Durable Handicraft

Legality

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

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Set Rarity
Kaladesh Uncommon

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Related Questions

Durable Handicraft

Enchantment

Whenever a creature enters the battlefield under your control, you may pay . If you do, put a +1/+1 counter on that creature.

, Sacrifice Durable Handicraft: Put a +1/+1 counter on each creature you control.

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Durable Handicraft Discussion

Voxelfox20 on GB AGGRO *energy*

1 week ago

Id swap out 2 Greenbelt Rampagers or 2 Rishkar, Peema Renegades for 2 Scrounging Bandars.Use your Verdurous Gearhulk and Rishkar, Peema Renegade to throw counters on Scrounging Bandar and Walking Ballista, triggering Winding Constrictor to put an extra counter on both, this then means you can use Scrounging Bandar's ability to move the counters on it over to Walking Ballista. I would also suggest Kujar Seedsculptor or Lifecrafter's Gift for the counter ramp, personally i find Longtusk Cub very dependant, same goes to Greenbelt Rampager, its very efficient but its been holding me back in tests with my own B/G Energy Counter deck. Lastly Durable Handicraft can be a good generator. Hope this advice helps! :D

MoonTurtle7 on Help being a monster

1 week ago

Honestly sir I believe you could run reanimate sac based deck that forces them to get rid of their creatures and Vampire Hexmage to help with the rest especially if you can use her more than once. At least counterwise. Thought you didn't ask for that.

With narset you have to be very careful using creatures, and dealing with opponents whom abuse Grave Pact style things. Try to use as much Scry and top deck manipulation as you can to make sure that when Narset goes off it's more impactful.

Though with Atraxa one of the biggest keys could be a douchey "land destruction choke" seeing as Atraxa can be a little tricky with that extra colour. Once Narset hits your mana becomes a little less relevant so it doesnt hurt you so much. Because land destruction is considered pretty taboo it actually tends to be cheap. That is if you're comfortable with that

Outside of that, but keeping with that kind of theme, Blood Moon is something that stops Atraxa dead in her tracks (you don't really use mana anywho, and you can play mana rocks for free) Although it's price is pretty ridiculous. Authority of the Consuls Aura of Silence Blind Obedience Ghostly Prison Propaganda Sphere of Safety Are all pretty standard for slowing down the creature based Atraxa, silence leaning towards stopping things like Death's Presence and Durable Handicraft Helix Pinnacle it atleast slows her down (the helix turn 1 is scary real fast)

Darksteel Mutation and Imprisoned in the Moon both just make Atraxa dead weight.

Anything that lets you take extra turns without being a creature is broken. (thought they tend to be expensive)

If you can make narset indestructible boardwipes are awesome most of the time.

Strionic Resonator lets you double up on her ability.

removal is free if you get her going, bonus points if it has flashback, or buyback

A good place to look might be towards things Zur the Enchanter would use. He tends to lean a lot towards stax and pillowfort which may help.

NinjaMonkeey on Green White +1+1

1 week ago

Ajani's comrade is very weak, i would cut it and replace it with Walking Ballista and maybe adding Durable Handicraft

sagramore on Crazy Cat Menagerie (Standard, Budget) (Was Nissa)

2 weeks ago

majin_shinsa - Yet again some very nice card suggestions there, thank you. I will have a good think about them. I can see a couple of options including (but not limited to):

Also very interested in Durable Handicraft and Heroic Intervention even if just for the sideboard.

majin_shinsa on Crazy Cat Menagerie (Standard, Budget) (Was Nissa)

2 weeks ago

What about Oath of Ajani? +1/+1 to all your creatures wouldn't hurt and you can cast it multiple times. Durable Handicraft could be a fun card in a janky kind of way. No one would expect it! Heroic Intervention is a card that I have fallen in love with in the new world of Sweltering Suns/Ulamog, the Ceaseless Hunger. Vizier of the Menagerie lets you keep casting creatures as long as you have mana.

greatdevourer on Tips for Momir Vig? 1st iteration

1 month ago

Let me start by saying that you have picked a great commander. I like Momir Vig, Simic Visionary. He is so much fun, as long as you don't mind shuffling alot. Here's my Simic deck Simic Toolbox for a reference.
Momir Vig, Simic Visionary let you build a toolbox deck that has many options and deal with a wide variety of threats. Let's use that.

I'm going to start with basic strategy, then move onto what to remove, and then what to consider putting in.
Due to the likelyhood of Kozilek, Butcher of Truth, Ulamog, the Infinite Gyre, Gaea's Blessing, or Elixir of Immortality being in an opponent's deck, the mill stategies tand to not work well in commander games. Especially multi-player games. Now, I'm not saying that you can't mill the opponents, just don't rely on that stategy too much.
Additionally, you should be in the 34 to 38 lands range. Only having 29 lands could really slow you down. Don't rely on mana creatures because opponents will target them to hinder you.

