Blade of Selves

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Pauper Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

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Set Rarity
Commander 2015 (C15) Rare

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Blade of Selves

Artifact — Equipment

Equipped creature has myriad. (Whenever ts creature attacks, for each opponent other than defending player, you may put a token that's a copy of this creature onto the battlefield tapped and attacking that player or a planeswalker he or she controls. Exile the token at the end of combat.)

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Blade of Selves Discussion

Treehugger003 on Rhys token

5 days ago

I think you have too many populate/double token effects and too few token generators.

I would also recommend cards that allow you to use your tokens. Perilous Forays, Cryptolith Rite, and Ashnod's Altar are some of the ones I particularly like.

If you can upgrade fog to Constant Mists.

You are really light on card draw. Some of the card draw that I like in green Lifecrafter's Bestiary, Soul of the Harvest, Fecundity.

You also should add some more artifact and enchantment removal. White and Green have a ton of ways to deal with artifacts and enchantments.

Token generators are personal choice. One guy in my play group likes Sprout Swarm, I like Ant Queen. You should also think about including some way to block flyers. Luminarch Ascension is a staple.

Other weird token generator effects to consider Blade of Selves and Herald of the Host. When you double the tokens with rhys, the newly created tokens don't get exiled at the end of turn/combat. they remain on the board.

Side note if you are running/planning to run Panharmonicon you should use token generators that put tokens on the battlefield as part of ETB. Hornet Queen, Captain of the Watch to name a few.

Hope this helps.

Tree

andrews1913 on Temmet's Big Beefy Tokens

5 days ago

Both Blade of Selves and Geist of Saint Traft both would trigger after Temmet making them both nonbos. Also, considering your commander wouldn't care in the least about mill, Sword of Body and Mind isn't worth it just allowing 1-2 commander hits and 1-2 bodies made for the 5 mana investment. Seeing this deck could use more draw, I may suggest Champion of Wits to replace one of those. it loots the first time, chumps, then turbo loots the second time around and becomes a decent beater. Should your wallet support it, you might also add a Batterskull as the token with it can be made unblockable by your commander and your deck has little in the way of lifegain, which should never be underestimated.

Lunarwing7 on Anya Gon Give It To Ya

6 days ago

Cards I think are very good in this deck:

Cards I would heavily consider cutting:

  • Anafenza, Kin-Tree Spirit - While the deck has a lot of nontoken creatures, most of the counters will end up on utility creatures, not Angels, and you don't have any synergy with +1/+1 counters.
  • Blaze Commando - You have 5 total sorcery spells that deal damage, and all but Disaster Radius and Meteor Blast kill all your Elementals (and probably the Commando). It just isn't a fit for this deck.
  • Firemane Angel - This card is just a lot of mana for an underwhelming creature. It's recursive, but you already have Defy Death and Gift of Immortality to recur creatures, and you're running so many big creatures that it's not a huge concern.
  • Firemane Avenger - I'm not super sure on this one (it might be alright), but it feels very low-impact, and if you can attack with three creatures safely, you're probably in a position where you don't need a free Lightning Helix. This is probably one of the last cuts to make.
  • Flamewright - This card just isn't doing anything this deck wants.
  • Fumiko the Lowblood - Maybe I'm wrong, but this just doesn't seem like an effect this deck needs, especially after cutting the Humans side of the deck.
  • Glory-Bound Initiate - Again, just too low-impact for Commander.
  • Goldnight Castigator - I misremembered this one - it's not as good as I thought it was. Probably too low-impact, and dangerous (it puts a big target on your head when you take double damage).
  • Hanweir Lancer - Do you really need first strike when all your creatures are probably better than anything your opponents will likely have? It beats deathtouch, but so does indestructible, and that also protects the creature from removal. We can do better.
  • Hero of Oxid Ridge - Are 1-power creatures blocking Angels that often? Probably not. Without that relevant clause, this is a 4/2 with battle cry - not very relevant for a big creature deck. And it's not on theme.
  • Iroas's Champion - See Glory-Bound Initiate.
  • Jareth, Leonine Titan - This card is okay, but we can probably fill this slot with a better creature for the deck. One of the last cuts, most likely.
  • Jor Kadeen, the Prevailer - This effect is powerful, but we aren't heavy on artifacts, so metalcraft is unreliable, and we aren't a deck that can make the best use out of it.
  • Odric, Lunarch Marshal - We can get something very similar with Angelic Skirmisher, which is an Angel and does something on an empty board.
  • Shepherd of the Lost - See Glory-Bound Initiate.
  • Skyknight Legionnaire - See you-know-what.
  • Sun Titan - This guy is awesome, but he's not likely to bring back much of value in a deck filled to the brim with big Angels.
  • Thalia, Heretic Cathar - Is this an effect this deck really wants? If it is, Blind Obedience is an enchantment that hits artifacts instead of nonbasics, and also extorts (It is legal in this deck).
  • Truefire Paladin See...yawn
  • Victory's Herald - We're an ANGEL deck! We don't need to give our creatures FLYING! In all seriousness, this is very redundant with a deck made up of 30% fliers, 30% support spells, and 40% mana.
  • Deathrender - This card is just kinda expensive and difficult to use, and it only lets us cheat out Angels we can just cast anyway.
  • Banishing Light - This is a small upgrade, but Grasp of Fate is probably just better.
  • Citadel Siege - This card draws a bunch of hate, but isn't so impactful it wins us the game (like Sunbird's Invocation). We can do much better.
  • Curse of the Nightly Hunt - Like Fumiko the Lowblood, I'm not convinced we want this effect.
  • Faith's Fetters - I'd rather run something more like Banishing Light as enchantment-based removal, because it deals with static abilities like, for example, Angel of Invention.
  • Battle Hymn - This card is both really awkward (makes red mana when most of our expensive stuff is white) and not actually going to produce much mana outside of a token deck. We really don't need an effect like this one.
  • Martial Glory - Our creatures are already big, so do we really need a combat trick to make them good? I don't think so.
  • Ancient Amphitheater - We aren't running Giant tribal, so this is just a worse Wind-Scarred Crag 95% of the time. I'd rather run a basic, or a Reliquary Tower or something.
  • Evolving Wilds, Terramorphic Expanse, Vivid Crag, Vivid Meadow - We're a 2-color deck - we really don't need to run what amount to tapped basics most of the time.

