|Commander / EDH||Legal|
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|Duel Decks: Elves vs. Inventors (DDU)||None|
|Mirrodin Besieged (MBS)||Rare|
|Mirrodin Besieged: Mirran (MBM)||Rare|
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Artifact — Equipment
Darksteel Plate is indestructible.
Equipped creature is indestructible.
Price & Acquistion Set Price Alerts
Darksteel Plate Discussion
14 hours ago
4 days ago
Wow, "Flesh Thresher" is a ... visceral epithet(; love the description too.
This is a powerful list! I especially love the reliable token production this deck has, because even if somebody casts Nevermore on Kresh, that just means your worst case is a combo-y token deck, which can still be excellent!
As for potential improvements, I notice that the majority of your sacrifice outlets require mana, which can be a problem when trying to go off with Kresh and power him up for a lethal Chandra's Ignition (which is already a little mana-intensive). Sure, you'll win if you randomly draw Ashnod's Altar, but I don't want to leave that up to chance, which is why I include redundancy like Scarland Thrinax and friends, so that I'm more or less guaranteed to have free instant-speed shenanigans. I would cut some less relevant cards like Predator Ooze, Vona's Hunger, Darksteel Plate, or Anger that are great in a vacuum but don't directly support the sacrifice theme.
6 days ago
Hey man, here are my thoughts
First, although I know your manabase isn't finished, I'd recommend running at 37 lands total.
Second, it's important to consider which equipment are powerful with this strategy, especially with Mirri. You'll likely need ways to keep her from dying. Since she has first strike, giving her deathtouch in addition will make it such that she will always kill the opposing creature before it deals damage, making her almost invincible in combat. You've already mentioned Quietus Spike, but other must-includes for this deck (imo) are Gorgon's Head, Gorgon Flail, and Basilisk Collar. You may also want to have ways to keep Mirri from dying to board wipes and removal. Darksteel Plate and Shield of Kaldra are both about 5 bucks, but they're pretty good. Cards that prevent targeting can be good, but hexproof is preferable to shroud. However, some shroud giving cards, such as Lightning Greaves and General's Kabuto. Mask of Avacyn gives Hexproof, but it's not a Great equipment.
Third, let's consider the equipment you're including. You want most of them to be strong enough to make a single creature into a threat on its own. You've already included cards like Argentum Armor, but frankly you don't really have enough equipment. I'm gonna list a bunch of equipment in various categories here that are worth considering (Sorry if some of this is already in your deck).
Fourth, let's look at your creatures. In commander, lower-impact things tend to be outclassed quickly. As such, you generally want your creatures to either be significant threats or utility. Some creatures that I feel are worth cutting are:
Jareth, Leonine Titan (Not a particularly good card. He's only got a good size when blocking)
Leonin Relic-Warder (He's likely to die over the course of the game. Long-lasting removal is better)
Oreskos Explorer (You're in green, so your ramp spells are likely to be land-focused)
Phantom Nishoba (You'll probably want something stronger for you 7 mana. It's basically a 7-mana 7/7 with lifelink/trample and a downside.)
Qasali Ambusher (This creature just isn't impactful on its own)
Sunspear Shikari (This one is also low impact. I wouldn't play a 2-mana 2/2 with both of those abilities natively in commander, and this card is worse than that.)
Don't get too attached to the cat theme. Have it be something you can take advantage of, but don't put in a bad card just because it's a cat. Additionally, don't be averse to putting in noff-type creatures when doing so improves your deck.
Let's look at some creatures that might improve your deck.
Eight-and-a-Half-Tails (Can help get your other creatures through for damage or protect them from removal. A tricky one to play with, but with high upside)
Sram, Senior Edificer (Card draw is A1 in commander, and this guy gets it for you while also carrying equipment)
Odric, Lunarch Marshal (Makes one threat into a whole team of them)
Leonin Warleader (Makes more vessels for the equipment, which have lifelink and benefit from tribal synergies)
Taj-Nar Swordsmith (Gets you what you need when you need it. Make sure you know what you're looking for though!)
Grand Abolisher (Gives you a lot more control over combat on your turn)
Leonin Abunas (Protects your equipment. May be unecessary, but worth considering)
Indomitable Archangel (As above, but it also has flying, which makes it even better.)
Brass Squire (Sneakily fantastic. Avoids the equip cost while also letting you move an equipment at instant speed)
Auriok Windwalker (As above, but it also has flying, which...huh, deja vu)
Mother of Runes (Good for defending from removal or getting a creature through combat)
Armory Automaton (Note: this can take your opponents' equipment as well. They can re-equip it, but not until they get back to their own turn.)
