|Commander / EDH||Legal|
Printings View all
|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|MTG: Commander (CMD)||Rare|
Combos Browse all
Artifact — Equipment
Equipped creature gets +2/+2
As long as equipped creature is legendary, it has hexproof.
Champion's Helm Discussion
2 days ago
I like Teneb, the Harvester and Grisly Salvage , maybe Champion's Helm if you have it; I like it more than the blackblade. Fun and good lands could be Eiganjo Castle , Phyrexian Tower , Untaidake, the Cloud Keeper
1 month ago
Fun budget deck, tho.
2 months ago
I know you're trying to cut cards, but there are some cards I can't resist suggesting.
Resplendent Angel is a good mana sink and can pump out tokens at a very fast rate if your opponents aren't careful.
Vedalken Orrery is a good all-round card.
Have you considered Cathars' Crusade ? Especially with all the creature tokens you're pumping out, you're going to make your guys pretty beefy.
I'm not a big fan of rootborn defences as it only creates a single token copy and you have better things that give indestructible or pseudo-indestructible. Other than that, I don't see much that I think you could cut. The list looks pretty good. Have you tried advertising on the "Advertise your Commander Deck" thread? You might get some more trained eyes on this deck than me, as I don't play EDH that often and only just build decks.
2 months ago
Once he becomes a creature, spot removal is really seriously going to set you back. If someone kills / bounces / exiles him, it's going to take casting him plus five more spells to turn him into a creature again. Because of this, you may want to consider some Hexproof.
2 months ago
I haven't fleshed out the description for the new list yet, but the general gist is it takes the ideas from this list and trims down the CMC (TappedOut doesn't do CMC for split cards correctly, so the number it reports is wrong), adds protection effects, efficient standalone token producers, efficient targeted clone spells, and tries to go instant speed where it can, and it removes the slow, narrow, and situational cards. In general, it's faster and more resilient with fewer dead cards and more potential to win out of nowhere.
Notable removals from this deck:
- Mentor effects: Talrand, Sky Summoner , Docent of Perfection Flip, Metallurgic Summonings : Mentor effects are slow, removal magnets, and generally not as good as efficient standalone token producers (the same four mana for Talrand gets you five creatures immediately off Hunted Troll ) or clone spells. These three were cut because they're the most expensive, plus Talrand and Summonings don't have the same synergy with the added clone effects.
- Targeted token makers: Adverse Conditions , AEther Mutation , Supplant Form : Expensive, replaced by cheaper clones like Quasiduplicate . Clones have additional synergy with Hunted creatures and the few ETB utility dudes ( Eternal Witness , Imperial Recruiter , Spellseeker ).
- Wincons: Berserk , Confront the Unknown , Fiery Gambit , Willbreaker : Berserk and Confront have been replaced by Appeal / Authority , though Confront might still be better. Gambit is a 3-mana wincon that's annoying to resolve and still doesn't win through infinite life like LabMan does. It's been replaced by Kari Zev's Expertise , which is a wincon, untap/haste effect for Earthcraft, Cryptolith Rite, and Natural Affinity, and also has the insane ability to cast a spell from your hand for free for each creature, and each of those spells then gets copied as well. Willbreaker is painfully slow, requires you to cast another spell to actually do anything, and doesn't even give the haste/untap from red threaten effects. If the deck needs to pass the turn after it tries to go off, Willbreaker's likely going to get removed anyway.
- Synergy: Isochron Scepter and Unsubstantiate : Too slow, and your cheap instants are redundant enough that you don't really need to be able to repeat a specific one. Plus, most of the time you'd want to put a cantrip on it, and Scepter actually increases the cost of those. These are slow win-more cards that look clever but don't actually end up doing much in practice because the deck is already plenty redundant.
- Hexproof equipment: Swiftfoot Boots and Champion's Helm : Cut for Lightning Greaves . Shroud looks anti-synergistic, but the zero equip cost means you can move it over to a token on your turn when you're ready to do things and it can be used to give a mana army haste for Cryptolith Rite or Natural Affinity. If you need to protect Ink-Treader while actually going off, shroud is worse than hexproof, but generally you'll just wait to go off until you have a protection spell ready.
- Cantrip: Shadow Rift : This was actually the hardest cut. Instant-speed targeted cantrips are what makes the deck tick, and for a while I had Refocus in. I eventually decided that the difference between 10 and 11 1-mana cantrips was negligible, and Shadow Rift is the worst one (it does literally nothing; everything having shadow is the same as nothing having shadow). All of the others have at least some utility or synergy.
There's actually an infinite combo in the deck with Spellseeker + Earthcraft/Cryptolith Rite: With one of the rampchantments and Inktreader in play plus some mana to start, cast Spellseeker into Twinflame . Twinflame (radiated) copies Spellseeker and gets more hasty dudes to tap for mana. New Seeker gets Regrowth , which gets Twinflame back. Twinflame again gets you even more dudes, plus two new Spellseekers. One of those seekers gets Eladamri's Call into Eternal Witness , which gets Twinflame back, the other seeker getting a cantrip. The next Twinflame not only gets you four more seeker-tutors, it also gives you another Witness, which can get back Twinflame again, and further Twinning makes multiple Witnesses so you can get back your graveyard, all while drawing your deck through the cantrips you've seeker'd up and getting an infinite army of hasty dudes for attacking and mana (you're tapping two for Twinflame mana every iteration, but each cast doubles your army size).
The most exciting single new card by far is Electrodominance . For a long time I had Savage Summoning in the list because instant speed is so important for combo decks, and this just replaced it. Dominance has the downside of not being able to cast Ink-Treader from the command zone, but it works on all spell types instead of just creatures, can be used as removal in a pinch, AND it's targeted, which means it has the Kari Zev's Expertise effect of casting a free spell for each creature on the field that then also get radiated. We play targeted indestructible effects for protection and Pongify anyways, so you're likely to not even reduce the creature count from the Dominance damage. EOT radiated Electrodominance for X=3 is generally game.
2 months ago
There's a lot of really good cards that increase the number of counters that you're not using yet - I think especially cards that double counters like Solidarity of Heroes , Kalonian Hydra and Biogenic Upgrade could be quite deadly. Also anything that lets you proliferate each turn, like Contagion Clasp and Contagion Engine , and maybe Plaguemaw Beast or Throne of Geth . Primal Vigor and Doubling Season double the number of counters coming in, and Increasing Savagery just immediately gives you loads.
For more Kicker spells, a Scryfall search should suffice, but one that stood out to me was Everflowing Chalice , as it's very cheap and helps you ramp.
One weakness I see in this deck is that your commander is pretty easy to remove, and then you lose all those counters! Alpha Authority , Swiftfoot Boots , Champion's Helm or Mask of Avacyn could help you protect him.
3 months ago
Champion's Helm occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%