Conqueror's Flail

Legality

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

Printings View all

Set Rarity
Commander 2016 (C16) Rare

Combos Browse all

Conqueror's Flail

Artifact — Equipment

Equipped creature gets +1/+1 for each color among permanents you control.

As long as Conqueror's Flail is attached to a creature, your opponents can't cast spells during your turn.

Equip

Conqueror's Flail Discussion

ShreddedByCrows on Linvala Stax, Vannifar‘s worst Nightmare

1 week ago

Hey there!

Nice brew, neat idea to counter those clunky and annoying Vannifars!

As smne who played Mono-W Stax for a while, with the amazing Hokori, Dust Drinker at the helm, I'll share with you what thoughts inspire me your sweet Linvala decklist.

(Even if it has already been pointed out before, I wanna say that I also love the Urborg combo. It's unexpectable and freakin' gud!)

Let's start by the beginning: mana fixation. Extraplanar Lens is insane in every monocolored archetype, so it's a quite logic inclusion you made here. Nonetheless, I suggest you to go for Snow-covered lands to synergize better with it - that way you won't give a lift to your opponents playing white.

Pearl Medallion and Sol Ring are basics, nothing really worth to say about it. Thran Dynamo and Worn Powerstone are more debatable. I don't know what is your budget issue, but if you want a competitve list, Mana Crypt , Mana Vault , Grim Monolith , Mind Stone , Everflowing Chalice etc. are all better options. Dynamo and Powerstone aren't bad cards, but they just come after those ones if you really do need a solid ''ramp'' package.

Opal Palace feels badly slow and ineffective in a monocolored stax deck. You won't win the game by taking up the board with your creatures armed of a little +1/+1 counter.

You have notable exclusions in your lands for a mono-white. Eiganjo Castle is the first card that comes through mind. Buried Ruin also is a recursive tool you should consider, even over Inventors' Fair . If you manage to find one, Ancient Tomb has its place there replacing Temple of the False God .

At its final shape, my Hokori decklist was running a powerful Crucible of Worlds package including Wasteland , Strip Mine , Dust Bowl , Flagstones of Trokair , Lotus Vale and City of Traitors . I was up to 39 lands, not counting Maze of Ith .

Now let's jump straight into your gameplan!

So... you're planning to focus your eyes on ruining Vannifar's day. To help with this strategy of being the nasty ''combo killer'' guy, I think you should put in some additional pieces of disruption.

That said, I don't know which Vannifar's version(s) your playgroup perform with. If it's a Thornbite Staff / Intruder Alarm one, things would be easier to calm down and you won't need such a heavy stax package - you'll need more single-target/multi-target removals though. And if it's the other one, certainly the most popular now (and also the most powerful/absurd), based on many shenanigans around the creatures Vannifar brings to the table, you'll need more stax support.

One of the very best cards you could add to stop all those creature-centered combos is Humility . This card is broken, this card is stupid. It even disables etb abilities. The only way your opponent has to go through is to destroy it with a creatureless source / or with a ''casting'' effect (like Ulamog has).

Single-handly, Humility tears apart most of the competitive Vannifar lists. However, based on the fact that it is still fragile to enchantments/permanents removals, you'll have to build a defensive shield for your stuff. Vannifar lists often keep a strong package of cheap permanents' removals in their pocket (like Beast Within for example), so you'll need to play carefully.

There's a lot of different ways you can head in order to reinforce your permanents' presence on the battlefield. A pretty simple and most of the time effective, despite of its ccm, you already included is Avacyn, Angel of Hope . I think you still lack a way to cheat her casting cost out to make her a stable and destructive power house.

Stax ''enchantment'' strategy is imo one of the most viable and solid strategy. With Academy Rector (amazing alongside your High Market ), you'll be able to search the exact piece you need to lock the game in your favor.

Notable stax exclusions :

Other cards to consider :

A bunch of meta depending stax tools :

Cards I'd cut from your list :

  • Martyr's Bond > Slow and unreliable on this brew. As you're not sacrificing any kind of permanent on your own, you'll struggle to get any value out of it outside of a lost political blast deflagrating when the game should already be over. Unless you add in some cards like World Queller , it defenitly doesn't deserve a slot imo.

  • Norn's Annex > 4 life + 3 mana for a worse Ghostly Prison . And I wouldn't even play Ghostly Prison there.