Alms Collector (This is a good cat. Worth including on its own merits. Takes stuff away from the blue player.)
Stone Haven Outfitter (Insurance for a board wipe. Your deck is weak to them, so keep an eye out for ways to protect your team.)
Mentor of the Meek (More card draw since most of your creatures are cheap)
Adorned Pouncer (Not sure about this one, but it has double strike and can come back from the dead, so that's something)
Mirran Crusader (This guy sees modern and legacy play for a reason. He hits hard and doesn't die easy)
Silverblade Paladin (The ability to give another creature double strike is fantastic.)
Steelshaper Apprentice (Weird card, but lets you get what you need.)
Emeria Shepherd (Another way to rebuild after a wipe. Consider holding this in hand w/ a few lands rather than playing it out.)
Jhoira's Familiar (Makes equipment and legendary creatures cheaper and has flying.)
1 week ago
I wrote a ton and then realized I should probably ask what decks your playgroup plays, because idk if I should be recommending graveyard hate when your opponents might not utilize their graves. Another example would be a green deck ramping really fast, in which case I would maybe recommend something like Magus of the Balance or land destruction like Armageddon to screw over the ramp that they've focused on early in the game.
Maybe I'm not getting something here, but what is Transcendence doing here? How does it pull its weight in any way? If its just to stall when you get to critically low health, why not Resolute Archangel instead?
Etherwrought Page looks incredibly slow, especially for 4 mana. The life gain is super small, the damage is even smaller, and if you're using it for the filter ability, go with Search for Azcanta Flip instead.
Necromancer's Covenant is decent lifegain + it hates a graveyard for you.
No Solemn Simulacrum? This deck probably needs all the ramp it can get.
Darksteel Forge seems weird here, even if it does keep your commander alive (and I guess your mana rocks too, but I wouldn't deem those as needing protection at the point when you've got 9 mana that you can drop on the forge). I think I'd go with a protection equipment, like Darksteel Plate, and if not that then Lightning Greaves or Swiftfoot Boots.
No Austere Command? Its like Merciless Eviction but probably better.
I think I'd go Words of Waste over Words of Wind. Wind is just going to let them return a good ETB permanent to their hand, or a land if the game has gone late enough. Can't imagine it'll ever force something like a threatening creature or Planeswalker back to the hand. Not sure if I'd actually even recommend Words of Waste with your draw capabilities in this deck, but I'd definitely say get rid of Words of Wind.
Aura of Silence is solid all around. Its a nightmare for enchant/artifact decks, and otherwise its 3 mana sorcery speed to destroy an artifact/enchantment already on the field that can be cast preemptively.
Binding Grasp seems weird. Not sure what is good about it over something like Bribery or Acquire, and perhaps even Sower of Temptation in some ways (depends on how much removal that opponent runs, I suppose).
Praetor's Grasp seems really slow, and if you're looking to just rob them of a card, Sadistic Sacrament is nuts for that (especially for removing combos!). Life's Finale also doubles as a board wipe if that was your goal. If you really wanted to play the card yourself instead, then just go with Bribery, or put that good card that they have in your deck too, because paying 3 more mana for nearly any card seems S L O W.
Speaking of board wipes, your deck is pretty low on them. You've got single target removal like Darksteel Mutation but if you're up against 3 people, how much is that gonna help? I think I'd rather pay the 2 more mana for Wrath of God and all of its cousins.
Pulse of the Dross, how often does that come in handy? They're gonna reveal the 3 least important cards in their hand, and with such a slow deck I imagine you'll almost always have more cards in hand than most players.
Spellseeker is just good imo, I'd recommend it to nearly anyone running blue.
Depending on the decks you play against, Containment Priest can be an even better counterspell (against reanimation) that not only disrupts your opponents but also offers you a chump blocker.
You also don't seem to have a win-con, as I see the previous commenter mentioned, but perhaps your win-con could just be considered disrupting your opponents so much with your deck + your commander's ability that you drain them of all of their value, in which case you definitely need more protection for your commander than the Darksteel Forge and counterspells you're running.
1 week ago
I know how Protector of the Crown works, I had it in here for over a month. In order to make this card work, I would need to load it up with my equipment, and that is NOT WORTH IT. Protector is not good by himself, he needs support in order to make him work, and that is not worth the card slot for me. If I needed more things to protect myself with, I'd run something like Crawlspace or maybe Norn's Annex because those cards are good BY THEMSELVES. They don't stop working because I didn't equip Darksteel Plate to them.
