|Commander / EDH||Legal|
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|Khans of Tarkir (KTK)||Rare|
|Promo Set (000)||Rare|
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Artifact — Equipment
Equipped creature gets +2/+2.
Ghostfire Blade's equip ability costs less to activate if it targets a colorless creature.
Ghostfire Blade Discussion
1 month ago
Since you seem to be going the Voltron route I'll suggest an incredibly unsuspecting, yet absolutely dumb card for you: Blackblade Reforged . This card scales HARD in the mid-late game, and since you're going to be equipping it to Traxos 99% of the time it'll cost 3 generic mana to equip. As for what you would cut... Ghostfire Blade ? Piston Sledge ? I don't know. That's up to you. But, yeah, thought I would just drop some knowledge for you.
2 months ago
Either of these would fit the theme of your deck better and would assist you in casting and running the deck.
Altar of the Brood - Doesn't fit what you're doing and doesn't assist in your goal
Ghostfire Blade - Not good enough. You're running Eldrazi. They're big enough and powerful enough to take care of themselves
Mycosynth Lattice - This doesn't help you. Most of your stuff is colorless so this only helps your opponents cast spells and places a glaring weakness that a card like Vandalblast can easily exploit.
Bonds of Mortality - You're running annihilator and massive creatures. You're rarely worried about the occasional hexproof creature, and you shouldn't have an issue with the occasional enchantment or artifact. Eldrazi overwhelm. Don't sweat the small stuff.
Prismatic Omen - This doesn't help you enough. Most of your stuff is colorless so this doesn't do a crazy amount for you. In addition, you're running Chromatic Lantern which will do this and also produces mana on top of it.
Ashiok, Nightmare Weaver - Why? This has nothing to do with your deck
Despark - There are better removal options, but as an eldrazi tribal deck you'd be better off playing cards that protect and accelerate you rather than this.
Wear / Tear - While decent, you don't usually need to hit both at once and it's multiple colors. I'd run Naturalize or Krosan Grip instead.
Fathom Feeder - ...No. Just no.
Mist Intruder - While this and Fathom Feeder are both eldrazi, just because you're running a tribal deck doesn't mean you have to run every tribal card, nor only tribal cards. Cut this and see my suggestions for cards to replace it with.
Khenra Charioteer - There are better alternatives
Vile Aggregate - You're running eldrazi. You're going tall rather than wide so you're unlikely to ever really have enough creatures out at once to really make this card worth running.
Bojuka Bog - Not worth it. It comes out tapped and unless someone is both running a graveyard deck and has enough good cards in it at the same time, you're not going to get enough value out of this, or if you want to save it for that, then you have a dead land in hand and there would be far better cards like Rest in Peace and such.
Gateway Plaza - Comes in tapped, costs an additional mana to play, and only gives one mana. Too slow and not good enough.
Ruins of Oran-Rief - You're running Eldrazi. You really don't need one more +1/+1. A colored mana would assist you more here as it would also help you pay for and colored spells you would like to cast.
Akroma's Memorial - This is a fantastic card that in your deck would be a win con. I would recommend running this over Eldrazi Monument as it does a lot more and doesn't force you to sacrifice your important eldrazi.
Privileged Position - An absolutely amazing card that I run in every deck that can run it. Full protection on ALL your permanents.
Sterling Grove - Protection for all your enchantments and allows you to fetch any that you need.
Krosan Grip - Guaranteed removal on artifacts or enchantments.
Ramos, Dragon Engine - You're running a five colored big boy deck. This enables it and since it's colorless it'll be relatively easy for you to cast.
Archetype of Endurance - Fantastic protection and a powerful creature to run. As a plus it fulfills some of the same roles as the cards you ran that removed hexproof.
Archetype of Aggression - Replaces your Khenra Charioteer as a much better, single color, alternative.
Kozilek, Butcher of Truth - Great card draw, annihilator, reshuffles your graveyard which prevents mill and keeps your deck running even after a board wipe, and a giant eldrazi god, all built into one card.
Kozilek, the Great Distortion - Card draw, counter protection, and a menacing eldrazi god. Who could ask for more?
Emrakul, the Promised End - Reduced costs, protection, flying, trample, steals a turn, and an eldrazi god. Nuff said.
Temur Ascendancy - Replaces or in addition to Fervor . Haste plus card draw and your creatures are almost all going to trigger it.
Demonic Tutor - Fantastic fetch card.
Vampiric Tutor - Fantastic fetch card.
Harsh Mercy - Tribal board wipe
Explosive Vegetation - Land fetch
Skyshroud Claim - Land fetch that comes in untapped. If you upgrade your landbase to include cards like Breeding Pool (see recommendations lower), you can use this and cards like Nature's Lore to fetch them and bring them in untapped.
Patriarch's Bidding - Full board wipe recovery, and/or a kill card if you have a haste enabler on the board.
Heroic Intervention - Top Tier instant speed protection.
Teferi's Protection - Top Tier instant speed protection
Cyclonic Rift - One of the best board wipes in the game. Cannot be protected against, reset's their entire board, and leaves you in a fantastic position.
Enlightened Tutor - Artifact/Enchantment Fetch
Worldly Tutor - Creature Fetch
Mystical Tutor - Instant/Sorcery Fetch
Urza's Incubator - Eldrazi cost reduction
Descendants' Path - Free Eldrazi casts
Rhystic Study - Fantastic card draw
Bloom Tender - In a 5-color deck this card is amazing ramp.
Birds of Paradise - Any color ramp for 1
Ugin, the Spirit Dragon - Does this require explanation in a colorless deck?