I would remove the following:
Blanchwood Armor, only sees forest, auras aren't that good in commander, and there are better options.
Curse of the Bloody Tome, only works on a sinlge opponent.
Khalni Heart Expedition, there are much moer efficient land seach methods.
Ring of Kalonia and Ring of Thune, there are better equipments and other artifacts to consider.
Gridlock, weak tap target permanent ability. Too much of a mana sink.
Gatecreeper Vine, Creatures with defender can't attack and in later parts of the game, just disappoint more often than help. The search for a gate only nets one card.
Skullwinder helps your opponents as much as it helps you.
Wood Elves only finds a forest. Borderland Ranger, Sylvan Ranger, or Farhaven Elf may be better options. And/Or add Breeding Pool.

Without haste, creatuers that have tap abilities are just targets until they lose summoning sickness. Let's minimize those.
Boreal Druid, Kiora's Follower, Llanowar Elves, Merfolk Mesmerist are all cards to consider cutting for lands or stronger creatures.

These are maybe remove or maybe keep, depends on where you want to focus:
Fertile Ground, more land would be better.
Ghostly Touch, better ways to untap a permanent
Paragon of Eternal Wilds, only sees green creatures.

Now for the toolbox creatures. Let's really expand on your +1 counters theme. In no particular order:
From my deck, look at Cytoplast Manipulator, Cytoplast Root-Kin, Cytospawn Shambler, Forgotten Ancient, Helium Squirter, Plaxcaster Frogling, Spike Feeder, Spike Weaver, Triskelion.
Additionally Armorcraft Judge, Baloth Pup, Oran-Rief Hydra, Ainok Guide, Avatar of the Resolute, Battlefront Krushok, Hooded Hydra, Experiment Kraj, Fertilid are all fun cards with abilities that capitalize on counters.
Mystic Snake gives you a repeatable counterspell when you have Roaring Primadox or a Crystal Shard on the field.
Murkfiend Liege, makes everything stronger and untaps your dudes each turn. Truly obnoxious with a Hair-Strung Koto in play.
Gilder Bairn can accelerate your creatures and planeswalkers. But to really abuse it you need a Holdout Settlement, Springleaf Drum or Hair-Strung Koto in play to tap it.
Sphinx of Magosi has been a favorite of mine in commander decks. Flyer, card draw, and keeps gettign bigger.
Omnibian is a good way to remove an opponents blocking creature by reducing it to a 3/3 after blockers are declared and before damage happens.
Simic Guildmage is good for the counters, but if you really want to run some auras then he gets better.

Other cards to consider:
Crystal Shard lets you block and then bounce a creature you control so that you can reuse the 'enters the battlefield' triggers.
Durable Handicraft give you an option to put a counter on any creatures as it enters the field.
Hardened Scales is a great card in this deck and is cheaper than Doubling Season.
Halimar Depths, Khalni Garden, Llanowar Reborn, Oran-Rief, the Vastwood, Temple of Mystery and Treetop Village have always been good to me.
Simic Growth Chamber lets you bounce the Halimar Depths, Khalni Garden or a tapped basic. Also retriggers the landfall cards.

Writing this up has made me want to get off my chair and go build my Simic commander deck. Thanks!I hope that these suggestions help you. As always, temper these suggestions with your collection and your budget. Feel free to take a look at my decks and let me know what you think.

Bissin on Counters: +1 for me, -1 for you

1 month ago

Seems like a solid gameplan TitanofYAW. Have you thought about putting in counter engines like Durable Handicraft, Might Beyond Reason, or Obsessive Skinner? These could easily combo with Fairgrounds Trumpeter to create another big threat over time.

The Throne of the God-Pharaoh seems out of place here, I understand the reasoning for it but it just seems that it doesn't fit the idea of the deck as well as something else.

I feel that to help out the -1/-1 counter plan you could look at Liliana, Death Wielder, I understand this may cost quite a bit but she would give you continuous snakes and can kill creatures for Yahenni.

Sideboard options: I would recommend adding Take Down to deal with fliers more efficiently than the deck already can. Maybe adding 2 Appetite for the Unnatural to further protect against artifacts and deal with enchantments when needed.

I hope these suggestions help fuel some new/interesting ideas.

Nick+ on Please Help this deck

1 month ago

If you want to get delirium quickly, Vessel of Nascency, Evolving Wilds and maybe Implement of Ferocity are useful. The mana of Rishkar, Peema Renegade could be useful for Durable Handicraft's . You could replace Janjeet Sentry, because it's ability requires 2. As for consistency, statistically you'll have 1 creature with a cost of 2 or less in your opening hand. You also don't have draw or scry effects yet to filter, Lifecrafter's Bestiary is one option. Also what's the order for your strategies, first tap then grow or first grow then tap? This decides the ratio of your cards in the deck. PS: Planeswalker suggestion Nissa, Voice of Zendikar

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