You’re staring at a board state where your opponents have barely managed to get their third land drop. Meanwhile, you’re untapping with eleven mana available and a creature that can literally end the game by just existing. That’s the reality of playing Shaman of Forgotten Ways.
It’s an old card now. Released back in Dragons of Tarkir (2015), this human shaman has seen the meta shift from simple battlecruiser Magic to the hyper-efficient, "win-by-turn-four" world of modern Commander. But honestly? It still holds up. While everyone is busy fighting over the newest mythical rare from the latest Secret Lair, the Shaman is just sitting there, waiting to ruin someone’s day with a Formidable trigger.
The Mana Dork That Does Too Much
Let’s be real. Most mana dorks are boring. Birds of Paradise is a classic, sure, but it’s just a bird. Llanowar Elves? Great, but it’s just a guy with a stick. Shaman of Forgotten Ways is different because it isn't just about acceleration; it’s a win condition stapled to a ramp spell.
The card costs three mana—two green and a colorless. That’s a bit clunky for some competitive circles, but in a casual-to-high-power pod, it’s a sweet spot. For that investment, you get a 2/3 body. That's big enough to survive an Electrolyze or a stray Pyroclasm, which is actually a huge deal when you’re trying to keep your board intact.
The first ability is straightforward: tap for two mana of any combination of colors. The catch? You can only use that mana to cast creature spells.
In a creature-heavy deck—think Ruric Thar, Nikya of the Old Ways, or even a classic Animar build—this is basically a Gilded Lotus that you can play on turn two if you had a turn-one dork. It’s explosive. You aren't just playing one spell; you’re dropping a Sun Titan or a Grave Titan way before anyone is ready to deal with them.
Why the "Creature Only" Restriction Isn't Really a Restriction
Some people look at that restriction and scoff. They want mana for their Cyclonic Rift or their Teferi's Protection. But if you're playing Shaman of Forgotten Ways, you've already committed to the bit. You’re playing a deck that wants to smash face.
I’ve seen players get frustrated when they draw this late game, but that’s because they’re ignoring the second half of the card. The Biorhythm effect.
👉 See also: GTA Vice City Cheat Switch: How to Make the Definitive Edition Actually Fun
The Formidable Truth About Biorhythm on a Stick
Let’s talk about the elephant in the room: Biorhythm is banned in Commander. It has been for a long time. The RC (Rules Committee) hates it because it creates "sudden deaths" that feel unearned.
Yet, Shaman of Forgotten Ways is perfectly legal.
Why? Because it’s a creature. It has summoning sickness. It requires 11 mana to activate. And it requires you to have a total power of 8 or more among creatures you control. That's the "Formidable" mechanic.
It’s balanced. Sorta.
I’ve been in games where a player wipes the board of everything but their own creatures, taps the Shaman, and everyone else just dies because their life totals suddenly become zero (since they have zero creatures). It’s brutal. It’s the kind of play that makes people want to flip the table, but it’s also a totally legitimate way to close out a game that’s been dragging on for two hours.
The sheer mana requirement—$11$—is the main reason this isn't a "broken" card in the eyes of the community. It’s a "fair" version of a banned effect. But "fair" in Magic often just means "I had to work slightly harder to kill you."
Strategic Timing and the "Social Contract"
You’ve got to be careful with this one. If you drop a Shaman of Forgotten Ways into a pod of strangers, you're immediately putting a target on your back. People know what that 11-mana ability does. They aren't going to let you untap with it if they have a Swords to Plowshares in hand.
✨ Don't miss: Gothic Romance Outfit Dress to Impress: Why Everyone is Obsessed With This Vibe Right Now
Honestly, the best way to use it isn't even to activate the ability. It's the threat of the ability.
It forces your opponents to play differently. They can't just sit back and "durdle" with non-creature permanents. They have to keep blockers up. They have to hold up interaction. You’re essentially taxing their mental energy just by having a 2/3 on the board.
Building Around the Shaman
If you’re going to run this card, don’t just jam it into any green deck. It needs a home.
- Ruric Thar, the Unbowed: This is the gold standard. Ruric Thar already punishes people for casting non-creature spells. Adding a Shaman that rewards you for casting creatures and then threatens to end the game if they don't have creatures? It’s a match made in heaven.
- Nikya of the Old Ways: Since Nikya literally prevents you from casting non-creature spells, the Shaman’s mana restriction is irrelevant. You weren't going to cast anything else anyway.
- Karametra, God of Harvests: You’re already playing a ton of creatures to trigger Karametra. The Shaman helps you chain those creatures together and provides a secondary win-con if the board gets stalled.
One thing to watch out for: Board Wipes.
If someone plays Wrath of God or Blasphemous Act, your Shaman is gone, and your life total is suddenly very vulnerable if someone else manages to flash in a creature or keep a man-land alive. You need to run protection. Heroic Intervention or Teferi's Protection (even if the Shaman can't pay for them) are mandatory.
The Price of Power: Financials and Availability
Back when Dragons of Tarkir was in Standard, this card was a sleeper. Then it spiked. Then it was reprinted in a Mystery Booster and some Commander sets.
As of right now, it’s surprisingly affordable. You can usually snag a copy for under five dollars. For a card that can single-handedly win a game of EDH, that’s a steal. It’s one of those rare instances where a card is powerful enough to be a staple but hasn't been "bought out" by the secondary market to the point of being inaccessible.
🔗 Read more: The Problem With Roblox Bypassed Audios 2025: Why They Still Won't Go Away
But don’t expect it to stay that way forever. With the constant power creep in Magic, cards that offer unique, game-ending effects usually find their way into "best of" lists eventually, driving the price up.
Actionable Steps for Your Next Game
If you're looking to integrate Shaman of Forgotten Ways into your rotation, here’s how to do it without becoming the "villain" of your local game store (unless that's what you're going for).
1. Evaluate your creature count. If your deck has fewer than 30 creatures, don't bother. The mana restriction will tilt you more often than the Biorhythm effect will save you. You need a high density of bodies to make that two-mana tap worth the three-mana investment.
2. Use it as a lure. Play the Shaman early. Watch who panics. Often, an opponent will use their only removal spell on the Shaman, thinking you're about to "Biorhythm" them, only for you to then drop your actual commander or a bigger threat like Vorinclex. It’s a fantastic lightning rod.
3. Math matters. Before you even think about activating that 11-mana ability, count the table. Does the Blue player have mana open for a Swan Song? Does the White player have a Raise the Alarm? If you activate it and they create a token in response while you have no creatures left (maybe due to a sacrifice outlet), you are the one who loses. It’s a high-risk, high-reward play.
4. Check the "Salt Score." Magic is a social game. Some people really, truly hate the Biorhythm effect. If you’re playing in a very casual "battlecruiser" group, maybe mention you have the card in your deck. It’s better to have a quick pre-game chat than to have a miserable post-game argument because someone felt "cheated" out of a win.
The Shaman of Forgotten Ways is a relic of a design era where Green was allowed to be a little bit "meaner" than it is today. It’s a reminder that mana dorks don't have to be just fodder—they can be the very thing that breaks the game wide open. Put it in a deck, find your eleven mana, and see what happens when the "forgotten ways" become the only thing left on the battlefield.