Beast Within - Destroys any permanent. This is a fantastic card to run as a mere 3/3 beast shouldn't bother you, and even if it would, it's likely far better than what they previously had.
Chaos Warp - Removes any permanent. Can be used on your own stuff to pull a new permanent out of your deck if needed. Bypasses indestructible.
See the Unwritten - Need I say more?
Tooth and Nail - Need I say more?
Exploration - Amazing ramp. Accelerates your turns
Burgeoning - See Exploration
Mana Reflection - The best mana doubler, bar none.
Zendikar Resurgent - Mana doubler plus card draw
Smothering Tithe - One of the best ramp cards
Oracle of Mul Daya - Fantastic acceleration. Combines with other accelerators such as Exploration and Burgeoning as they can now play lands off the top of your library as well.
Second Sunrise - Full boardwipe recovery
Defense of the Heart - Easy free creature drops
Mirari's Wake - Mana doubler plus anthem
Faith's Reward - Full, personal, boardwipe recovery
Seedborn Muse - One of the best cards you can run, bar none.
Commander's Sphere - 3 drop mana rock that can tap for all colors. Replaces your banners (ex. Vanquisher's Banner )
Darksteel Ingot - 3 drop indestructible mana rock that can tap for all colors. Replaces your banners (ex. Vanquisher's Banner )
Recommended Land Additions/Swaps:
Cavern of Souls
Urborg, Tomb of Yawgmoth - Mana coverage, allows your fetch and colorless lands to tap for colored if they need
Cabal Coffers - Combines with Urborg, Tomb of Yawgmoth to generates metric butt tons of mana
Fetch lands and shock lands are fantastic upgrades to your deck. Fetch lands let you pull the exact lands you need and let them come in untapped, and shock lands can both be fetched because they say the actual land type (ex. Breeding Pool is a Forest Island), and can come in untapped or tapped depending on what you need. Coming in untapped and generating multiple colors gives a distinct advantage over mono-colored lands and lands that must come in tapped.
Eldrazi Monument - Hurts you too much and doesn't generate enough benefit. If you can't get a weak creature out in time, or don't have one available, you'll either have a dead card in hand that you don't want to cast, or one that hurts you badly. If you want indestructible, look at cards like Boros Charm or Heroic Intervention .
From Beyond - Too slow and doesn't do enough.
A tribal deck isn't limited to only cards of its tribe, but rather is mostly one tribe and has several cards that accelerate and power up the tribe. Hence my recommendation is that you cut a few of the weaker cards that are unnecessary and instead run a few non-tribal cards that strengthen, accelerate, and assist your deck.
2 months ago
<3 <3 Scuttling Doom Engine! Reminds me of my old M15 deck that used Generator Servant to power out the Scuttling Doom Engine , then used Galvanic Blast for a potential early 16dmg burst. Also included the ol' turn1 Darksteel Citadel into Ensoul Artifact on the Citadel to make an indestructible 5/5 that can attack on turn2. Or you could use it on Ornithopter for a 2mana 5/5 flyer. Ghostfire Blade was great in the list, too.
Man, what a crazy fun standard deck. I miss Doom Engine and Ensoul Artifact :( Glad to see people haven't forgotten about that card. Still think he will have his day eventually...
5 months ago
6 months ago
8 months ago
So let's break down a couple of things.
*First, I'd cut down on the cards with high megamorph cost, and cut the ramp cards with it. The reason is two fold: one, morph is strongest when your opponent doesn't know what you have facedown, and has to be worried that you could flip that card at any time. If you have to pay 6 mana to flip a creature, you are not able to play the creatures in your hand on your turn, and if you cast your creatures you don't get to flip them. Two, every ramp card you draw is a card that isn't action, meaning you're getting all worked up with nothing to spend the mana on. Most decks that are trying to ramp are trying to do something where they essentially win the game by casting a single threat early (Ugin in Tron and Primeval Titan in Amulet Titan in modern, for instance), and your deck isn't doing that. That being said, you might want to consider cards like Llanowar Elves, since morph decks tend to have their curves start on 3 mana and you really want to be able to play creatures on your second turn.
*Second, I'd cut either black or red and add blue, so you can play Secret Plans (along with other good morph cards like Icefeather Aven). The card is very useful in making sure that you have enough gas to close out the game.
*Third, play some cards that synergize with your deck, not just with morph. Ghostfire Blade is great because you can equip it to your creature when it's face down and colorless for cheap, and that creature will keep the equipment when flipped face up. Cards like Hardened Scales can also synergize with the additional +1/+1 counters.
*Fourth, and finally, this is a good article for finding out how many lands you should play based off the converted mana cost of your deck. https://www.channelfireball.com/articles/how-many-lands-do-you-need-to-consistently-hit-your-land-drops/
1 year ago
A set of Mutavault looks great here:
- Increases threat density while only taking up land slots.
- They get pumped by Armament Master.
- They're colourless bodies for Ghostfire Blade.
You have plenty of basics. A set of colourless lands won't cause much harm. Going up to 22 lands would be ideal.
Shuko seems crazy efficient for this deck. It allows any of your Kor's equipped abilities to be active for no additional costs, and can be freely reequipped as needed.
While he's a clunky 4-drop that doesn't aid with the Equipment plan, I feel it's worth mentioning Ajani, Adversary of Tyrants. Your deck's low cost creatures gives his -2 ability plenty of targets to choose from for reestablishing a threat on the table.
Probably not terrible as a 2-of if you're ever looking for late game top-end against the slower decks.
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