Bloodforged Battle-Axe

Bloodforged Battle-Axe

Artifact — Equipment

Equipped creature gets +2/+0.

Whenever equipped creature deals combat damage to a player, create a token that's a copy of Bloodforged Battle-Axe.

Equip {2}

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Printings View all

Set Rarity
Commander 2017 (C17) Rare

Combos Browse all

Tokens

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Casual Legal
Commander / EDH Legal

Bloodforged Battle-Axe occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

White: 0.34%

Bloodforged Battle-Axe Discussion

EldraziOfRavnica on Wait... What? Not again!

1 day ago

Curious Obsession seems like a good replacement for Curiosity, as Ruhan has to attack each turn. It's your deck, so I don't know how it works, but I think Ancestral Vision might be slow for an aggro deck. Note that Skullclamp does not trigger if Ruhan goes to the command zone, I think(he doesn't die). Bloodforged Battle-Axe could be fun. I've seen it do work, both in paper and on YouTube.

Gidgetimer on Activating abilities in between the ...

1 week ago

Also, oddly enough, with just a single Bloodforged Battle-Axe you can hit with his native first strike, activate the ability to attach the new axe giving him double strike, and hit a second time.

Rhadamanthus on Activating abilities in between the ...

1 week ago

Yes, that works.

If any creatures with first strike or double strike are involved in combat then the combat phase has two damage steps instead of just one. First strike damage and the first part of double strike damage are dealt in the first damage step, and regular damage and the second part of double strike damage are dealt in the second damage step. After damage is dealt in the first step, players get a chance to make responses before the second damage step begins.

In your example, Balan, Wandering Knight deals combat damage to a player in the first damage step, so Bloodforged Battle-Axe makes a token copy of itself. Before the second damage step starts, you can either use Balan's last ability to attach the token Axe to himself or get help from Sigarda's Aid, Leonin Shikari, etc. to attach it to something else.

Monomanamaniac on Activating abilities in between the ...

1 week ago

So I actually seen this combo on you tube about a strange card interaction where Balan, Wandering Knight and Bloodforged Battle-Axe where if you hit them with the first strike, you can activate balan to attach the new battle-axe before the second attack and get that effect added in. Didn't know you could do something like that. I wonder how Sigarda's Aid and double strike, or with Leonin Shikari. I guess this boils down to, can you really do stuff between first strike damage and regular damage with double strike and one of these abilities with the axe

shwanerz88 on Syr Gwyn Fights for her Friends

1 month ago

Thank you LVL_666 for the excellent advice. I normally do have much better descriptions this deck was in particular just a quick build and now that I've done a few rounds with it and against it I'm ready to make some additions and cuts. Quietus Spike is a good idea and will definitely look around for one. As for Bloodforged Battle-Axe That seems like an amazing addition as well. I am pretty sure I have one somewhere I can add in. Thank you.

bushido_man96 Thanks for the idea. I did notice Draw power wasn't great at times board state dependent. But I did actually get quite a bit of draw simply off of Syr Gwyn, Hero of Ashvale 's ability. But I think you're right that I definitely need something else for when I am unable to swing in.

Mortlocke on Syr Gwyn Fights for her Friends

1 month ago

Knights are cool, so +1 on principle. However, your deck description is severely lacking. While yes, I can guess that your deck relies primarily on a voltron approach to play - I have no idea what your notable combos and synergies are. Additionally, I have to guess at what the strategy of the deck is - Does it have anything past voltron equipment? Does it really try and do anything with the Knight sub-theme? You get where i'm going with this. But here's the fun part - how we fix it. So here are some notable articles that helped me flesh out deck descriptions of my own here on tappedout:

In summary, you need to write an introduction to help the user understand what the themes and influences are behind the construction of your deck and if this is a deck they may want to build/base their own off of. Then you go into the notable combos and how they win you the game. The real benefit to writing a combo/synergy section to a deck description however is having to actively walk through and document the logic behind certain card interactions. 1. It confirms that you know what you know, and 2. IF you are wrong - a user can point out the issue and help you correct it

Oh, and I do have actual card suggestions - specifically some equipment I think you could use:

  • Bloodforged Battle-Axe : A little equipment that came out only in Commander 2017 that does something special - it makes token copies of itself whenever equipped creature deals combat damage. The beauty here is that since you are running some sort of knight tribal sub-theme, your Commander 's 2nd ability will give all of those token Axes equip Knight . Therefore after each combat step you could equip a token onto your Commander for free, or onto another knight. Even better, you could combine the token Axes with another equipment already in the deck: Fireshrieker , which will give you two combat damage steps - meaning you will gain two Axes per axe equipped on a knight. Since this card has only been printed in one set, it's a little bit pricey at $7.37 on TCGPlayer. If that's too expensive for your blood, they are selling a Japanese printing at about $4.00.
  • Quietus Spike : A hard hitting equipment that pretty much every opponent at the table will groan at when they read it's 2nd ability: "Whenever equipped creature deals combat damage to a player, that player loses half their life, rounded up." Attach this to any creature with evasion - such as Khorvath Brightflame and you become a force to be reckoned with (especially for those pesky lifegain decks). As previously noted cost is obviously a factor here - you can pick up a spike for $1.86 from TCGPlayer - or about $7 if you want foil.

Sorry for writing you a book, but I think your deck is cool, and I want both it and your page to do well. Good luck, and happy brewing friend!

LilianaSavedJesus on Kitty Catbot

2 months ago

There is no need to run Evolving Wilds in a monocolored deck, it will only slow you down.

i have a few suggestions for equipment: Bloodforged Battle-Axe once you start hitting with it will copy itself, so you'll 2 then 4 then 8, this this will add up to a lot of commander damage fast and you will get a lot of cat tokens.

Whispersilk Cloak will protect your commander and make it unblockable

if you want to go the voltron way Mace of the Valiant could get a lot of counters from your commanders ability and hit with a lot of damage, but maybe it is too slow.

Fireshrieker will double the damage, from your commander.

if you want to make a lot of cats play White Sun's Zenith , that can get big with Coat of Arms or Cathars' Crusade if you have a lot of cat tokens on the board before you cast White Sun's Zenith you can sac them to Ashnod's Altar to double your cats.

Reconnaissance gives your creatures "pseudo vigilance", and allows you to remove them from combat if your opponent have some combat tricks you didn't knew about.

Sigarda's Aid lets you flash out equipments.

Puresteel Paladin and Sram, Senior Edificer are good in most equipment decks and they draw you cards which can be diffecult in white.

then there are all the "sword of..." which are good but expensive.

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