|Commander / EDH||Legal|
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|Commander 2017 (C17)||Rare|
|Commander 2014 (C14)||Rare|
|Scars of Mirrodin (SOM)||Rare|
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Artifact — Equipment
Equipped creature gets +6/+6.
Whenever equipped creature attacks, destroy target permanent.
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Argentum Armor Discussion
2 days ago
Tectonic Edge, Ghost Quarter, Wasteland, Field of Ruin, Unstable Obelisk, Sundering Titan, Lux Cannon, Ark of Blight, Worldslayer, all creatures with Annihilator force sacrifice so could combine with creature bounce to force land sac (Ulamog, the Infinite Gyre)
1 week ago
Consider adding Argentum Armor now that the removal package was gutted.
3 weeks ago
Well, I'll do my best for advice. I'll give you some basic info, stuff that I'm pretty sure we'll agree on, then explain the dilemma I have with some of the deck's more integral parts.
First off, under combos you list Faith's Reward and Merciless Eviction, this doesn't work because the exiling of permanents doesn't put them into the graveyard, but into the exile zone. Also, in combo #9, Sigarda's Aid appears useless, because you already have auto-instant-speed-free-equip-on-entering and instant-speed equipments with Stonehewer Giant.
Other than that, I'd suggest upgrading your landbase with the following cards, dropping tapped lands:
Now to the more controversial (I assume) part of my critque/advice. Really, you need to hone you deck into doing something more specific than Aikido Control Voltron Aggro Combo. It streches your deck too thin to do any.
Well, not exactly, there is a way to do it, but it requires some money, because the name of a deck that can pull off the N>3 where N is equal to the number of strategies type of deck is called Toolbox. A strategy in which a deck runs a selection of 'Tutors' (Enlightened Tutor, Vampiric Tutor, Demonic Tutor, Gamble, etc.) and tutor targets, or cards that your most prone to tutoring out to get to position your deck to move into a role of gameplay. This strategy can rarely pull off aggro though, but can do a midrange voltron strategy, such as tutoring an Argentum Armor, Batterskull, and Fireshrieker onto the field, positioned to one-shot whoever looks at you wrong, blowing up a permanent per kill.
Control is fine to toolbox for too, in fact tutoring the right answer to the right problem is exactly where toolbox and control overlap. Aikido less so, due to the need for instant-speed tutoring in many cases, but most of those tutors end up tutoring to top, so it is hard to pull it off.
Combo is where toolbox starts to both shine and fall apart. As soon as you run efficient combo, the best answer to nearly any situation is run a tutor-line and win. No need to tutor a sweeper to kill your opponents' elves when you can just Kiki-Jiki, Mirror Breaker and Felidar Guardian to make infinite cats and kill each and every one of your opponents. Really, it kind of makes the toolbox irrelevant, yes, when an opponent has Blind Obedience you may have to tutor something to get rid of it, or just, you know, run another combo that doesn't fold to Blind Obedience.
Some people have told me that you'd rather still have a toolbox because you might not have access to two tutors, but in that case, just tutor a Imperial Recruiter, use that to tutor for Kiki-Jiki, Mirror Breaker, cast Kiki, copy recruiter, and fetch Felidar Guardian, problem solves. Don't want to pay for Imperial Recruiter? Fetch Recruiter of the Guard and replace Felidar Guardian with Combat Celebrant so you make infinite combat steps instead of infinite cats, less fun, but it still works.
Point is, toolbox isn't a perfect answer to making this deck work the way it was intended, but it can piece it together from the stretched mess it is now. It is simply too inconsistent in the current form, with a mediocre landbase for a mana-hungry deck.
Some options would be to scrap the current build, and go heavy control-stax, with Armageddons, some of the pillowfort you have, and abusing the Monarchy to get back into the game faster than your opponents. This would be backed up by a combo-package used to win the game after success fully locking out your opponents from interacting with you, or playing the game at all.
Another option is to go heavy-combo, with an aim on the midrangy strategy of building up minor defenses so you can set up and combo out around turn 4-5, with decent disruption such as Swords to Plowshares, Inquisition of Kozilek, etc. This stops your opponents from going off before you hjopefull long enough for you to use the tutors at your disposal and win.
For an aggro-voltron strategy, dropping all of your top-end for better voltron cards like Hatred, and speedening up your build with more ramp like Lotus Petal, Grim Monolith, Mana Vault, Mana Crypt, Chrome Mox, and Mox Diamond should help smoothen it out, aiming to kill a player by turn 3-4, and each following turn knocking out a player. This strategy requires some level of protection for your commander, and a single Swiftfoot Boots won't really cut it. Perhaps changing the commander to something with more protection would help.
Those are my thought on how to better this deck in terms of competitiveness, but honestly I have no idea what you wanted me to do, since you didn't specify your playgroup, budget, amount of hate you can handle, etc. I assumed a decent budget, since it is already at $400+ dollars, an average meta (I didn't know), and all the hate could be taken (Grafted Exoskeleton).
If I was off, just tell me!
