Bone Saw

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Frontier Legal
Pauper Legal

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Set Rarity
Oath of the Gatewatch Common
Conflux Common

Combos Browse all

Bone Saw

Artifact — Equipment

Equipped creature gets +1/+0.

Equip (: Attach to target creature you control. Equip only as a sorcery.)

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Bone Saw Discussion

TrueTribal on Soft kitty Warm Kitty

3 days ago

I assume that you are running Spidersilk Net because it is an equipment that costs . It doesn't seem like the +0/+2 and reach is really going to help you, so I would suggest something else. Bone Saw is probably your best option, but more Accorder's Shield could work.

Darth_Savage on Golden Lightning

1 week ago

Deflecting Palm should probably move to your sideboard, in it's place add I'd suggest Galvanic Blast, now the side effect of that is you need a few more artifact, no problem, Bone Saw and Memnite are free... If your wondering how I'd make space, well removing 4 basic lands, taking you to 18 and the 4 Boros Reckoner's would be my suggestion.

Drakender on Help with Identifying deck

2 weeks ago

If you have low budget, I suggest you to mainly buy singles instead of boxes, the key is to build the deck first, then you buy the cards...

Your deck lacks consistency, first, there are not anought artifacts, second they cost too much, you need 0-cost artifacts like Ornithopter, Bone Saw and Cathar's Shield also, more Servo Schematic would help instead of your actual artifacts. Avoid costly cards without improvise and put cheap artifacts instead...

Finally, keep the cards you like to play and remove the others (replacing them with examples of cards you like)

JerichoDarkstar on Just Improvise

2 weeks ago

For a formatting tip, if you want to create a new paragraph, you have to double space. If you single space, TappedOut reads that as a continuation of the previous line. I think that may have happened in your description.

I like the basic premise of what you're going for. I refer to this technique as SmokeScreen, and it was actually a very successful technique in Yu-Gi-Oh!. However, YGO could do it more reliably because their SB is 37.5% of their deck whereas in MTG it's only 25%. It makes much less impact. The other issue that both games share from this is that it will only work a few times. Eventually, your playgroup will figure it out. If and when they do, your strategy loses almost all of its effectiveness because it's strength lies in misdirection during siding.

All that being said, this is still a really good idea and can still be implemented. I think you've done a really good job of balancing the transformation from one deck to another. I do have a few suggestions for this, though.

  1. Your Tezzeret the Schemer becomes much less effective when you side out all of your artifacts. The only artifacts you can exploit with his -2 and -7 is the ones you create with his +1. Most of the time, you would be sacrificing them for mana. He's still decent, but he's just less so after SB'ing.

  2. I dislike Renegade Map greatly in Improvise decks. It comes in tapped with its intended purpose to sacrifice itself next turn. It doesn't really help with reducing the costs of your cards with Improvise. I recommend taking it out and replacing it with Cogworker's Puzzleknot. The main reason I make this suggestion is because Cog Puzzle gives you 2 artifacts to instantly use for Improvise. Essentially, you can get them for "free" because they will fuel an Improvise card with the same amount of mana you paid to get them.

  3. I think Glassblower's Puzzleknot isn't giving you the right "bang for your buck," so to speak. This one is kinda difficult because you want artifacts to use for Improvise, but Glimmer of Genius is a lot more efficient and helpful.

  4. You might want to find room for Ornithopter, Bone Saw, or Cathar's Shield to help you with Improvising.

Anyway, that's just some of my immediate thoughts on it. Once again, I love this concept because it's very unique to the meta. I don't see a lot of people trying this. It's a delicate balance to keep, and you're probably going to have a lot of trial and error to make it work exactly the way you want it.

JerichoDarkstar on artifact improvisation passion

2 weeks ago

How set are you on keeping this Mono Red? If you dipped into and , you could create a Grixis Improvise deck and run cards like Bastion Inventor and Herald of Anguish.

I would also recommend you add Cogworker's Puzzleknot. It is completely out of your colors for it's activated ability, but it instantly gives you two artifacts to improvise with.

