Forebear's Blade

Legality

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

Printings View all

Set Rarity
Dominaria (DOM) Rare

Combos Browse all

Forebear's Blade

Artifact — Equipment

Equipped creature gets +3/+0 and has vigilance and trample.

Whenever equipped creature dies, attach Forebear's Blade to target creature you control.

Equip

Forebear's Blade Discussion

Quadsimotto on First Strike Deathtouch Awesomeness

1 month ago

It took me a while to come up with something that might benefit this deck. I know its a long shot but ill throw the suggestion out there. Problem is, where the hell would you squeeze it in? Maybe test with it?

Forebear's Blade +3 is a minimum of of 3 trample damage getting through with your first striking death touchers.

The main upside is if something with this attached to it dies you can just move it on over to the next dude.

hydrothermia on Izzet Valduk

4 months ago

You have some synergy here, but I think you can optimize it more. Here are some suggestions that may help.

  • I think Tilonalli's Summoner would be a better option then the Champion of the Flame.
  • Forebear's Blade is a more viable especially if you have a creature with 1 toughness.
  • Warkite Marauder would be a good fit here as well. It's ability is very useful.
  • I'm not sure if Experimental Frenzy really fits here.
  • I can see Makeshift Munitions being useful in sac'ing the tokens before the end of turn, but it requires you to have enough mana to execute it effectively.

LoyalPaladin on Knight Tribal

4 months ago

I'm just going to make suggestions for cutting and adding, but they're more suggestions on what I would do if I was building it. OrientSuperior might have some good feedback. He's good at going wide and tribal too.

Creatures

Not a lot to say here. I'd probably cut some of your higher CMC creatures for more low CMC knights. You probably want to treat your dragons like my Sunhome's Finest deck treats angels: sprinkle them in there, but don't make them a main attraction. Their CMC is usually fairly high.

Sunhome's finest generates a lot of 1/1's to bide time for a big angel to come out, but Knight's aren't quite as good at that as soldiers are, I'd add some more mana rocks and cut a big boy or two. Right now you're running about 22 Knights out of your 29 creatures, with three ways to get a limited number of tokens from what I'm seeing.

Artifacts

You might consider cutting Door of Destinies if you end up being more of a hybrid Knight-Dragon tribal, otherwise it's probably fine for now. I'd probably cut some equipment for commander protection and mana rocks.

Main Cuts: I'd cut these for sure, but there are a few more I'd lop off for other things.

  • Bloodforged Battle-Axe: It's a mana sink and you're going to be strapped for mana in Boros.
  • Godsend: This card isn't very useful in commander. If you exile a card it's gone, since they can't run multiple copies. If you hit their commander they'll just return it to their command zone instead of exiling it.
  • Sunforger: It's really just not that great. It's a mana sink and I actually cut it from my own deck.

Extra Cuts: I'd probably cut Forebear's Blade, Mind's Eye, and Obelisk of Urd as well. Obelisk is worse than Door of Destinies, so keep that latter if you're cutting one of the two. Mind's Eye is a good card, but I barely manage to take advantage of that in a mono-White deck crafted to ramp fast. Forebear's Blade is just so-so, it's not bad, but it's not great.

Add: You could consider Pearl Medallion or Ruby Medallion. I'd probably forgo both of those for what's below or maybe even a Boros Locket.

  • MindStone: Great mana rock with draw in case you really need it.
  • Swiftfoot Boots: You've got two commanders. Run swifties and greaves?
  • Worn Powerstone: It's a tap for two mana rock. Could be more than worth it for you.

Instants

I don't have a lot to add here. I'd probably want more instants in general, and I'm not a huge fan of Dawn Charm.

Sorceries

I'd probably cut Steelshaper's Gift for Blasphemous Act. It's half the price and a game winner if you manage to make your creatures indestructible, even for a turn.

Lands

I would cut Arch of Orazca and replace it with Terrain Generator. I'd find space somewhere in your artifacts to cut a card and add in a Reliquary Tower too. The 36th land is more important for your colors and you're more than likely to have a build up of cards with a big CMC in your hand at some point. Arch is a cool land, but you're going to rarely have that much mana on hand outside Green. If you're super set on having a card draw outlet like that, go for the Vanquisher's Banner.

