10 Cards that Make Me Want to Build Jin Sakai, Ghost of Tsushima

Kristen GregoryCommander

MagicCon Atlanta saw the biggest Magic preview panels of the year. We got to see the roadmap for 2026, which features a variety of sets, and the roadmap for some of the Secret Lair products coming soon. One SLD is the Playstation Superdrop, which will go up for sale on October 27. The Ghost of Tsushima drop, which features Jin Sakai, has us excited. Here are some cards that really make us want to build the eponymous Ghost of Tsushima in Commander.

JIN SAKAI, GHOST OF TSUSHIMA

Jin Sakai is a 2/4 Human Samurai for a total of four mana in Esper, and when he deals combat damage to a player, you get to draw a card. He also has a sweet combat oriented ability that basically lets you attack with an unblockable creature at each opponent, or if you’re already looking to be able to get through unimpeded, you can give the creature double strike instead. This works really nicely with on-damage triggers, allowing you to double dip on card draw, making treasures, or perhaps even more lethal abilities…

HONORABLE FLAVOR MENTIONS

Before we get into the list proper, I want to just get two flavor slam-dunks out of the way. The first is Farfinder, which any Ghost of Tsushima fan will recognize right away as a clever nod to the many Foxes that lead Jin Sakai to shrines during the course of his adventure. This is a fun way to represent this aspect of the game, even if it’s not the most powerful card.

The second fox – and perhaps more interesting one – is Nine-Tail White Fox. Though this one was printed in the Global Series (a product aimed at the Chinese market), the nine tailed fox is seen throughout Eastern folklore, including in the Kitsune of Japan. This one is perhaps the better fox to run, seeing as it can draw you two cards a turn if you give it double-strike. 

With those two less “optimal” cards out of the way, let’s dig into the more exciting ones.

10. FALLEN SHINOBI

One of the most fun and powerful Ninjutsu creatures is Fallen Shinobi. Getting to play cards off of the opponent’s library is good value, especially when any spells exiled to this ability can be cast for free. 

With the ability to give Fallen Shinobi unblockable, or having it come in through Ninjutsu, you’re always going to be able to get those first two cards. If the skies are clear, though, you can even give this thing double strike with Jin, making it 10 damage and seeing four cards in total. That’s value. 

9. STARWINDER

When your creatures are unblockable or you can give them double strike, you need to think about how to capitalize on this to get the most value possible in a turn. One such card that works really well with this is Starwinder, from Edge of Eternities. Starwinder can be warped in for four mana on a turn when you’re wanting to refill your hand, and assuming Jin Sakai is in play, you can then draw two cards minimum off of Jin, and a few more from other creatures. Should you be in a position to grant one or more of them double strike, you can draw many cards indeed. 

8. TYMNA, THE WEAVER

Starwinder is more of a “refill” draw spell, though, and one that requires some investment to pull off. Earlier in the game, you’ll want classic top-up effects, which you’re not short of in Esper colors. The tried and tested card for this is, of course, Tymna the Weaver. You’re bound to be playing evasive cheap creatures in a Jin Sakai deck, so Tymna can hit the field on curve and provide some extra cards. What’s nice about Tymna in this deck is that you’re likely to be drawing plenty of further cards given you’re likely to be swinging with unblockable creatures a good amount of the time. 

7. ARCHPRIEST OF SHADOWS

Esper decks aren’t short of great reanimator targets, and though there are countless options to pick through – with classics like Animate Dead, Entomb and Reanimate being the most mana efficient options on offer – you’re going to want to pick synergistic targets if at all possible. Synergy wins games, after all.

Archpriest of Shadows is a card I’m taking highly in this build, as it synergizes with everything the deck wants to do. A deathtouch-er means people will be unlikely to block in the first place, opening up the space for double strike and double reanimator triggers. It’s also a 4/4 which means it hits hard, and the Backup means you can potentially grab four things in a turn. That’s kinda hot ngl.

6. UNSTOPPABLE SLASHER AND VIRTUS THE VEILED

Along with Quietus Spike, these effects are not so surprisingly very good in a Jin Sakai deck. Getting them in unblockable will melt life totals, and if anyone is shields down, they might have to eat some double strike, too. There’s not much to say here – these are mid-list cards because they’re good and strong, but a bit less interesting than some other potential picks.

5. KAITO, BANE OF NIGHTMARES

Multiple Kaito cards could be good in this build, but Kaito, Bane of Nightmares is one of the better ones given his 0 ability can net you three cards a turn. If you’re going deeper on Ninjas, his +1 gets even better. Some builds of Jin Sakai will really want to play all of the Samurai and Ninja cards, and in those builds, this Kaito is a lot better. The -2 ability is also pretty good for clearing the way if you’d rather double strike to victory.

4. SAKASHIMA OF A THOUSAND FACES

Getting extra triggers off of Jin Sakai is going to be very potent in this deck, and so clones that can make non-legendary copies of your Commander are in demand. Sakashima of a Thousand Faces is perhaps the most flavorful one – but also one of the most powerful, as it’ll let you make additional clones of whatever you’re copying. Really, though, you can get away with a Spark Double or Irenicus’s Vile Duplication here as more budget options, as you only need one clone of Jin Sakai to profit.

Shoutout here to Auton Soldier, who both gives us a non-legendary copy of Jin Sakai, and also gives us Myriad on that creature. In practice the Myriad here isn’t so crazy as it’ll lead to a few more cards drawn (if the tokens aren’t blocked), but what you want to do with this is clone something else and then give it unblockable with Jin, keeping it away from danger.

3. SUMMON: PRIMAL ODIN

There are few things scarier than facing down an unblockable creature that can end you with one fell swoop, and Summon: Primal Odin is going to be a workhorse in this build. It’s removal, it can get in with double strike, it can get in unblockable, and it can end people’s entire game.

If there was ever a deck for it, it’s this one.

2. GENJI GLOVE

It’s a flavorful add given the origin of such an equipment, and it’s the best way to get some extra combat action in Esper (aside from taking a literal extra turn). An extra combat has value over a Time Warp, though, as it lets us select double strike for the second combat once we get in unblockable for the first. It’s also giving double strike, which means Jin draws you two cards either way. 

1. DELNEY, STREETWISE LOOKOUT

While you might immediately think of Roaming Throne as the best way to get extra triggers, unless you’re in a Samurai or Human typal deck, it maxes out its usefulness in a Jin deck with more creature types. Instead, the hottest pick here is looking to be Delney, Streetwise Lookout. She’ll let you select both modes for your Jin attack triggers, and if any of your small creatures have on-damage abiltiies, those will be doubled as well. Don’t forget that she also offers a way to get smaller creatures in for damage.

She really is the full package for a Jin Sakai deck.

END STEP

The Playstation Secret Lair Superdrop offers some tantalizing options, ranging from God of War to The Last of Us, and of course Ghost of Tsushima. As someone who likes combat decks, being able to brew Jin Sakai as an Esper attack-matters deck is a dream. What cards will you be playing alongside him?