  • Bishop of Rebirth > a lot of people seems to give love to this card recently. However, I personally think it is just a bad inclusion. You spend 5 mana on a understated body and you have to wait a whole turn before getting value out of it IF you are in the researched scenario. There will be times where you have Boots or Greaves on board and this will be an insane mini-Sun Titan, but the situation is too rare to justify its presence.

  • Sublime Archangel > No real interest here. Good creature but doesn't provide anything for the stax strategy.

  • Gift of Immortality / True Conviction > weird ''win con'' heavily situational cards based on creatures. There is some logic behind Gift, but it's just too much of a unreliable idea. True Conviction has nothing to do here... it's 6 mana spend to lose the control on the game. If you're searching for card advantage and a bit of healing, go for the brand new Dawn of Hope (also is a good mana sink).

  • Rout > There are plenty better aoe in W. Wrath of God , Sunscour , Fumigate , Day of Judgment , End Hostilities , etc. If you want the instant option, just run Vedalken Orrery .

  • Blackblade Reforged > intersting alternative win con. Feels slow nonetheless.

  • Emeria Shepherd > too slow for my liking.

  • Whispersilk Cloak > can't understand what this does in a deck full of flyiers and tapping effects.

Finally, as you want to challenge Vannifar, which is a blue deck, you'll need something to deal with the classical Cyclonic Rift . Teferi's Protection is a good solution (and it could also protects you form a lot of various situations / removals / etc.), but I'm sure you can find a lot of other response.

I hope you'll find useful ideas in this comment. Thanks a lot for sharing this, it reminds me good times. Keep up the good work, keep up brewing!

Hi_diddly_ho_neighbor on Kalemne is Best Girl [EDH Primer] v1.7

2 weeks ago

Nice deck! You should definitely include Mask of Memory as it would probably be the second best card in your deck behind Sunforger . I run it in my Aurelia-Angel-tribal-reanimator list and the card is often my MVP.

Also, Boros just got a HUGE boost to its ability to ramp with Smothering Tithe . I have only got to use it once so far, but the card greatly over performed (wheel effects + Smothering Tithe is just gross). Burnished Hart is another great ramp option that fills a similar role to Solemn Simulacrum . You aren't excited to play it, but the ramp it provides is pretty crucial.

Another card that is sneakily good in Boros is Emeria Shepherd . If it can stick, the value you get is pretty great.

This last suggestion is more meta dependent, but I have been pretty impressed with Conqueror's Flail in my Boros list. It grants you much more peace-of-mind during your turn.

SirFowler on The Loneliest Pup In Commander

2 weeks ago

Conqueror's Flail maybe? It doesn't provide much of a buff, but it can protect against instant speed removal quite well. I know you have a lot of protection, but what's one more gonna hurt?

Also, isn't Mishra's Workshop banned in commander?

FormerBalloon on Rafiq's Exalted Buddy's

3 weeks ago

Sovereigns of Lost Alara , great for getting Eldrazi Conscription on quick, or any other voltron enchantment. Conqueror's Flail another Knight of New Alara style effect. Umezawa's Jitte it's expensive but with double strike you get 4 counters a turn which can turn into +8/+8 a turn before double strike it can end games without any other help, and it cheap to cast and equip

hfvalenz on Dragon Rush

3 weeks ago

Hey I got some inputs you may want to consider. Of course every deck's performance is closely related to the meta you're playing, but these are some things I think can help.

  • In my opinion, Haste is more relevant than, for example, Double strike in your deck, since dragons are big enough by default, same goes for Crucible of Fire. Having that is a bit overkill. I think I'd cut Berserkers' Onslaught, Rage Reflection and Crucible of Fire for this reason. I'd also cut Emblem of the Warmind because it's so very easy to deal with. Instead, I think it would be better to add Anger , Fervor , Hammer of Purphoros . Also, these cards can lower your average CMC.

  • Counter magic can be toublesome when you look at the high CMC of your spells, so Conqueror's Flail can help you protect against that. Also Red Elemental Blast and Pyroblast are good on these same way. Another thing is the sweepers, since your creatures will be the biggest and more costly, Wrath effects are more detrimental to you. Maybe squeezing in a Warping Wail to protect your board against that can be useful and also the least expected in a mono red deck.

