|Commander / EDH||Legal|
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|Fifth Dawn (5DN)||Rare|
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Creature — Human Wizard
Tap: Attach target Equipment you control to target creature you control.
Auriok Windwalker Discussion
1 day ago
Styms - I’m glad you like the deck and I hope you have as much fun with it as I do! Thanks for the typo tip also, I’ll fix that.
proterran98 - Thanks for the compliment! I think you’d have to rebuild the deck in one of two ways for Sunbird’s, but I love the idea. You could either make the deck entirely (or a huge majority) one cmc, so that every spell is bound to hit something unless it’s a land revealed, or build your deck with a Birthing Pod type of curve with more lean into the lower cmc spells. You could definitely make it work I think, and it’d be fun as hell if nothing else.
Matticusrex - Sunforger has a place, but it is highly mana intensive and you need to build around it heavily. One card you would require for a Sunforger package is Magnetic Theft . Some other possible additions are Auriok Windwalker , Brass Squire , and maybe even Puresteel Paladin to cheat the equip cost. You also need tutors for Sunforger, of which there are four or five reasonable ones. Other cards that I think make Sunforger better are Mistveil Plains , Canal Dredger , Epitaph Golem , Junktroller , and Reito Lantern so you can reuse spells you get that would go to the graveyard. Another notable inclusion is Settle the Wreckage as a tutorable one sided board wipe.
I originally had it in the deck, and considered adding it back in recently, but the slot efficiency is poor for the value you gain. Why it’s in such a high percentage of those decks is likely because the top decks on here have or had Sunforger for a long time, and it feels like a natural conclusion, even though it isn’t upon inspection.
If the package itself weren’t so expensive (tutors alone likely costing $30-$70 for maximum efficiency) I would say try it and see for yourself. A problem I often ran into with Sunforger was that it took way more resources to get and hold up Sunforger that could have been spent progressing my board or doing something worthwhile. It is a powerful card, but not one that I think truly fits here, even in a storm build.
For example: if you can manage to get all 3 instant speed equip cards, 3 graveyard to bottom of library cards, and hold up the mana to do all this, you could theoretically Settle the Wreckage on each players turn in a pod, rendering you unattackable. However, Intimidation Bolt has a roughly similar effect for about a dozen less card slots and costing around the same mana to hold up for three turns in a row.
TLDR; wouldn’t advise Sunforger, but if you want to include it certainly can be played well If built around properly
As an aside, if you’re just using it as a tutor, and not trying to build around abusing it, it might be reasonable there just to find Teferi’s Protection, Boros Charm, or Angel’s Grace in a pinch. Even then, you’re investing 8 mana to cast one spell from your deck, and a further 5 for each other spell you get with it. Hope this answer is in-depth enough to help with your decision making.
4 months ago
Cool take on the quite common equipment deck. Here's some you might consider adding:
- Armory Automaton works as an emergency "equip everything on this guy" and also allows you to steal opponents' equipment
- Armed Response can serve as soft removal if needed
- Auriok Survivors helps you recycle your destroyed equipment
- Auriok Windwalker if you need another snap-equip
- Colossus Hammer is a very easy way to buff up a guy if you can cheat your way out of the equip cost
- Sword of Kaldra , Helm of Kaldra and Shield of Kaldra if you'd like a classic equipment combination
- Assault Suit lets your opponents hit each other with your equipped guy, allows you to get some extra uses out of them
8 months ago
Yeah, it's the worst. I always overload my decks with fun stuff, and then I don't want to take anything out XD
I guess I would say White Sun's Zenith , Reef Worm , Dragon Throne of Tarkir , or Auriok Windwalker . The first three are slow/mana intensive, Windwalker just because you have several of that effect and most of your equip costs aren't that high. Though redundancy is good in edh, so he'd probably be the last I take out.
8 months ago
Ahhhhh the Sunforger, one of my all time favorite cards :)
I'm guessing by your current package you've already seen Queen Marchesa: Politics, Aikido, and Control by precociousapprentice.
Also here is my own sunforger deck: Super Smash Boros | Firesong & Sunspeaker EDH
Let's talk Sunforger first.
Based on the budget here, I-for the life of me-can't figure out where Enlightened Tutor is. It tutors sunforger and is tutorable by sunforger.
Since you have over 25 artifacts(including creatures and lands) and have an fairly optimized mana base, Inventors' Fair will be a another good include. Incidental lifegain and Sunforger Tutor in a pinch. Along those lines, if you're really going into Sunforger, Puresteel Paladin and Leonin Shikari (or the not as great Auriok Windwalker and Brass Squire ) will be useful for multiple activation every turn cycle, making it easier to lock down the board with multiple opponents. But then again, I do see you only run a few equipment otherwise so they might not suit you at all.
Anyway, sunforger targets!
- Argivian Find is nice recursion, can get sunforger or be gotten by sunforger.
- Tithe gets Mistviel plains. On that note, Expedition Map might want to be here too.
