→ Each opponent loses the game, Near-infinite lifeloss for all players, Shuffle all hands, graveyards and permanents on the battlefield into their owner's library
→ Each opponent loses the game, Near-infinite lifeloss for all players, Shuffle all hands, graveyards and permanents on the battlefield into their owner's library
→ Each opponent loses the game, Near-infinite lifeloss for all players, Shuffle all hands, graveyards and permanents on the battlefield into their owner's library
→ Each opponent loses the game, Near-infinite lifeloss for all players, Shuffle all hands, graveyards and permanents on the battlefield into their owner's library
Ramp into hard-casting Myojin from hand so it enters with an indestructible counter, then crack that counter to fire off 7 damage to each of up to three targets—killing a player, two creatures, or splitting it for a blowout. Most lists treat it as a mono-red ramp/burn deck that uses the Myojin as a recurring removal-and-finisher engine while the rest of the deck does the heavy lifting with artifacts, dragons, and direct damage.
A single, repeatable 7-damage blast that can outright kill a player or two-for-one creatures the moment it untaps.
Mono-red gives access to elite ramp (Treasures, rituals) and burn to support and back up the Myojin's clock.
Indestructible counter makes it resilient to most board wipes and spot removal once it lands.
The indestructible counter only appears when cast from hand—casting it from the command zone gives nothing, gutting its core ability as a commander.
Without proliferate or bounce-to-hand effects you typically get one activation, then it's a fragile 6/2.
Mono-red is starved for card advantage and has almost no proliferate, so adding more counters is hard.
Eight mana is steep for an effect that needs setup to recur.
Add ways to return Myojin to hand so you can re-cast it for fresh indestructible counters, since command-zone casts give nothing. Lean into the few proliferate enablers like Karn's Bastion and counter-doublers, plus all-in ramp (Mana Geyser, Jeska's Will, fast rocks) to deploy it ahead of curve. Round out with strong stand-alone red threats and burn so the deck still functions when the Myojin is answered."
Cracking the indestructible counter to deal 7 to a player (plus burn) and finishing with reach.
Using the ability as removal to clear blockers, then swinging with red beaters and dragons.
Recurring the Myojin via bounce-to-hand effects to repeat 21 damage across multiple turns.