  • I think you're OK when it comes to drawing cards, but there are some things I think can be improved. First, there is Urza's Blueprints which isn't very mana efficient. For 6 mana artifact you should replace it with The Immortal Sun , so much more at same cost. Then, comes the "when something happens, pay some mana to draw" effects, which I think are no good when you look at how much mana you're spending on your creatures: Here we have Mind's Eye and Seer's Sundial. Not only these cards require stuff to happen but also that you pay precious, scarce mana for them. Farsight Mask comes here as well; I think these can be replaced by Outpost Siege (choosing Khans) and Vance's Blasting Cannons  Flip. The Outpost has a teeny tiny difference with the Cannons in that it lets you play lands while Cannons does not. Staff of Nin is a bit high cost for what it does but I think it's OK considering it's a "secure" draw. Dragon's Hoard is somewhat slow, but as it also gives you mana fits great. Same thing with Vanquisher's Banner, as it gives a little buff and some draw as well. Knollspine Dragon can really draw lots of cards, but somewhat late I think. I wouldn't cut it though, I'd maybe add Dragon Mage to refill your hand.

  • Looking your ramp, you got some good choices. I'd add Herald's Horn and Ruby Medallion to the "lowering cost" pack and also The Immortal Sun as I already mentioned. I think you should consider the inclusion of Solemn Simulacrum and Burnished Hart to get lands and also, there's this land I really like on mono colored decks with lots of basic lands, Terrain Generator . I'd be careful with symmetric effects such as Gauntlet of Power and Mana Flare, it could be dangerous to give free mana to your opponents. On a related subject, in addition to Belbe's Portal, maybe adding a Quicksilver Amulet and Cryptic Gateway as a second and third ways to cheat dragons at instant speed.

  • Your deck is lacking removal, there's virtually none if you don't count the effects on some creatures and as we all know, creatures are the most vulnerable permanent on the board. So, Chaos Warp is a must I think considering the versatility it provides. Warstorm Surge could kill most of your opponents creatures whenever a dragon enters the battlefield or do lots of damage directly to your opponents. Kilnmouth Dragon can act as a removal for creatures as well. Steel Hellkite fits here too, it's a dragon and can get any permanent of the specific cost needed, kills tokens for 0 mana, for example. Also, Vandalblast to get rid of your opponents' mana rocks. Earthquake is OK, I'd rather run Magmaquake or Starstorm because of instant speed, but I'd consider adding Blasphemous Act and maybe Hour of Devastation , Chain Reaction or Mizzium Mortars . Disaster Radius has a high CMC but it doesn't hit you or your stuff.

  • The last ability on Sarkhan, Dragonsoul is ridiculous, but hard to achieve. Still, I think it may worth the try.

  • Swiftfoot Boots instead of Mask of Avacyn, equipping for 3 mana is way too high.

wefal on Land destruction: taboo or legit ...

1 month ago

@GoldenAgeBatman

You need to play cards that punish control players. Ruric Thar is a good example. Also cards that protect you against counter spells like Vexing Shusher . Cards that increase cost of spells like Sphere of Resistance , Defense Grid , Thalia, Guardian of Thraben , Thorn of Amethyst .

More nasty cards against control: Dragonlord Dromoka , Plow Under , Citadel of Pain , Price of Glory , Gaddock Teeg , Grand Abolisher , Conqueror's Flail , Aurelia's Fury , Silence

And if you really wanna watch control player cry: Bazaar Trader + any permanent that doesnt let your opponent cast noncreature spells like Nikya of the Old Ways .

As you can see I know alot of anti control cards. That's because my playgroup is ridden with filthy control players. We're good friends but they just love to play some sort of control.

sagramore on Arahbo's Kitted-Out Kitties [Primer]

1 month ago

Hey alu4 - happy to hear you built the deck up and enjoyed it! I got it back out again the other day for a game and it was great fun.

Some of the cards you put in are ones that I have been considering myself but don't own at the moment. Trailblazer's Boots and Conqueror's Flail look good.

I definitely need to get hold of a Berserk as well....

xaarvaxus on Stop Kaalia or loss - you think

1 month ago

Conqueror's Flail could beef Kaalia up some as well as provide some redundancy to Grand Abolisher

Archfiend of Despair doubles the hurt while counting as life lost vs. damage taken and prevents opponents from gaining life.

Vandalblast so opponents don't have their own mana rocks after laying down Armageddon?

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Conqueror's Flail occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

White: 0.08%