. Big stompy decks would love to see this 8/8 Myojin that can potentially give the right creature eight counters and trample at instant speed, like . As with the fromer Myojin, it's recommended that this card is in the 99 rather than the commander, as its ability on works if you play if from your hand.
Boseiju, Who Endures
When this card was previewed, it seemed like the internet lost its collective mind, and for good reason. Most Magic players see this as a very broken card, and I completely agree. The ability to pay two mana (at instant speed, mind you) and get rid of any problematic land (e.g.,, , ), artifact, or enchantment is quite the ability. In our format, this will almost always cost one green mana to use, and a silver bullet for only one mana is a deal too good to pass up. The biggest benefit is that, since it's an activated ability, it can't be countered by your run-of-the-mill . Especially in decks like or with , this is a repeatable effect that can disrupt your opponents' boards again and again. If your deck is playing green, there is no reason to not run this card; it's an answer when it needs to be and a land any other time. The downside of giving your opponent a potential dual land or Triome is pretty negligible when you consider what this card can and will get off the board. A in exchange for a or a is a trade I will happily make every time.
Invoke the Ancients
Giving you eight power worth of creatures for only five mana is very good, even with the heavy color casting requirement.even lets you choose what abilities these moderately big Spirit creatures have. Being able to choose those abilities gives real flexibility and a reason to cast it at any point in the game. One of my favourite commanders, , has a home for this, as do most other token-based decks, like and . Big ol' green stompy decks could always use more ways to trigger cards like and , and sees this as five mana to make Ghalta cost four mana, making this a desirable piece for those decks, not to mention could use this as another way to gain more counters.
Kami of Transience
Wow. Just wow.is an enchantress house! Getting bigger for every enchantment you cast (so even if it gets countered, you still get to grow your Kami) allows this 2/2 for two mana to get out of hand very quickly. Of course, this doesn't grow as fast as a , but it's harder to truly get rid of. Dies to ? Oh, well, just have an enchantment go to the graveyard (say, ), and poof, the Kami is back in your hand ready to deploy and start growing again. Once you've cast enough enchantments, all you need to do is turn it sideways and watch as your opponents exclaim, "Wait, that has trample?!" goes anywhere enchantments go: , , , etc. It becomes even more of a threat in : twice as big and flying? That's what I like to see!
March of Burgeoning Life
It's a neat tutor for any nonlegendary creature in your deck, if you just so happen to have a secretstashed in a green deck somewhere, or if you are playing against an opponent who has the same cards as you do in your deck. Otherwise, this card is a big do-nothing, maybe adding to your Storm count for or ? If you were to make a clone of a card like in a deck, with something like a , you could go and fetch the Etrata that you just shuffled away, so that's neat.
Shigeki, Jukai Visionary
You gotta love when a commander fuels themselves and what they aim to do. First,wants to fill up your graveyard with great targets for their second ability, while at the same time ramping you. Doing that allows them to come back to your hand to retrieve the cards you want from your graveyard. A little clunky, but it gets its job done: filter, ramp and card selection.
However, this card is a better player in the 99.and its distant cousin, , really enjoy seeing permanents (especially lands) go into the graveyard. Shigeki helps with taking the other cards out that you don't necessarily want in there, like instant and sorceries, which those decks typically have a harder time recurring. A repeatable on an easy-to-play body, it will make for a solid addition in any graveyard-based strategy.
Green Ninjas?! Seems like Kamigawa: Neon Dynasty isn't joking around, and especially not. This beefy 6/5 Insect for five mana is a respectable body on its own, but to also have Ninjutsu and cost four mana to on contact is a great ability. With the numbe of ways that green has to give evasion, whether it's swarming the board with tokens or using a and giving your creatures forestwalk, there's more than ample opportunity for to spring out of your hand. Of course, once the traps have sprung, the hardest part is doing it again. As this will trade with most creatures (did I mention it was a 6/5?), you can attack with no real fear; either they'll throw a chump blocker in the way, or you'll deal 6 damage and get a permanent back in your hand, either way you're still gaining. Plus, its alt art looks like a Digimon, and I am here for it.
Weaver of Harmony
Yet another staple for enchantress decks. The benefactors of the anthem is enchantment creatures, so , and various Therosian Gods ( , , , etc.) get a new friend. Its second ability is a one-shot enchanti-monicon, so all of your Constellation triggers will be able to be copied; also, for all Shrine decks out there, this card can double those as well. A card like and will now grant you more creatures, as well as will let you cast 2 free spells! All of your effects become double as potent! , , and decks will gladly accept with open arms.
Sagas are interesting. A physical representation of the stories being told in-universe, they are on the board for a limited period of time, and at the end of their "stay" they have some sort of payoff. In Kamigawa: Neon Dynasty, Wizards put a neat spin on Sagas, where at the end they transform into a representation of the story that was being told. There were quite a few Sagas in green, so I grouped them altogether so we can look at all of the stories being told in Kamigawa this time around.