I understand why Hammer of Nazahn is a great card, but it's just that I don't have room for it. I really only need one Darksteel Plate effect, and I personally prefer Plate over Hammer because of the equip cost and because the Plate itself has indestructible. I need to try it out with my flex spot sometime because maybe I'm wrong!
As for Aurelia, the Warleader, I actually had her in this deck for over 2 1/2 years and just recently took her out! She is a fantastic card, but I had to cut her because I needed room for more important cards. Usually extra combat step cards are "win more" cards, but because the effect is on a creature it's great
Tajic, Blade of the Legion calls for a completely different play style than Kalemne. He isn't as good as a voltron general because you need to have at least two other creatures attacking as well in order to activate his battalion ability, and even then, his damage output isn't even close to Kalemne because Kalemne naturally has double strike. Sure, Tajic players don't need to run Darksteel Plate, but Kalemne players don't need to run things like Fireshrieker or Silverblade Paladin to get in for crazy amounts of damage and double the Sword and Jitte triggers. Besides, indestructible isn't always relevant anyways. If you're playing against something like Meren of Clan Nel Toth for example (an archetype I play against frequently), they'll rely less on destroy effects and more on sacrifice effects like Fleshbag Marauder. If you like winning with Tajic by casting Obliterate and having the only creature left on the board, then by all means go for it. Kalemne is just better at everything else
1 week ago
Champion of Lambholt Works really well with token builds, making your creatures unblockable. Your commander may get removed a few times, so having more protection could be good. Champion's Helm for hexproof and Darksteel Plate for indestructible.
1 week ago
the amount of voltron support feels good at the moment. However I do agree that a few cards are not good enough to warrant a spot in the deck. Both Godsend and Cultivator's Caravan have been replaced by other interesting options.
I had a few games in which Worldslayer impacted the board heavily and opponents just scooped after seeing all go to waste. I had some evasive measures that kept me partially safe. Like a Land Tax with 1 mana at the hand and a Darksteel Plate in two seperate games where I had the pleasure of excecuting the slayer's ability. Ill stick with the MLD for now... It's a fun twist in a usual linear voltron approach.
1 week ago
I like what I see here. You definitely went for a more combo-centric Death and Taxes deck rather than going for an all out Darien Soldier Tribal deck. I like it!. It's definitely one of the better decks that I have seen and is definitely geared more towards winning. It's how you build a decent mono-white deck. DO NOT TAKE OUT YOUR STRONG HATE CARDS. They are the strength of this deck.
Cards I would consider taking out is Akroma's Memorial, Teferi's Protection (because your permanents phase out and it's a dead card in your hand most of the time), Comeuppance, Stoneforge Mystic and pretty much all of your equipment except protection like Swiftfoot Boots and Darksteel Plate. I know it goes well with your Historic cards but to me, white is much better and going wide and bulking up that way then stacking equipment that your opponent can chump block for days. Plus your commander is a whimpy 3/3 for 6. You want the ability.
I would add in more removal like Wrath of God and Terminus to go all out control and lock the game out. More card draw so your big mana doesn't go to waste, you have more answers and you can win the attrition battles of trading 1 for 1 and out-value your opponents with board wipes. Angelic Chorus and Archangel of Thune would be neat additions as well. Cathars' Crusade+Altar of Dementia is a good finisher.Hero of Bladehold can provide some early pressure. Mother of Runes seems like it would be perfect with this deck. Iona?
Out (my opinion):
Hammer of Nazahn
Thran Temporal Gateway? Look at your mana curve. Mostly under 4 anyways.
Settle the Wreckage
Platinum Angel (Any removal spell kills it). Not worth 7 mana
In: 2 plains Wrath of God, Terminus, Cathars' Crusade, Knight of the White Orchid, Hero of Bladehold, Iona, Shield of Emeria, Staff of Nin, Carnage Altar, Archangel of Thune, Mother of Runes, Condemn Oblivion Ring, Cauldron of Souls
Not trying to burst your bubble or anything, but I would not take your deck to tournaments. You'll be sadly dissapointed. It's not nearly as versatile as say Mono blue, mono black or Simic. Board wipes and removal kill you even with all the protection that you do have. All decks except blue are very open to Cyclonic Rift and we know that will always be a thing. Your deck is nasty don't get me wrong, but you are going up against 3 other players that aren't casual in tournament play. Try it for sure, but don't get your hopes up if you run into a Zur or mono blue Teferi deck.