General's Kabuto

Legality

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

Printings View all

Set Rarity
Champions of Kamigawa (CHK) Rare

Combos Browse all

General's Kabuto

Artifact — Equipment

Equipped creature has shroud. (It can't be the target of spells or abilities.)

Prevent all combat damage that would be dealt to equipped creature.

Equip (2) ((2): Attach to target creature you control. Equip only as a sorcery.)

General's Kabuto Discussion

Sarkhanite312 on Hundred-Handed Cat

3 weeks ago

tl;dr- I might add it in the future, I don't find it necessary at the moment.

Colossus Hammer could work here, but it kinda only works with our commander, meaning at some point, when I'm not able to pay the commander tax it becomes pretty much useless on the board- only Puresteel Paladin is able to make it equip-able once more. I'd probably cut General's Kabuto for it, but I consider protecting Balan, The Wandering Knight more valuable all in all, as it makes the games more consistent and less prone to dying to spot removal over and over again. Plus, it doesn't provide any evasive abilities on its own (unblockable, trample, protections, etc.).

Gattison on Best Way to Protect Commander ...

1 month ago

Also Glaring Spotlight , General's Kabuto and Veilstone Amulet .

And for redirecting cards there is also Shunt , as well as the more situational Reroute and Ricochet Trap .

hoffie4 on The Old Ways

7 months ago

You can also try to use Pariah's Shield + General's Kabuto + Magebane Armor, or anything that grants indestructible like Darksteel Plate to make losing by damage almost impossible.

ZendikariWol on Valduk Voltron

9 months ago

Vicious Shadows actually doesn't work (nor does Stalking Vengeance, and for the same reason), because when a creature (or in this instance a token) doesn't die when it's exiled. I would suggest Warstorm Surge instead. Which I just noticed was in the maybeboard. Speaking of cards in the maybeboard, Swiftfoot Boots is probably better than Lightning Greaves here because shroud makes Valduk untargetable for equip costs. This would normally not be a problem; just equip it to a different creature for 0 mana. However with a semi-creatureless brew like this you'd have to do all your equipping on the postcombat main phase.

I might suggest some of the human-based equipment from OG Innistrad; Avacyn's Collar, Bladed Bracers, Butcher's Cleaver, Heirloom Blade could be really cool (and you could run a human or two for good measure), Sharpened Pitchfork is nice, though first strike is kinda useless, Silver-Inlaid Dagger is AWESOME, and Slayer's Plate may get some work done.

Some generally good equipments include Champion's Helm for hexproof, Chitinous Cloak to force opponents to make tough blocker choices, honestly General's Kabuto may be worth is as the ultimate protection card, you could consider Kitesail for evasion, Konda's Banner would be great and pump your tokens (and yes it would give Valduk +2/+2), Kusari-Gama would be a serious 'don't block me or I fuck you' effect, Ogre's Cleaver is honestly insane, Pariah's Shield, though costly, more or less makes you untouchable, Pennon Blade is worth the cost, the classic Short Sword, Sigiled Sword of Valeron is dece, Skullclamp is OH MY GOD, Strata Scythe is equally insane, the swords are famously insanely powerful, Trusty Machete is okay, Vorrac Battlehorns is an easy way to win fast, and Vulshok Battlegear and Vulshok Morningstar are decent.

And yes, I did slog through every equipment in Magic history to find those.

Props to Heliogabale for some good ideas on cuts. I might add No-Dachi, seems a little overcosted (also it's worth noting Mask of Avacyn has the same mana specs for an arguably better effect), Skeleton Key is not going to do anything for very long, Valduk is probably going to be too big too fast to make use of first strike (@ Sparring Collar), Browbeat is 5 damage to an opponent for 3 mana. Realistically no one is going to let you draw 3 cards.

Sorry, this comment was a looong one.

squillem on Equipped Cats

11 months ago

Hey man, here are my thoughts

First, although I know your manabase isn't finished, I'd recommend running at 37 lands total.