Jugan Defends the Temple//Remnant of the Rising Star
Let's first look at the mythic Saga of the set,; it represents when defended the Jukai monks during the Kami War. For three mana, the first chapter gives a 1/1 Human Monk mana dork. Next chapter you get to either make that Monk a little bigger or distribute the counters on other creatures you may have played before. Chapter three, it transforms into , a 2/2 with flying and an enter-the-battlefield ability to grant creatures entering +1/+1 counters. will shine in decks that love throwing counters around, like , , and . Being a reliable source of getting those counters on creatures, turns it into a 7/7 with flying and trample that much faster, and who doesn't like swinging in with a giant Dragon?
Teachings of the Kirin//Kirin-Touched Orochi
Moving on to how it impacted their relationship with them. The first ability mills you for three and creates a 1/1 Spirit creature token, which is not a bad start, especially for decks who care about the graveyard, like or , plus some sac fodder for commanders like . Next, we have the classic "put a +1/+1 counter on target creature you control"; pretty generic, but has utility nonetheless. Finally, we get to the last chapter: we exile and bring it back as . This Snake Monk serves as graveyard hate, allowing you to pick and choose what it eats out of graveyards. The unfortunate part of it is that it's only a 1/1 and has no evasion whatsoever, meaning that you will probably get 2 or 3 attacks with this little Snake before it gets blocked or dealt with in a numerous amount of ways. A commander that would want this type of card could be as another way to exile things from your opponents' graveyards, and it's an enchantment to boot, so any enchantment synergies will appreciate this., in this Saga, we learn about the sacrifices the Kirin made for the kami and
The Dragon-Kami Reborn//Dragon-Kami's Egg
the story of the rebirth of all five Dragon-Kami on Kamigawa. The first two chapters of allow you to plan for the future and select the best spells to cast out of the top six* (technically seven because of the card you draw in between) of your library. Which, if it's able to stay on the battlefield for the entire Saga, rewards you by being able to just not pay for those spells you chose. Though there is one caveat: you have to have it or another Dragon meet its untimely (or timely for my deck) demise to be able to cast those spells. As they say, a free spell is a free spell, and if you're able to recur it (say, with one of commons in this set, like ) over and over again, you'll be able to cast previous cards exiled with hatchling counters on them. Dragon decks could use this as a deterrent for folks getting rid of their beloved lizards, see: , , etc. and , both benefit from the creature being sacrificed/dying, so could find a home in those as well.tells
Azusa's Many Journeys//Likeness of the Seeker
Telling the tale of , gives us a little taste of the power of the original Azusa. First chapter gives an extra land drop for the turn and the following chapter gains three life. For those chapters, not bad for two mana. The third chapter flips up over to , a 3/3 that, whenever it gets blocked, you get to untap three of your lands. The number of times that I have let a 3/3 Beast through during a game has been far too high to make me think someone will block this to let you untap. This is a great example of a card created for a Limited environment. Flavour over function.
Boseiju Reaches Skyward//Branch of Boseiju
Lands, lands, lands! Boseiju would not be outshone, and it let the denizens know that it was the tallest and most prominent feature of the plane. As for the card itself, the first chapter lets you grab some basic to put into your hand, essentially double ing you. Next chapter gives you the option to place a land on top of your library from your graveyard (here's where and come into the conversation). Finally, it flips over and gives us a with reach. Another big beefy beater for lands decks, this Saga definitely delivers on flavour and function. Most Landfall commanders, like and , will make use of , and it also finds a nice little niche home in .represents the tale of how, even though Kamigawa was advancing and growing at such a rapid pace,
Tales of Master Seshiro//Seshiro's Living Legacy
The last Saga we will look at is. Unfortunately, it didn't have a story from Wizards, but basically this is about and how he became the Broodmaster and his lasting legacy. The first two chapters of this five-mana Saga deal out +1/+1 counters to a creature or Vehicle, also giving it vigilance, allowing you to attack and still keep your defences up. When the Saga gets to its last chapter and flips, we're left with a 5/5 with vigilance and haste. As with , this was made more for Limited. In decks, this is a good fit!
Notable Uncommons and Commons
Go-Shintai of Boundless Vigor
I wanted to mention this Shrine solely because it can be your commander, and I thought that was pretty funny. Unfortunately it doesn't do a whole lot but make itself bigger over time. The only other green Shrines areand , and in a deck of 99 cards, two is a tough sell. Obviously this goes into every Shrine deck out there, so and newcomer gain another piece to their Shrine army.
This is an innocuous uncommon; being only one mana allows it to come down early to build value, or to kick things off for only one mana. Almost every enchantress style deck would want this, especially those with a more Voltron-leaning strategy., , and would greatly benefit from this little Spirit.
Green's Past, Present, and Neon Coloured Future
Enchantress decks got a lot of new toys, as did +1/+1 counter decks. As for new legendary creatures, there are a few I'm excited to include in the 99, but as commanders (aside from the Shrine one), they leave a little to be desired. Which is okay! We don't always need the big new flashy commander, sometimes a new card is just what a deck needs to feel fresh. What are you most excited for in Kamigawa: Neon Dynasty? Let us know! Don't forget to check out the other reviews here on Commander's Herald!