Cards I'm unsure about:

  • The token cards: Adriana, Captain of the Guard, Sunhome Guildmage, Assemble the Legion, Cathars' Crusade - These cards are all great (and gave me an idea for a deck to build) but I don't think they're a fit for this deck. Either expand on the token plan, or cut these.
  • Emancipation Angel - I don't think we need this? If it had flash, I'm all for it, but as it is I don't think we want to bounce our expensive creatures.
  • Thalia's Lancers - I don't think we have enough legendary permanents that this is worth playing. If you end up adding more, then go for it.
  • Meteor Blast - We're running white - we can get less expensive one-sided boardwipes, I feel.
  • Nevermore - If we end up running ways to tutor up enchantments, this is a great silver bullet answer to almost anything, but even in that case, I think Gideon's Intervention is better most of the time. Maybe you run both?

Cards I recommend:

  • "Voltron" cards - Since Anya can easily become indestructible and is already evasive, she's a good candidate for winning with commander damage. Loxodon Warhammer is already in the deck, as is Lightning Greaves, so we've got a head start. Some cards I'd recommend are:
  • Swiftfoot Boots - Basically Lightning Greaves, but you can target the creature. If you intend to pile a bunch of equipment on Anya this is probably a better option.
  • Grappling Hook - Gives Anya double strike, as well as helping you get rid of problem creatures (Remember Anya has flying, so a nonflier can't block her).
  • Argentum Armor - Much like the Hook, this makes Anya a serious threat while helping deal with problematic permanents.
  • Assault Suit - Get Anya attacking on everyone else's turns, too!
  • Champion's Helm - Protects Anya while also making her big.
  • Godsend - A bit pricy, but discourages opponents from attacking into or blocking Anya, and a combo with Grappling Hook
  • Inquisitor's Flail - Anya's indestructible, so this card's downside is completely meaningless.
  • Pariah's Shield - When equipped to Anya, this basically makes you invincible.
  • Puresteel Paladin - If you go hard on the Equipment theme, this guy will put in work. Probably not the best if you stick with Angels, though.
  • Stoneforge Masterwork - This one should be obvious.
  • Steelshaper's Gift - Again, if you go deep with Equipment, consider this.
  • Sword of the Animist - Ramp sword? Ramp sword.
  • Sword of Vengeance - Give Anya every keyword ever printed on a creature. And +2/+0!
  • Worldslayer - This one is just to silly to not bring up.