Enchantments

I'd probably cut Quest for the Holy Relic for a copy of Honor of the Pure, but that's just me. I feel like the deck is built to go tall, but the tribe is made to go wide. If your deck wins because of commander damage, it's probably because you have two commanders, not necessarily because one of them got beefy.

EricFitz on I'm handing out Boros Fliers

4 months ago

Did the Sky Terror change work well? I had some other thoughts moving along with the build you were starting with.

It seems a bit overdone on the red mana since none of your red costs more than 1 red mana+(other), and most of your deck is white. I'd drop the 2 guildgates at a minimum and put in plains, and I'd also add another plains to your deck, as it looks a little mana light.

If you'd like the mentor thing to work out a bit better, you need to beef up your Aurelia and "possibly" Boros Challenger in order to get their buffs going for you. Consider dropping another mountain or two and adding a couple Guildmages' Forum for a free buff for Aurelia. I would consider Candlelight Vigil, or some easy cast equipment to help out... Jousting Lancegets first strike with that too, good for mentors who often have more power than toughness. Dowsing Dagger  FlipForebear's Blade are other decent options.

I also think the History play is neat, but has it really been changing the game for you? If it is, keep it going, but if you want to tweek with the deck a bit, I think this is another good place to do it. Your saying it combos with your Legionnaire, but even if you had 2 out, that would only mean an extra 4 damage, nice, but I think you can make your deck more powerful with another combo using your mentors, or even just going straight red spell damage. Hopefully at that time you would have out one of your bigger fliers, or add another big one like Light of the Legion(also a mentor), or go for an earlier cheaper rout with some more buffering using Parhelion Patrol.

It really depends what to add depending how you are losing. If you are losing to a sweep of your smaller guys before they get bigger, you might need to go Tajic, Legion's Edge (another mentor as well as combo too getting buffs from the guildmage land) to prevent black and red spells killing your creatures. On the other hand, if you're getting behind early in games to a more aggro deck, the change in mana will likely help, but so will having your own quick damage to take out early trouble. Lightning Strike etc instead of the big spell casts like Intervention, but easy quick for early, and still a little helpful later on to finish off a blocking creature, planeswalker, player... They are getting out more creatures than you, and you have to leave your big fliers back to defend, Sigiled Sword of Valeron or Forebear's Blade, and put the Parhelion Patrol in for sure.

Once you have a good base, you can sideboard these different sets of cards depending what types of deck you're playing against. You will probably recognize some of the people, and if you don't, you will know which deck it is after the first game.

Keep playing around with it, and have fun. It looks like you have a fun deck that can really be tough to deal with. Please keep us posted if you get it running how you'd like, and what you did to make it happen. I had fun thinking through the possibilities. Best of luck

monkeycompass on EDH rats

4 months ago

Thanks Ravenpoe121 I didn't notice. Replaced it with Forebear's Blade

Rufus303 on

5 months ago

Nillstan

Thanks! I guess I have to try it without equipments. But I have to say, that I won most games just because of the power of Short Sword. :D

I guess I have to cutout Forebear's Blade and 1-2 other cards for just some copies of Deafening Clarion and Lava Coil. Got sometimes troubles against decks which flod the board with to many tokens. Also, would you suggest to replace Squire's Devotion with On Serra's Wings at least for 1-2?

RazortoothMtg on Sword Tribal

6 months ago

The obvious theme is Equipments.

The Sword Cycle, Sword of Vengeance, Sigiled Sword of Valeron, Forebear's Blade, and Sword of the Animist are great swords. Stoneforge Mystic has swords in it's art (even though she isn't holding them).

Aurelia, the Warleader, Gisela, Blade of Goldnight, Tajic, Blade of the Legion, Jor Kadeen, the Prevailer, Aurelia, Exemplar of Justice, and Tajic, Legion's Edge are all decent equipment commanders that are holding swords. Tajic (both versions) have the most obvious swords in their art, so I would head that direction.

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Forebear's Blade occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%