- Dispatch might be a better Swords or Path in this deck. I usually get a lot of flack for this card but I've never had a problem with 25 artifacts.
- Intimidation Bolt over Batwing Brume . Brume can't be used with sunforger, I-Bolt is a better fog effect because it stops all attacks, meaning no attack triggers. It's also removal.
Finally, with about 10 good targets, I think Isochron Scepter could be squeezed in here.
So those are my thoughts on Sunforger.deck. Some cut suggestions:
- Serra Ascendant
- Mindblade Render
- Dark Impostor
- Crucible of Worlds
- Phyrexian Arena
- Settle the Wreckage
- Batwing Brume
These are just cards I find weak or that I am not sure why they're here. I don't know your meta. These are not necessarily what to cut for my suggestions.
Hope this helps!
8 months ago
Not sure I really see the "combat" portion of your deck. You are only running 8 creatures other than you commander. Has it worked out okay to be that light on creatures? I've been afraid to run that few creature in a deck and would love your input. I would figure you have to wrath a lot to not look wide open.
If you find that you need more creatures try out a few of these: Leonin Shikari is Lightning Greaves best friend. Auriok Windwalker is also useful here. Puresteel Paladin and Sram, Senior Edificer love all the equipment goodness you have going on; more card draw. Kemba, Kha Regent , you haz jewelry? I make mor katz.
Another card to think about is Gleam of Authority . A friend of mine had a lot of success using that with your commander. They just had to be careful about when to tap and remove hexproof.
I'm not really sure what cards to suggest cutting, but if you are looking to make changes it is probably to remove some of the universal vigilance. I think you have that ability in a lot of equipments already so you may not need that Brave the Sands and Always Watching package.
Sigarda's Aid is a great card and it helps you get around the equipment costs. I do love the double strike and unblockable package you have going here. I like to Venser, the Sojourner when I get ready to alpha strike.
10 months ago
Lots of good advice and options above, but I'll chime in anyway!
First, a shameless plug of my own Sunforger deck! Super Smash Boros | Firesong & Sunspeaker EDH
Notable ones already mentioned:
- Teferi's Protection
- Deflecting Palm: biggest "gotcha" card ever
- Enlightened Tutor: not only does it get Sunforger, you can can also get it with Sunforger
- Boros Charm
Options that I don't think were mentioned:
- Chaos Warp: good removal.
- Dawn Charm: flexible fog.
- Settle the Wreckage: havn't had much succes with this personally, but it's an option.
- Argivian Find: good to get some recursion, especially if sunforger get's blown up.
- Dispatch: basically a better swords to plowshares in an artifact deck.
- Intimidation Bolt: good for stopping attacks that you don't want to happen(think Narset, Jeleva, Etali triggers).
- Price of Progress: Most damage for 2 mana you'll get. In the late game it becomes fantastic.
- Sulfurous Blast: another wipe option.
- Rootborn Defenses: protection, populate.
Other sunforger support cards you might want:
- Relic Seeker: Cheap tutor
- Auriok Windwalker: re-equip shenanigans.
- Auriok Steelshaper: smaller equip cost.
- Sculpting Steel: more sunforger!
- Masterwork of Ingenuity: EVEN MORE SUNFORGER!
- Brass Squire: re-equip shenanigans.
- Sigarda's Aid: flash it in, free equip.
Hope some of this helps!
1 year 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.)
1 year ago
Equipment is the theme here so getting them and protecting your equipment is good, but there is a bunch so you could make an easy cut there: Open the Vaults -I personally don't like because opponents get their shit too, Darksteel Forge -such a big mana sink and it wont keep your creatures alive, Ghostly Flicker -I'm trying to think of where this would be useful besides ETB effects, it wont save them from artifact destruction spells, Leonin Abunas -gives your artifacts hexproof but is a 4 mana 2/5, super meh imo.
There is also a lot of 'equipment recursion' if you wanna call it that. Think about how much resources you want to dedicate to bringing destroyed equipment back from the graveyard versus counting on drawing or tutoring one of your 17 equipment in the deck. I personally LOVE how many artifact/equipment tutors you have, I personally would gladly run just those INSTEAD of the recursion spells. Ritual of Restoration
Here are other cuts I'd consider: Bred for the Hunt Primeval Bounty Foundry Inspector Auriok Windwalker Dispatch -I would swap with Swords to Plowshares as it is more reliable, or Condemn. Harrow, Kiora, Master of the Depths.
Here are some possible replacements: Sun Titan -VERY GOOD FOR YOUR DECK, Danitha Capashen, Paragon, Bloodforged Battle-Axe, Moonsilver Spear, Brimaz, King of Oreskos, Armory Automaton, Balan, Wandering Knight, Blackblade Reforged, Valduk, Keeper of the Flame, Godo, Bandit Warlord, Ajani, Caller of the Pride -bringing him back, Edric, Spymaster of Trest, Austere Command, Elspeth, Knight-Errant.
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