Second, it's important to consider which equipment are powerful with this strategy, especially with Mirri. You'll likely need ways to keep her from dying. Since she has first strike, giving her deathtouch in addition will make it such that she will always kill the opposing creature before it deals damage, making her almost invincible in combat. You've already mentioned Quietus Spike, but other must-includes for this deck (imo) are Gorgon's Head, Gorgon Flail, and Basilisk Collar. You may also want to have ways to keep Mirri from dying to board wipes and removal. Darksteel Plate and Shield of Kaldra are both about 5 bucks, but they're pretty good. Cards that prevent targeting can be good, but hexproof is preferable to shroud. However, some shroud giving cards, such as Lightning Greaves and General's Kabuto. Mask of Avacyn gives Hexproof, but it's not a Great equipment.

Third, let's consider the equipment you're including. You want most of them to be strong enough to make a single creature into a threat on its own. You've already included cards like Argentum Armor, but frankly you don't really have enough equipment. I'm gonna list a bunch of equipment in various categories here that are worth considering (Sorry if some of this is already in your deck).

Utility:

Sword of the Animist

Conqueror's Flail

Dowsing Dagger

Mask of Memory

Protection/Insurance:

Heirloom Blade

Forebear's Blade

Evasion:

Prowler's Helm

Trailblazer's Boots

Threat-makers:

Fireshrieker

Godsend

Strata Scythe

Helm of the Host

Golem-Skin Gauntlets

Inquisitor's Flail

Grafted Exoskeleton

Stoneforge Masterwork

Assault Suit

Tenza, Godo's Maul

Bloodforged Battle-Axe

Blackblade Reforged

Masterwork of Ingenuity

Fourth, let's look at your creatures. In commander, lower-impact things tend to be outclassed quickly. As such, you generally want your creatures to either be significant threats or utility. Some creatures that I feel are worth cutting are:

Jareth, Leonine Titan (Not a particularly good card. He's only got a good size when blocking)

Leonin Relic-Warder (He's likely to die over the course of the game. Long-lasting removal is better)

Oreskos Explorer (You're in green, so your ramp spells are likely to be land-focused)

Phantom Nishoba (You'll probably want something stronger for you 7 mana. It's basically a 7-mana 7/7 with lifelink/trample and a downside.)

Qasali Ambusher (This creature just isn't impactful on its own)

Sunspear Shikari (This one is also low impact. I wouldn't play a 2-mana 2/2 with both of those abilities natively in commander, and this card is worse than that.)

Don't get too attached to the cat theme. Have it be something you can take advantage of, but don't put in a bad card just because it's a cat. Additionally, don't be averse to putting in noff-type creatures when doing so improves your deck.

Let's look at some creatures that might improve your deck.

Eight-and-a-Half-Tails (Can help get your other creatures through for damage or protect them from removal. A tricky one to play with, but with high upside)

Sram, Senior Edificer (Card draw is A1 in commander, and this guy gets it for you while also carrying equipment)

Odric, Lunarch Marshal (Makes one threat into a whole team of them)

Leonin Warleader (Makes more vessels for the equipment, which have lifelink and benefit from tribal synergies)

Taj-Nar Swordsmith (Gets you what you need when you need it. Make sure you know what you're looking for though!)

Grand Abolisher (Gives you a lot more control over combat on your turn)

Leonin Abunas (Protects your equipment. May be unecessary, but worth considering)

Indomitable Archangel (As above, but it also has flying, which makes it even better.)

Brass Squire (Sneakily fantastic. Avoids the equip cost while also letting you move an equipment at instant speed)

Auriok Windwalker (As above, but it also has flying, which...huh, deja vu)

Mother of Runes (Good for defending from removal or getting a creature through combat)

Armory Automaton (Note: this can take your opponents' equipment as well. They can re-equip it, but not until they get back to their own turn.)

Alms Collector (This is a good cat. Worth including on its own merits. Takes stuff away from the blue player.)

Stone Haven Outfitter (Insurance for a board wipe. Your deck is weak to them, so keep an eye out for ways to protect your team.)

