Legendary Artifact — Equipment


This spell costs less to cast for each attacking creature you control.

When Embercleave enters the battlefield, attach it to target creature you control.

Equipped creature gets +1/+1 and has double strike and trample.


Browse Alters View at Gatherer


Have (1) Azdranax
Want (2) Thesurcharge , gademers

Printings View all

Set Rarity
Throne of Eldraine (ELD) Mythic Rare

Combos Browse all


Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Pioneer Legal
Commander / EDH Legal
1v1 Commander Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Historic Legal
Arena Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Highlander Legal
Legacy Legal
Casual Legal
Oathbreaker Legal

Embercleave Discussion

SilentPlague on Menace or Insane?

1 day ago

Pheardemons, glad it inspired you to run with something you enjoy. I know what I have is not exactly what you suggested, but it was a large inspiration. I was hesitant with Dreadhorde Butcher and ultimately did not play it. I want to be careful having too many creatures without menace in the deck. I feel like Archfiend's Vessel is a good exception given it is a solid one drop and Murderous Rider keeps the battle field controlled for menace creatures.

I actually have not needed to use Call of the Death-Dweller and Archfiend's Vessel combo yet. No one blocks it. It has been exiled. In that sense, it is a good deterrent and keeps cards that exile away from the menace creatures that do all the damage.

4 Embercleaves could be problematic given the legendary rule as your are hinting at. The deck truly is race to win. I have had a ton of success with friends so far. Have not lost yet. Will see what local FNM brings when they open back up.

Pheardemons on Menace or Insane?

1 day ago

SilentPlague - I've been playtesting the version of the deck I recommended to you and I've made a couple changes. I've taken out one Call of the Death-Dweller, one Eliminate, and one Kroxa for a third Embercleave, and two more Hunted Nightmares. My friend recommended to me that this deck wants to race to win and Embercleave is an ALL STAR for this. I'm debating on upping it to four, but it is one of those cards that you do NOT want to see multiples of. Hunted Nightmare has been pretty sweet too. The deathtouch has been almost irrelevant due to the menace and whatnot.

I've had a turn one Insolent Neonate, Turn two Kari Zev, Skyship Raider, to a turn three Hunted Nightmare. To then swing out on turn four after playing Sonorous Howlbonder or Labyrinth Raptor and it's fairly explosive. I've thought about trying to get some Dreadhorde Butcher in the deck but it'll only get menace with Call of the Death-Dweller.

Just wanted to let you know some of my thoughts and successes with it so far. It's been pretty fun.

Scallywallwest on I'm Menacing

6 days ago

BRG24, thank you for commenting! I used to have her in an earlier version of the deck, I'm not quite sure what happened...but looking her over again, I realize that Kari is probably a pretty good add. I already have some easy ways to make room for her. As for lands, I forgot Smoldering Marsh existed! As for Dragonskull Summit...Our playgroup agreed that all decks would try to stick to $70-75 and I may be on the edge of that. Castle Locthwain sounds good, and I'll give it a try to see how it performs. Again, thank you for your suggestions!!

SilentPlague and VampDemigod: SilentPlague, I agree with you about the Embercleave combo, but that may push me over budget. I'll try to squeeze it in if I can, but you can bet I have my eyes on that. And VampDemigod, I agree with you about the blocking plans, as a 2/1 can easily take out an early threat with low toughness.

Thank you, all three of you for commenting! I wish you all the best of luck with your future deckbuilding! :D

SilentPlague on I'm Menacing

6 days ago

Kari Zev, Skyship Raider is also helpful with the extra attacker if you are looking at utilizing Embercleave. I see it is in your maybe board. If you go with Embercleave, then Kari is a solid add in with menace.

Ninjew42 on RB Aggro Pirates Win

1 week ago

Omniscience_is_life, I have no Blood Crypt or I would include them for sure. Embercleave is nice but WAY to expensive as I would want to run at least x3, and does not fit my theme of Pirates.
Kari is cool but ends up being kinda useless compared to other better options. Had her in an early build and she got punted.
The Adaptive is a good card for tribal, but 3/3 is not as scary as 4/2.
Dire Fleet Captain is junk. I had him in an early build and found him to be ineffective at best.

Omniscience_is_life on RB Aggro Pirates Win

1 week ago

don't know how budget you're going for here, but I have a few suggestions:

Blood Crypt. For super aggro, that 2 life isn't going to hurt one bit, and any sort of Rakdos split is great. Never wanna be dead in the water with no red/black sources!

Embercleave. Just a great finisher, the mana reduction will almost always make it around the same cost as the Bravado, but plus trample and it sticks around.

Kari Zev, Skyship Raider. it never hurts to get two attackers for one, especially when one of them is Kari.

More lord effects! I'm sure you've noticed how nice the Neckbreaker's buff is, but he costs a ton mana-wise. Some sort of shapeshifting tribe-of-your-choice buff could be nice, maybe an Adaptive Automaton?

Lastly, Dire Fleet Captain has the potential to be, just so massive for such little mana... he's wonderful.

hope this helps, great deck!

MTGBurgeoning on Gruul Stompy Featuring Xenagos, God of Revels

2 weeks ago

Upon reading your comments:

1) I did swap out Migration Path for Skyshroud Claim. Fetching-out Stomping Ground and Cinder Glade with Skyshroud Claim feels really, really good.