3 weeks ago
As you said, the deck loses to Leyline of the Void but any similar effect, with Rest in Peace being the worst, will shut down the deck as well. As such I'd recommend Scour from Existence, Karn Liberated, and Ulamog, the Ceaseless Hunger to permanently deal with the problem or the less permanent but equally viable answers of Ulamog, the Infinite Gyre, Universal Solvent, and Unstable Obelisk. There's also the more specific and/or slower options of Argentum Armor, Gate to Phyrexia, Lux Cannon, and Phyrexian Tribute, with that last one seeming like a surprisingly decent possibility for the deck.
On another note, I'd put more board wipes in and Fleshbag Marauder, Merciless Executioner, and the oft forgotten Slum Reaper to profit off Yahenni more or I'd swap them out for Endrek Sahr, Master Breeder. Given the reason you made this deck, I know you don't wanna do that, but he'd also be a decent addition to the maindeck as another token generator.
4 weeks ago
4 weeks ago
I'm thinking about pulling out half of this deck's spot removal, adding Argentum Armor to make up for the loss a bit, then using the Alternate Commander with the directions above.
1 month ago
Hey man, here are my thoughts
First, although I know your manabase isn't finished, I'd recommend running at 37 lands total.
Second, it's important to consider which equipment are powerful with this strategy, especially with Mirri. You'll likely need ways to keep her from dying. Since she has first strike, giving her deathtouch in addition will make it such that she will always kill the opposing creature before it deals damage, making her almost invincible in combat. You've already mentioned Quietus Spike, but other must-includes for this deck (imo) are Gorgon's Head, Gorgon Flail, and Basilisk Collar. You may also want to have ways to keep Mirri from dying to board wipes and removal. Darksteel Plate and Shield of Kaldra are both about 5 bucks, but they're pretty good. Cards that prevent targeting can be good, but hexproof is preferable to shroud. However, some shroud giving cards, such as Lightning Greaves and General's Kabuto. Mask of Avacyn gives Hexproof, but it's not a Great equipment.
Third, let's consider the equipment you're including. You want most of them to be strong enough to make a single creature into a threat on its own. You've already included cards like Argentum Armor, but frankly you don't really have enough equipment. I'm gonna list a bunch of equipment in various categories here that are worth considering (Sorry if some of this is already in your deck).
Fourth, let's look at your creatures. In commander, lower-impact things tend to be outclassed quickly. As such, you generally want your creatures to either be significant threats or utility. Some creatures that I feel are worth cutting are:
Jareth, Leonine Titan (Not a particularly good card. He's only got a good size when blocking)
Leonin Relic-Warder (He's likely to die over the course of the game. Long-lasting removal is better)
Oreskos Explorer (You're in green, so your ramp spells are likely to be land-focused)
Phantom Nishoba (You'll probably want something stronger for you 7 mana. It's basically a 7-mana 7/7 with lifelink/trample and a downside.)
Qasali Ambusher (This creature just isn't impactful on its own)
Sunspear Shikari (This one is also low impact. I wouldn't play a 2-mana 2/2 with both of those abilities natively in commander, and this card is worse than that.)
Don't get too attached to the cat theme. Have it be something you can take advantage of, but don't put in a bad card just because it's a cat. Additionally, don't be averse to putting in noff-type creatures when doing so improves your deck.
Let's look at some creatures that might improve your deck.
Eight-and-a-Half-Tails (Can help get your other creatures through for damage or protect them from removal. A tricky one to play with, but with high upside)
Sram, Senior Edificer (Card draw is A1 in commander, and this guy gets it for you while also carrying equipment)
Odric, Lunarch Marshal (Makes one threat into a whole team of them)
Leonin Warleader (Makes more vessels for the equipment, which have lifelink and benefit from tribal synergies)
Taj-Nar Swordsmith (Gets you what you need when you need it. Make sure you know what you're looking for though!)
Grand Abolisher (Gives you a lot more control over combat on your turn)
Leonin Abunas (Protects your equipment. May be unecessary, but worth considering)
Indomitable Archangel (As above, but it also has flying, which makes it even better.)
Brass Squire (Sneakily fantastic. Avoids the equip cost while also letting you move an equipment at instant speed)
Auriok Windwalker (As above, but it also has flying, which...huh, deja vu)
Mother of Runes (Good for defending from removal or getting a creature through combat)
Armory Automaton (Note: this can take your opponents' equipment as well. They can re-equip it, but not until they get back to their own turn.)
Alms Collector (This is a good cat. Worth including on its own merits. Takes stuff away from the blue player.)
Stone Haven Outfitter (Insurance for a board wipe. Your deck is weak to them, so keep an eye out for ways to protect your team.)
Mentor of the Meek (More card draw since most of your creatures are cheap)
Adorned Pouncer (Not sure about this one, but it has double strike and can come back from the dead, so that's something)
Mirran Crusader (This guy sees modern and legacy play for a reason. He hits hard and doesn't die easy)
Silverblade Paladin (The ability to give another creature double strike is fantastic.)
Steelshaper Apprentice (Weird card, but lets you get what you need.)
Emeria Shepherd (Another way to rebuild after a wipe. Consider holding this in hand w/ a few lands rather than playing it out.)
Jhoira's Familiar (Makes equipment and legendary creatures cheaper and has flying.)