Mentor of the Meek (More card draw since most of your creatures are cheap)

Adorned Pouncer (Not sure about this one, but it has double strike and can come back from the dead, so that's something)

Mirran Crusader (This guy sees modern and legacy play for a reason. He hits hard and doesn't die easy)

Silverblade Paladin (The ability to give another creature double strike is fantastic.)

Steelshaper Apprentice (Weird card, but lets you get what you need.)

Emeria Shepherd (Another way to rebuild after a wipe. Consider holding this in hand w/ a few lands rather than playing it out.)

Jhoira's Familiar (Makes equipment and legendary creatures cheaper and has flying.)

Some additional advice: Run 10 ramp cards and 10 card draw cards. Consider including Steelshaper's Gift and Open the Vaults. That's all I've got for now!

Kaleo42 on Drawing Your Last Breath

11 months ago

So I notice your group's ban list is focused on the "feel bad" cards like game warping fatties and land destruction. This means your land is relatively safe and a deck focused on drawing cards can easily function on 34 or 35. I would build it with 33 but I see you want to get to a few select top end cards. I would cut these lands in order: Shinka, the Bloodsoaked Keep, Rakdos Carnarium, Izzet Boilerworks, Crosis's Catacombs, and Dimir Aqueduct.

High cost cards can be fun but it's important to balance their impact with the fact that drawing too many of them can stunt your game play. Cruel Ultimatum immediately jumps out at me as a fun card but ultimately lacking in the impact. Targeting a single player and being super heavy both in cmc and color requirements makes the risk to reward ratio not in your favor.

Jaya and Nicol Bolas both fall in a similar camp of cost outweighing their impact. Of the two a greater argument can be made for Jaya pumping out spells and drawing cards but that triple red is rough. Keep in mind the big goal here is to force draw absurd amounts of cards, each high cost and color intense spell you hit is a speed bump in that card drawing engine.

Dominus of Fealty and Thraximundar are a pretty high cost to invest into things that are off strategy. Nezahal, Primal Tide is in a similar boat but if your play group creates a need for a 7/7 uncounterable then it’s a fine inclusion. Mirko Vosk, Mind Drinker is strategy adjacent but the slot can probably be put to better use. I also don’t like Guiltfeeder but I recognize that is likely do to my meta shaping my opinion of it.

Cards I would look at adding

Toxic Deluge over Flaying Tendrils for similar slot but higher power level.

Time Spiral over Time Reversal since it's lower cmc and much stronger.

Vampiric Tutor and maybe Imperial Seal would help smooth out the deck's performance.

Swiftfoot Boots are better than General's Kabuto.

Anvil of Bogardan I am surprised isn't already in here.

I would run Izzet Guildmage over Nivix Guildmage if you want the dual casting. I don't think you need the looting at that mana cost.

Waste Not does beautiful things with all the wheels on this bus. In the same vein Liliana's Caress and Megrim would be fun.

Memory Jar is another great wheel.

Psychosis Crawler is too on strategy not to include.

Sunder is great in decks like this but your group would probably ban it in a heartbeat based on your current ban list.

Reverberate, Twincast, and Dualcaster Mage can act as counterspells and double your wheels among other things.

You’re already fairly deep in artifacts so a mana rock ramp package would massively increase speed and consistency. Sol Ring, Mana Crypt, (maybe) Mana Vault, Rakdos Signet, Dimir Signet, Izzet Signet, Thought Vessel, Chrome Mox, and Mox Diamond.

Jace, the Mindsculptor, Jace, Vryn's Prodigy  Flip, and if I am reading your meta correctly Ob Nixilis Reignited would be good walkers to include.

Vandalblast if your playgroup uses a healthy amount of artifact ramp.

Spell Pierce, Flusterstorm, Mana Drain, and Swan Song are the only counters I would recommend because I can see that’s not the direction you want to go too deep into.

Dark Ritual and Cabal Ritual are great at getting your pacing off on the right foot and Past in Flames could really tie it all together.

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