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Artifact — Equipment
Equipped creature has flying.
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Cobbled Wings Discussion
1 hour ago
Forebear's Blade, Blackblade Reforged, Jousting Lance and Cobbled Wings are all great equipment! Generally, equipment are a little better than auras, as they don't go to the graveyard when the equipped creature dies!Wizard's Lightning is great card for all of your wizards. Have you considered splashing white? Danitha Capashen, Paragon, Sram, Senior Edificer and Anointed Procession are all great cards for this deck!
3 days ago
AiryNeon I have played around with the idea of Blackblade Reforged, and even other equipment like Cobbled Wings. I stuck with the cheap (and essentially trashy) equipment due to their CMC and equip cost. I want an easy way to repeatedly equip my newest threat when the last one was inevitably dealt with. Blackblade adds so much power that it's hard to not use, but for that particular piece I decided that the cards it was easier to equip to I didn't want to be attacking with anyway (to avoid Seal Away/Settle the Wreckage), and the Champion that wants to attack is too expensive to equip. Let me know what your thoughts are though!
2 months ago
Really like the use of Phage and Sun Quan. Cobbled Wings, Blight Keeper, and Contraband Kingpin don't seem that efficient. Another card you could try that makes your ninja bigger like Sai of the Shinobi is Ambuscade Shaman. You could also try Sword of the Animist for more ramp.
I made a Vela deck that features ninja and Eldrazi instead of pirates. Do check it out if that sounds interesting.
Commander / EDH
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3 months ago
Murphy77 Thanks for giving me something to reference! Panharmonicon has been working wonders so I've added a couple...! I don't really like Enter the Unknown as much even though I'm lacking in 1 drops, purely because there is no real way to cast it on turn one, and it's difficult to actually get any value out of it. The added land drop is unnecessary as well, as the entire deck can run easily off of 4 lands and doesn't require any amount of ramp.
I often find myself discarding lands with Tomb Robber, and in those cases I could see Ramunap Excavator working rather well, but those are the only times I actually put lands in my graveyard, and oftentimes the boardstate makes it just as easy to explore off of something else instead.
The deck tends to brute-force overwhelm people, whether by creating several massive creatures, gaining massive amounts of life or flooding the board with creatures, sometimes all 3, so Cobbled Wings, with it's extreme lack of synergy compared to the rest of the cards, seems to be a no go with what we're trying to accomplish.
The purpose of Emperor's Vanguard would be to trigger explore regularly, but the big issue I have with it is that it can easily be chump-blocked or otherwise prevented from dealing damage, and at that point it becomes a 4/3 for 4, which is pretty bad. If you gave it wings then it might work out, but that also becomes 6-8 extra slots to achieve what Tomb Robber and Deadeye Tracker achieve easily by themselves.
Several people have suggested Animation Module, and it looks more promising when considered with Rishkar, Peema Renegade and Path of Discovery, but once again I'll have to test it out and see how it goes!
3 months ago
I'd suggest removing:- 2x Anointed Deacon: cost is too high for what it does - 1x Blight Keeper: ability cost is too high for standard - 4x Encampment Keeper: again, too high - 1x Lurking Chupacabra: not enough exploring for it to benefit - 1x Queen's Bay Soldier: much better creatures you could get for 2 drop - 1x Boneyard Parley: CMC too high, effect not that great - 1x Spreading Rot: land destruction isn't necessary - 1x Cobbled Wings: won't need this with vampires - 2x Dusk Legion Dreadnought: 5 drop vigilance, does nothing else - 2x Prying Blade: won't need the mana - 1x Raiders' Wake: will be taken out too quickly to be useful
So, this leaves you with 15 open spots. I'm assuming you want to stay in the XLN block? For additions, I'd suggest looking at cards like Adanto Vanguard, Bishop's Soldier, Gifted Aetherborn (not XLN but a great card), Sanctum Seeker, Vicious Conquistador, Yahenni, Undying Partisan, Bloodcrazed Paladin and Duskborne Skymarcher.
There are a lot of options for your deck, especially if you're not staying in XLN specifically. Try some of the ones I listed above and see how it runs for you. You may be able to remove 1-2 lands after working on your creatures, which are very heavy. Aim for closer to 20. As a general rule of thumb for Standard, 5 CMC is high for any card, so keep that in mind when picking out cards. You can have one or two around 5 CMC but they have to be worth it.
Hope this helps!
6 months ago
I just seems that your reanimate cards are super expensive to summon and will only be available late-game. You might consider Lurking Chupacabra, which does some serious removal with multiple explores per turn. Deadeye Tracker will normally give you an extra explore per turn. Wildgrowth Walker will just keep growing.
I started working on an explore deck with Explore aggressively, but probably moved on to other decks without developing the deck's full potential.
7 months ago
I would cut the dino cards that dont have enrage and focus on the ones that do. The only dino's without enrage that are worth running are the 3 other avatars (Wakening Sun's Avatar, Verdant Sun's Avatar, Burning Sun's Avatar they are all good in their own right), Deathgorge Scavenger for grave hate, Drover of the Mighty because mana dork, Goring Ceratops he can be a win con due to double strike, Kinjalli's Caller for mana reduction same with Otepec Huntmaster, Raging Swordtooth to trigger enrage, Priest of the Wakening Sun for a tutor, regisaur alpha for haste and it is just a good card, Thundering Spineback anthem and token generator, and Kinjalli's Sunwing for suppressing the opponents. outside of that you just need cards to trigger enrage so cards that deal 1 damage to everything (Earthquake, Magmaquake, Pyrohemia, and Subterranean Spirit just to name a few).
Outside of trigger enrage with AOE damage cards there are other ways to do it like Pit Fight like cards that have your stuff fight other creatures. This also helps with the lack in flying (because you fight the fliers and destroy them). So that way you don't need cards like Cobbled Wings.
Then the deck needs ramp spells, mana rocks, and card draw along with other ways to cheat your dino's into play like Sunbird's Invocation, Kindred Summons, Selvala's Stampede, Quicksilver Amulet, etc.
Do not forget your EDH staples.
Lastly a win condition card that you can just play it and either defeat a player or win the whole game. Because the deck is naturally a creature based one and using green i would use cards like Overwhelming Stampede and Titanic Ultimatum where you mass buff and swing big.
edhrec helps when deck building hope this helps. Feel free to look at mine for any ideas (even though mine is already outdated compared to the edits I made physically).
Note: some old cards got relabeled as dino's
7 months ago
Haven't played this at FNM yet. I hear your comment on Cobbled Wings, which is fair. My thoughts were that if you get Lurking Chupacabra on the field and a double explore trigger, then there will be no blockers for Emperor's Vanguard.
I can hive him hexproof and indestructible, but maybe to also give him flying would add value to the deck. I need to play-test this a bit more