2) I agree with you about Altar of Dementia. I initially failed to realize that it was included as part of the token package. Once the token package was removed, Altar of Dementia was ineffective and a waste of a card slot. Without a bunch of token creatures and Craterhoof Behemoth, Altar of Dementia is easily expendable in this deck.

3) I do like Etali, Primal Storm and am considering its inclusion in the deck. Etali, Primal Storm's attack trigger can be really powerful and add another element to our plan, as you mentioned above.

4) I don't want to be "that guy" with this deck. I do have a copy of Blightsteel Colossus for the purposes of eliminating any unfair or unfun players from the table. I once had the Savage Ventmaw and Aggravated Assault combo in this deck, but took it out. I didn't want to go infinite with this deck.

Upon perusing my collection, I did not find a copy of Bonders' Enclave. When I get one, it will replace Mossfire Valley.

I also did not have a copy of Nylea, Keen-Eyed. I was bummed-out about that, but once I acquire a copy she'll fly right into Xenagos's waiting arms!

I play-tested the following ten changes:

1) Quartzwood Crasher in and Avenger of Zendikar out.

Quartzwood Crasher made some big trampling creature tokens. Its presence was noticeable in the deck and did more in combat than Avenger of Zendikar ever did.

2) Godo, Bandit Warlord in and Chancellor of the Forge out.

This was the biggest difference for me during the initial play-testing of these changes. Godo, Bandit Warlord fetched Embercleave every time. Once, I entwined Tooth and Nail to put onto the battlefield Godo, Bandit Warlord and Worldspine Wurm. The Embercleave came into play and then was equipped to Worldspine Wurm. At combat, Xenagos, God of Revels gave Worldspine Wurm +16 +16 to enable a 32/32 trampling and double-striking beat-down. In another game, Xenagos, God of Revels was cast on turn four followed by Godo, Bandit Warlord on turn five. After he fetched Embercleave and it was equipped to him, combat ensued and Godo, Bandit Warlord got +4 +4 and haste, enabling an 8/8 trampling, double-striking and hasty attacker. Then, after the additional combat phase, Godo, Bandit Warlord attacked as a 16/16 trampling double-striker. This 48 damage knocked the opponent right out of the game. Godo, Bandit Warlord is awesome in this deck!

3) Ghalta, Primal Hunger in and Craterhoof Behemoth out.

As hoped, I was always able to cast Ghalta, Primal Hunger for a handful of mana, and often for just . With a couple of bigguns in front of him, getting Ghalta, Primal Hunger into play with Xenagos, God of Revels on the battlefield was game-ending.

4) Giant Adephage in and Living Hive out.

I did not draw Giant Adephage once. I did not tutor for it either.

5) Here's where it gets a little complicated. I failed to record a change I made to this deck list when I swapped out Malignus for Rampaging Brontodon prior to posting on tappedout. So, technically, Malignus was not in the deck and Rampaging Brontodon was. It just wasn't reflected in the deck list. As play-testing began, I decided to leave Gaea's Cradle in the deck and not make a change. However, after multiple times of putting into a play a useless Gaea's Cradle (that hurts to say!) or one that only taps for , I decided this card deserved a deck more fitting for its level of power. So, I eventually replaced Gaea's Cradle with Malignus and was happy I did. During one of the games I Malignused one of my opponents out of the game on turn five. Malignus is back!

6) Momentous Fall in and Altar of Dementia out.

I did not draw Momentous Fall once during play-testing.

7) Return of the Wildspeaker in and Comet Storm out.

I did not draw Return of the Wildspeaker once during play-testing.

8) Reap the Past in and Moldgraf Monstrosity out.

I did not draw Reap the Past once during play-testing.

9) The Great Henge in and Temporal Aperture out.

As predicted, The Great Henge is bonkers in this deck. In one game, I was able to cast The Great Henge for and then cast Ghalta, Primal Hunger for on the same turn! Having Ghalta, Primal Hunger enter the battlefield with a +1 +1 counter and drawing a card was awesome. Aside from Godo, Bandit Warlord, The Great Henge was the most noticeable game-changing addition made to the deck during this initial phase of play-testing.

10) Skyshroud Claim in and Thaumatic Compass  Flip out.

As mentioned earlier, fetching-out Stomping Ground and Cinder Glade with Skyshroud Claim felt good. It felt really, really good. These lands are unfetchable with Thaumatic Compass  Flip or Migration Path. Good suggestion!

Additionally, the overall speed of the deck was noticeable as well. I was threatening opponents by turn four or five every game.

I plan to continue play-testing until I have been able to play with all of the potential new inclusions. I appreciate your suggestions and your kind words regarding my responses. The Magic Community is important to me and it becomes stronger with positive communication. Thank you for being a part of that.

TypicalTimmy on Omnislash v5

2 weeks ago

Embercleave and Godsend are also fun ;) For Godsend, you'll want to exile their Commander to lock it out of the game as long as Godsend remains on the field. I also have Scythe of the Wretched in my deck, too.

My deck isn't really well built, though. Every single time I playtest it, it seems to always lose. Not sure why. Always ends up garnering a ton of hate and I always seem to draw out of order - either not getting my equipment or not getting my Knights. Oh well.

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