Arcane Foundry › Commanders › Jin Sakai, Ghost of Tsushima
Jin Sakai, Ghost of Tsushima
Legendary Creature — Human Samurai · {1}{W}{U}{B} · Black/Blue/White commander
Whenever Jin Sakai deals combat damage to a player, draw a card.
Whenever a creature you control attacks a player, if no other creatures are attacking that player, choose one —
• Standoff — It gains double strike until end of turn.
• Ghost — It can't be blocked this turn.
Build a Jin Sakai, Ghost of Tsushima deck →
What Jin Sakai, Ghost of Tsushima actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · deals_damageWhenever Jin Sakai deals combat damage to a player, draw a card.
- Triggered ability · attackWhenever a creature you control attacks a player, if no other creatures are attacking that player, choose one —
What a Jin Sakai, Ghost of Tsushima deck needs
Plays as combat trigger. What the commander asks of the other 99 — read from the card and checked by hand.
- evasion and protection for the commander (the trigger needs its combat damage to connect)
- a wide board that attacks every turn (the trigger fires on the attack)
The Jin Sakai, Ghost of Tsushima deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 12× Make the commander connect — a body that never deals combat damage never triggers
- 9× Actually remove one problem permanent — preventing its damage is not removing it
- 10× Find the exact card the plan needs
- 5× Answer a spell or ability before it resolves
- 3× Answer a whole board at once
- 12× Refill your hand
- 5× Keep a permanent you control alive through removal
- 11× Get ahead on mana
Best cards for Jin Sakai, Ghost of Tsushima
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Make the commander connect — a body that never deals combat damage never triggers
- Elspeth, Sun's Champion6 mana
- Rogue Class2 mana
- Archetype of Imagination6 mana
- Eldrazi Monument5 mana
- Falthis, Shadowcat Familiar3 mana
- Delney, Streetwise Lookout3 mana
- Akroma's Memorial7 mana
- On Wings of Gold4 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Path to Exile1 mana
- Swords to Plowshares1 mana
- Reality Shift2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- Defile1 mana
- Tragic Slip1 mana
Find the exact card the plan needs
- Demonic Tutor2 mana
- Diabolic Intent2 mana
- Vampiric Tutor1 mana
- Imperial Seal1 mana
- Demonic Consultation1 mana
- Grim Tutor3 mana
- Tainted Pact2 mana
- Scheming Symmetry1 mana
Answer a spell or ability before it resolves
- Mindbreak Trap4 mana
- Fierce Guardianship3 mana
- Force of Negation3 mana
- Force of Will5 mana
- Flare of Denial3 mana
- Pact of Negation0 mana
- An Offer You Can't Refuse1 mana
- Arcane Denial2 mana
Answer a whole board at once
- Damn2 mana
- Vanquish the Horde8 mana
- Toxic Deluge3 mana
- Damnation4 mana
- Supreme Verdict4 mana
- Wrath of God4 mana
- Day of Judgment4 mana
- Bontu's Last Reckoning3 mana
Refill your hand
- Esper Sentinel1 mana
- Mystic Remora1 mana
- Skullclamp1 mana
- Curiosity1 mana
- Wizard Class1 mana
- Black Market Connections3 mana
- Braids, Arisen Nightmare3 mana
- Morbid Opportunist3 mana
Keep a permanent you control alive through removal
- Flowering of the White Tree2 mana
- Bastion Protector3 mana
- Gold-Forged Thopteryx2 mana
- Codsworth, Handy Helper3 mana
- Avacyn, Angel of Hope8 mana
- Coppercoat Vanguard2 mana
- General's Enforcer2 mana
- Lost in the Maze2 mana
Get ahead on mana
- Sol Ring1 mana
- Azorius Signet2 mana
- Dimir Signet2 mana
- Orzhov Signet2 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Chrome Mox0 mana
- Everflowing Chalice0 mana