|Commander / EDH||Legal|
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|Commander 2016 (C16)||Rare|
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Artifact — Equipment
Equipped creature gets +1/+1 for each card in your hand.
Equip (: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays in play if the creature leaves the battlefield.)
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Empyrial Plate Discussion
1 week ago
Sorry, I guess I missed exactly how low budget this deck was.
O-Naginata and Empyrial Plate seem like some strong buff equipments. In addition, you may want a few more haste-enablers in the deck. Swiftfoot Boots does that and double up as protection, while Obsidian Battle-Axe auto-equips to your commander and provides a nice little buff. Finally, Skullclamp is a great source of card draw with how often you're sacrificing stuff.
1 week ago
Regarding Scorched Ruins that would make a difference if I had such high probability for any opponent to run a Strip Mine any given game. I've only had it happen once, where an opponent played it 1st, but I have about 40 lands in my Sram deck so I just sat with the ruins as a dead card in my hand & played plains until my opponent popped something else. Otherwise, if I can get Scorched Ruins out first and crack it for the 2 ramp I sometimes feel it already gave me the value I was asking for (I feel it is much more of a hindrance with Strip mine played 1st as a deterrent, where you may not even get a chance to tap for mana)...So maybe in a more land-packed Sram deck it is more worth the risk.
Yes! -- Empyrial Plate, that card really forces people to make some decisions faster than they want to!
1 week ago
thanks for the review here. In the past I played with Scorched Ruins, but land destruction is something common here. Everyone runs Strip Mine. If they strip this one, than I get a serious blow. But on the otherhand, it is indeed great ramp. How do you feel about this, knowing that strip mines are common here?
thanks for sharing your input. I am curious on your stance after my answers;
Cultivator's Caravan : Basically for 3 mana you get to draw a card and get 1 mana available in return. With ramp for the next turns as a result. I feel this is something that helps me equip faster midgame.
Myth Realized : acts as a backup plan. Mainly to make him a bloker on instant speed when needed. It's a try, since I didnt get to play him yet. But I do not plan on equipping him that often. But perhaps it's too narrow to keep?
Opal Palace : Since colorless mana is not a real issue in this deck, then what do I have to lose if I do not use that second ability that often?
Empyrial Plate : This card had some great plays in my deck. I am a fan of it!
Strata Scythe : Although you sac a land, it's still gives lots of value and in our playgroup there are several white players boosting me too :-)
2 weeks ago
Some things I like:
I also like the fact that this deck seems like it can function very well without the commander.
Some suggestions to put in:
Dowsing Dagger - just a good equipment that, ya'know, turns into a black lotus later.
Sram, Senior Edificer - you desperately need card draw my friend.
Puresteel Paladin - I see him in the maybe board. Put him in.
Stonehewer Giant - never underestimate tutors.
Leonin Shikari - two words: combat tricks.
Dispatch - good removal.
Swiftfoot Boots - protection, haste.
Sword of the Animist - you'll be attacking a lot, this will ramp you a lot.
Open the Armory - yayyy more tutors.
Hammer of Nazahn - auto equip.
Sun Titan - omg dude. 60% can be recurred by this guy. SO worth it.
Foundry Inspector - discounted artifacts.
Sculpting Steel - copy all your best stuff.
O-Naginata - double strike is useless without trample.
Inspiring Statuary - all of your equipment are now mana rocks for your creatures.
Some things to take out:
Grappling Hook - too expensive.
Hammer of Ruin - to limited in what it does, to conditional.
Empyrial Plate - you'll never have enough cards in hand to make this worth it. Better options out there.
Bonesplitter - just a weak equipment.
Cranial Plating - Illegal in a Balan ddeck because of the activated ability
White Knight - lackluster.
Paladin en-Vec - focus on equipment creatures. Stick to the plan!
Hope some of this helps friend!
2 weeks ago
Personally, knowing how the Kolaghan clan works, I feel the rig should come with haste, but that's just me I suppose. Main thing is I understand better that Hero's Blade also doesn't make the cut for exactly that reason that it is not worth just the potential for a free equip (though I do see it as better than Piston Sledge personally).
Regardless, have you done any playtesting with Elspeth, Knight-Errant or Duelist's Heritage? In my mind these would come in for Power Matrix and Battle Mastery respectively, but I do not know if you had tried those cards already. Also, I see Empyrial Armor, but if you run that then why not Empyrial Plate as well? Aren't they the same thing?
Lastly, how often have you felt you needed to recur or resuse any of your cards? I know white doesn't have much for recurring cards, unless it is creatures and probably through attacking, but would this deck benefit or suffer from making space for cards that either can recur themselves or can be brought back?
1 month ago
I'd recommend Sword of Feast and Famine instead of War/Peace. Untapping lands and forcing discard is just too potent.
Another synergistic equip is Empyrial Plate - buffs per card in your hand.
1 month ago
Hey TheRedGoat! I'm not sure why more people haven't noticed yet, but think Kefnet seems like a great control commander. He can draw cards, is hard to kill, cheap to cast, has good power toughness numbers, and even has flying. Leaning on artifacts whenever possible for ramp and voltron and maybe even some resource denial seem like good angles to me. I mean Empyrial Plate on an attacking Kefnet is a 2 turn clock...seems pretty good. Training Grounds or Heartstone seem good enough to keep the hand full of answers for control. Culling Scales can stay in play indefinitely because it can just target Kefnet if there isn't anything smaller. Tangle Wire can just tap him if you can't attack anyways.
Mono blue doesnt have to be control either, having lots of creatures instead of control cards can be good too I think. It might drop a tier or two but you could still build a quality fun blue beatdown deck. I like building lower powered decks as well as more competitive ones, so flying tribal seems cool to me. Put in Kozilek, the Great Distortion as a Kefnet attack enabler for style points.
But really I think a few cards from each main strategy you mentioned could actually work together well. They're mostly all artifact based ideas so you can take advantage of artifact synergy cards like Fabricate and Whir of Invention. Good luck I'm interested to see it.