Ethersworn Shieldmage

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Archenemy (ARC) Common
Alara Reborn (ARB) Common

Combos Browse all

Ethersworn Shieldmage

Artifact Creature — Vedalken Wizard

Flash

When Ethersworn Shieldmage enters the battlefield, prevent all damage that would be dealt to artifact creatures this turn.

Ethersworn Shieldmage Discussion

Doniumbra on Major deck help needed Sen ...

1 year ago

I guess I wanna be a more control based deck, and i'm aware that Sen Triplets Can be removed very easily however if I added Soul Manipulation and 2 Sharuum the Hegemon for revival and Indomitable Archangel and Ethersworn Shieldmage for protection as well as Fabricate for searching wouldnt it be fine? and most likely Scourglass for board control

Errast on Breya flicker EDH

2 years ago

The Wellsprings would be a good start, with Ichor Wellspring, and Mycosynth Wellspring.

Panharmonicon is a must in most flicker decks, especially if you plan on making use of both artifacts and creatures.

Astral Slide, while demanding a lot of cycling cards, is pretty cool as repeatable, on-demand blink.

Brago, King Eternal doesn't care what kind of permanent you want blinked, he'll still blink it.

Spine of Ish Sah/Duplicant are hard removal, and spine is damn near unkillable as well.

Ethersworn Shieldmage blocks any combat damage, or Blasphemous Act effects from killing your artifact creatures, which makes Blasphemous Act a one-side boardwipe for you.

Then Flametongue Kavu, Solemn Simulacrum, and Archaeomancer are all pretty self explanatory blink creatures.

Vasseer on

2 years ago

Drag Under is strictly worse than Repulse, Faerie Trickery is almost always better than Cancel, Think Twice is better than Counsel of the Soratami. Rishadan Cutpurse makes your opponent tap 1 land per turn, which does basically nothing... Gulf Squid does basically the same thing but better. Why is Saltskitter even here it does nothing. Ethersworn Shieldmage also does nothing with only 7 artifact creatures, and the fact that witch has it enter on eot. The annihilator 1 from Hand of Emrakul is not enough to warrant it's inclusion, (Crusher is great though). Lens of Clarity wasn't even playable in draft and should never ever be put in a deck, it's basically 1 mana discard a card. Sage of Epityr is better than Sage Owl by a lot. Quite honestly you really need to either cut the artifact theme or go a lot deeper on it, cause right now you're playing 13 artifacts and 3 of them need other artifacts to be good, your Faerie Mechanist will hit like 1 in 4 times meaning you're paying 16 mana to draw 1 card. Scrivener gives you another way to go off with drake as would playing Cloud of Faeries and High Tide. Trinket Mage is like one of the best cards in the format and you have enough artifacts if you add Ancient Den and Seat of the Synod to make it playable plus they make your other artifact cards better. Ash Barrens is the format's new best mana fixing obviously after Command Tower. Treasure Cruise is also legal. You have like 0 ways to interact with artifacts or enchantments, if you want to keep your artifact theme going Dispeller's Capsule is really good, otherwise there's Seal of Cleansing, Disenchant, Wispmare (who can be flickered in response to evoke sac), Absolver Thrull and a bunch of others. Knight of the Mists is tech against the knight player. Also Sea Gate Oracle.

Rhystic Study is great in multiplayer, but garbage mediocre outside of it, Mystic Remora is always nuts. Also pauper edh is a 1v1 format (usually).

Samuel-Frederick on

3 years ago

This deck is very simple to play on the face of it, but is very easy to misplay and find yourself in trouble. Unlike most decks you run no removal, you have no instants or sorceries, you run almost only creature cards, and the 4 cards that aren't creatures simply make your creatures bigger. Other decks that fit this theme are very fast aggro decks, but this deck isn't that fast either, but don't worry too much about that.

You run 8 one drop creatures (Vault Skirge is a one mana creature unless you have nothing else to do with your mana), but you also run 12 lands that come into play tapped. Do not feel you have to play a creature turn one, play the land tapped turn one first, the reason for this is so it doesn't slow you down in the mid game (where your deck shines), and you aren't in a rush to run in either, so don't worry if it feels a little slow of the ground.

Your deck is like cogs in a machine, they all work well together. A 'Lord' is a creature that gives a bonus to a group of creatures, Chief of the Foundry and Grand Architect are both lords, then Tempered Steel is another lord of sorts. These make all of your creatures huge and incredible value for mana, those little one mana guys will pack a huge punch at any stage in the game!

You also have Etherium Sculptor who is another sort of lord, but instead of increasing power, decreases the cost of all artifacts you play by 1 colourless mana. This doesn't work on creatures that have no colourless mana cost, such as Court Homunculus and Esper Stormblade, (or the Grand Architect of course) but does make all your other creatures cheaper, and lets you cast Vault Skirge for 0 mana.