Other recommendations

  • Herald's Horn - Makes your Angels cheaper, and helps you draw them.
  • Door of Destinies - This should be fairly obvious.
  • Kindred Charge - This card will win you games, I guarantee it. Especially with stuff like Angel of Serenity.
  • Vanquisher's Banner - Similar to Herald's Horn. Makes your Angels big instead of cheap.
  • Angel of Sanctions - Banishing Light on a stick? That you can use twice? Seems good.
  • Angel of the Dire Hour - Get 'em! Just don't play this on your combat phase.
  • Angelic Skirmisher - Give your team some nice abilities, and on an Angel to boot!
  • Archangel of Tithes - Makes life hard for token decks and discourages attacks.
  • Aurelia, the Warleader - How are you not already running this? Well, whatever, I won't judge.
  • Basandra, Battle Seraph - Prevents opponents getting tricky in combat, and helps deal with problematic utility creatures that are otherwise hard to get rid of.
  • Exquisite Archangel - Saves you from death once, which damn well better be enough.
  • Karmic Guide - Recurs your big threats which would otherwise rot in your graveyard forever.
  • Linvala, Keeper of Silence - A hefty price tag, but an upgrade to think about. Completely shuts down powerful utility creatures and mana dorks (it doesn't care whether the ability is a mana ability).
  • Platinum Angel - You literally can't lose. The purpose is obvious, although the target on your head is just as visible.
  • Reya Dawnbringer - Basically a repeated Karmic Guide - who wouldn't love to make their Angels unkillable?
  • Twilight Shepherd - Having this card sitting on the battlefield makes nobody want to boardwipe, since you just get all your creatures back anyway.
  • Avacyn, Angel of Hope - Expensive, but well worth the price - it's really hard to deal with an indestructible field of anything, let alone big fliers.
  • Hour of Devastation - Three mana boardwipes are quite strong, and this card almost always costs three mana in Commander. This one even hits artifacts, enchantments, and planeswalkers!
  • Boros Charm - A versatile spell that can save you from a boardwipe, make an Angel a major threat, or just burn someone out of the game, if need be.
  • Master Warcraft - Completely blowing out two opponents seems well worth four mana to me! If need be, it can even just be a Fog.
  • Wear / Tear - Versatile artifact and enchantment removal.
  • Return to Dust - Just like Wear / Tear. I put this one in basically every white deck I make.
  • Swords to Plowshares - Spot removal that deals with just about any creature.
  • Grand Abolisher - We wouldn't want any pesky blue mages countering our Angels, would we? Also has the upside of preventing combat trickery on your turn.

On the manabase:

I like that you put in so many mana rocks and lands (a lot of first-time deck builders might skimp in this regard) but the colors are a bit strange. You have more red sources than white, despite the fact you have more white cards than red. I would cut a few Mountains and replace them with Plains.

In closing:

Obviously you can't run all of these recommendations, but pick the ones you like the best to fill the empty slots. Overall, I quite like the premise of the deck, but it could use a lot of polish.

Treehugger003 on Food Fight!

6 days ago

To be honest I looked at it and decided that I would prefer to rely on my own creatures. At the time one of my regular opponents was running a creatureless build. I see where it would be possible and can have a bunch of utility but it wasn't something I felt was efficient enough.

As a side note this deck as posted was not the final one I was running. I ended up making more changes and my decks posted on tapped out weren't getting updated enough to keep up.

Some of the cards that I acquired for this deck were Thornbite Staff, Angelic Accord, Luminarch Ascension, Serra Avatar and Blade of Selves.

Thanks for the comment though.

Qumps on Ghalta, Primal Hunger

1 week ago

Blade of Selves needs to be in here.

turtle76336 on experimental equipment deck

1 week ago

Why don't you run Blade of Selves?

Gleeock on Grenzo, Havoc Raiser, Blood in, Blood out!

1 week ago

Yep, after much playtesting there are advantages to both ways of playing. In my meta I have been underwhelmed by Gobstorm Grenzo & enjoyed more unblockable/2x strike/midrange threat creatures. Usually trying to gobstorm with him I would end up with Grenzo & 5 x 1/1 Gobs on the board early... But doing that it becomes pretty obvious who needs to be removed; In my experience there was no reason not to constantly target Grenzo... However with a little less quantity & a little more quality my opponenents started to have to make more choices on who they were to remove, for eg.. 2x striking Grenzo (who I will easily buy back onto the battlefield), or 2x striking rapacious one?

If you get a strong equipment presence in there then Godo, Bandit Warlord + Blade of Selves is COMPLETELY bonkers. I have that in my Grenzo deck now... Although I have not updated that deck on tappedout in forever so it does not show it.

sian on Malfy is misbehaving.

2 weeks ago

I think you're right on Ever After, and Pestilence, and Magnetic Theft. I think there is a value in being able to make people discard from the hand, I think I'll take out Unnerve and Tasigur's Cruelty, and put in Swiftfoot Boots to fill that role but better. I think Megrim is worth keeping in, because doubling up on that effect is really good, and it really surprised me how much impact its had so far. I think Memory Jar is too expensive for what it would do in this deck.

I feel like I have too many recursion effects, so I want to take out Dread Return, maybe Call to the Netherworld too.

So I'll be able to put in Oversold Cemetery, Swiftfoot Boots, Plague of Vermin, Curse of the Cabal, Blade of Selves, Nihilistic Glee

I do want to get Hellcarver Demon and Jagged Poppet in too. I'm leaning towards taking out Sangromancer and Scythe Specter.

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