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Go-Shintai of Lost Wisdom

Go-Shintai of Lost Wisdom

Legendary Enchantment Creature — Shrine

Go-Shintai of Lost Wisdom wants a deck that wins by emptying its opponents' decks. It also suits a deck that is built around one creature type, like Elves or Dragons.

  • Mana cost1 genericblue
  • Blue ()
  • Power / toughness0 / 4
  • RarityUncommon

Flying

At the beginning of your end step, you may pay 1 generic. When you do, target player mills X cards, where X is the number of Shrines you control. (To mill a card, a player puts the top card of their library into their graveyard.)

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Archetypes

Cards That Fit Go-Shintai of Lost Wisdom

Picked for what they do in Go-Shintai of Lost Wisdom's deck. When two cards do the same job, the one with the lower comes first. All of them fit Go-Shintai of Lost Wisdom's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

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The 6 Cards

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The 6 Cards

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The 3 Cards

Similar Commanders

Commanders that share the most with Go-Shintai of Lost Wisdom, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryUPlayers write colors as letters: U for blue. Blue is U because B was already taken by black.MillMill decks win by emptying opponents' libraries, the decks they draw from: a player who has to draw from an empty library loses the game. Milling means putting cards from the top of a library straight into the graveyard.Open the Mill pageMillPuts cards from the top of a player's library, the deck they draw from, straight into their graveyard. Aimed at opponents it can win the game, because a player who has to draw from an empty library loses.Open the Mill pageTypal PayoffRewards you for playing lots of one kind of creature. That includes "lords" that make every other Goblin or Merfolk you control bigger, and cards that ask you to choose a creature type and then pay you off for it. A creature type is the word on the middle line of the card, like Goblin, Elf or Zombie.Open the Typal Payoff pageEvasionAn ability that makes a creature hard to block, so its attacks reach the player. Flying, menace, landwalk and plain 'can't be blocked' are the common kinds.Open the Evasion pageTypal/KindredTypal decks are built around one creature type, like Elves, Dragons or Zombies, with cards that make that type stronger. The type is printed after the dash on the card's type line, and the strategy is also called kindred or tribal.Open the Typal/Kindred pageLibrary ManipulationCards that let you look at, rearrange or play from the top of your deck, so you control what you draw next.Open the Library Manipulation pageShrines / HondensShrines are enchantments that each grow stronger for every Shrine you control, like the five Hondens from Kamigawa.Open the Shrines / Hondens page