You don't run any instants or sorceries, but you have a couple of creatures with effects that help you out. Faerie Mechanist is a draw spell, but along with drawing you a card it's an artifact, and blue for the architect. The deck also runs 2 Ethersworn Shieldmage, this guy is awesome, but the deck doesn't run on instant speed so it only wants the two. Always remember you have a main phase before and after combat, always play creatures AFTER the combat phase. This way you attack with your creatures, if the opponent blocks to kill your creatures, or plays a combat trick to kill them, or something similar, you can flash in your Ethersworn Shieldmage to save your guys. However, if you don't need to use him then don't, play something else on your second main phase, then keep him for the next turn when you attack.

Finally, you have the Grand Architect. This guy lets you get to huge amounts of mana very quickly, which lets you get Sphinx of the Steel Wind out of the field a little earlier. It's almost always worth tapping your creatures for the mana to get these big guys (or multiple small guys) on the field to apply pressure. But not only does he let you ramp mana, he's a Lord to blue creatures, and lets you turn creatures blue, so he's good at any point in the game.

This deck is great fun to explore and play around with, and to modify with the artifacts of your choice. When you look to build a sideboard, add in cards that the deck doesn't have anything of, such as removal for creatures, artifacts and enchantments, you could run counter spells for when playing against control, and life gain when playing against aggro.

Most of all, enjoy the deck, and play the cards you love, and the more you play, the more you'll win. These guys will help out as much as they can!

S.F.

Arnaud on Ephara - Draw and Resilience

3 years ago

After some researchs, i list here some creatures i could consider :

Instant Speed Creatures :

Ethersworn Shieldmage : even if a don't play artifact creatures, this card can block like an indestructible for 3

Darksteel Sentinel : the same use, for 6, but indestructability lasts and the card has vigilance

Dawnfluke : even for its evoke costs : can save a creature, and make a draw for 1

Restoration Angel : a good blink effect, if needed

Seht's Tiger : can be very powerful against a monocolor deck

Silumgar Sorcerer : seems a good option... even allowing me to sacrifice my creatures producing token or effects when dying.

Vendilion Clique and Venser, Shaper Savant are good control cards here two... but i don't have these cards.

jandrobard on Cards whose art deserved a ...

3 years ago

Nobilior a lot of cards from Esper had really cool art. a few more: Ethersworn Shieldmage, Sanctum Plowbeast, Spell Snip, and Windwright Mage.

Korlus on Blue/White, Evo, Spirit

3 years ago

I did some more digging. Here is a list of all blue/white spirits that Steel of the Godhead could apply to. Vassal Soul doesn't seem worth running, and Swans of Bryn Argoll is mediocre in a deck that can't abuse its ability (e.g. you don't want to turn the enemy's Lightning Bolt into an Ancestral Recall). Godhead of Awe also seems not-useful.

Sovereigns of Lost Alara seems useful, but it would do better to fetch Eldrazi Conscription than the Steel, making it a questionable reason to include the Steel.

Non-spirit UW creatures that are notable include:


I think that you will struggle to find a deck where the majority of creatures want to use the Steel, leaving it as a dead draw and a card that you want to tutor up (off of effects like Tallowisp etc).

Other cards that go into an enchantment theme (but you have to be careful balancing the number of spirits in the deck if you want to use Tallowisp as the main engine) include:

As another note, you may want to consider Honor of the Pure over Favorable Winds - almost all of your creatures are white. You have two "Misses", where the Winds has ten currently. I'm not sure that either has enough synergy to deserve to be in the deck, but Honor of the Pure will serve you better than Favorable Winds.

You currently run 6 auras that are not removal. While not inherently terrible, you will end up with hands clogged with them when you would rather have creatures. If you can, I would try and cut down on some of them and move them to the sideboard. The problem when designing a "toolbox" is to try and solve every problem. It's best to solve most problems, and leave a few one-ofs in the sideboard for those niche cases when you need the other solutions. If your game plan ends up being "Play Geist of Saint Traft, load it with Auras and win", this becomes slightly more excusable (Geist is much harder to kill in response to the aura being played), but it's still a rough spot to be in.

Finally, I would include at least one totem armour in the deck (likely Hyena Umbra), because your Drogskol Captain will always want protecting whenever it is out.


Some other cards to consider:

I am currently considering putting Eidolon into my own deck in place of Stormbound Geist, as I find an early blocker would often be better than the resilience that the Geist offers. Doing this would force me to switch from Favorable Winds to Honor of the Pure, and leave my Dungeon Geists unbuffed. In the new set, we are going to see a new 1 CMC spirit - Topplegeist (link as not yet on Tappedout).


As such, I can see five ways to go with the deck:

At the moment it seems like you are trying to do most of these simultaneously, and not managing to do any of them well.

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