You might also want to consider adding Cathar's Shield or Bone Saw since they are drop artifacts like Ornithopter, but can beef up your creatures when you need it late game. On that note, I would take out Renegade Map all together. Not only does it come in tapped, but it's main purpose is to sac it. It doesn't help with Improvise because of what it it's intended to do.

The7thBobba on Storm idea

2 weeks ago

I'd run Vedalken Archmage alongside things like Accorder's Shield, Bone Saw, Cathar's Shield, Spidersilk Net, and maybe, just maybe Aetherflux Reservoir, just because everyone else is doing it ;p

NensouHiebara on Sram, Senior Edificer | Equipment Voltron

2 weeks ago

@BrandonMurrayBMM

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@Robotoken

Used Ancient Tomb before. At the time, I needed space for the cycling lands and I decided to keep Nykthos, Shrine to Nyx over it.

Pygmyrhino990 on [Community Discussion]: What makes a ...

4 weeks ago

First we need to look at purpose. I feel like we need to take each type of card (land, instant, sorcery, creature, planeswalker, enchantment, artifact).Land:- What mana does it produce- Does it enter tapped-- Is there a condition that can stop it from being tapped-- Does entering tapped provide an added bonus- Does it give a creature boost- Does it have any other external ability

Instants will always triumph over sorceries, but for the sake of it we're gonna include them togetherInstant & Sorcery:- Does it provide an adequate effect-- Is this effect better than other cards with similar effects-- Is this effect versatile- Does the mana cost (if an instant) allow for you to still play things on your turn- Is there an instant with the same ability (if sorcery)-- (chances are if there is an instant with the same ability it will cost an extra mana, or another negative effect)- Is the effect versatile-- Does the card offer multiple options--- Is the mana cost higher than cards with 1 option--- How many options can be selected-- Is the spell immune to counters-- what variety of cards can the spell target

Creatures, Artifacts, Enchantments:- Does it have high power and/or toughness- Is its ability good-- Is it better than other creatures/artifacts with the same ability-- Can the ability be found cheaper in an instant or a sorcery-- Can the ability be made with a good combo- Does the creature require other creatures to be considered effective (allies, melding cards etc.)- Does the creature have reach (this is big for green decks)

Planeswalker:- Is its ultimate ability really worth taking up an entire slot in your deck for?-- If not, is the other 2 abilities enough to make up for it-- If so, can it be supported by the rest of your deck, or by itself until it reaches this ability- Is the mana cost possible with the cards you have in your deck-- Is your deck centered around 1-3 mana creatures with a 6 mana PW--- Can you reach the mana cost before being wiped out-- Is your deck centered around 4-6 mana creatures with a 3 mana PW--- Can it defend itself before you get creatures out

Mana costs are one to be debated. Generally, lets take counterspells for instance, the order for good effect and mana cost goes as such- 3 generic (no counterspells like this) - many restrictions - 2 generic 1 blue (Disrupting Shoal) - some restrictions or alternate negative effects- 1 generic 2 blue (Forbid) - minimal negative effects or restrictions- 3 blue (no counterspells like this) - no restriction, possible good effect such as splice- 1 generic 1 blue 1 black (Psychic Strike) - no restriction, good extra effect- 2 blue 1 white (Render Silent) - no restriction, super awesome ability

and thats just the 3 mana ones, if we look at two mana counterspells (I wont include Counterspell because its illegal in modern) It is very similar- 2 generic (once again none of such) - high restrictions, negative effect- 1 generic 1 blue (Negate) - some restrictions- 2 blue (Deprive) - chances are there wont be restrictions, but if there isn't then there will be a negative effect, Counterspell was banned because it abuses this order- 1 blue 1 green ([consume magic]) - this card was the only example i could find (i dont think its real), but it allows a slightly good effect of countering abilities, at the cost of countering creatures planeswalkers and artifacts

then theres the classic 0 mana cards. 0 mana cards are a matter of necessity, do i really need Bone Saw, how well does it synergise with my deck, is it necessary for my combo. Do i really need Pact of Negation, is it absolutely essential to counter that spell, or will I win this turn.

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