|Commander / EDH||Legal|
Printings View all
|2010 Core Set (M10)||Uncommon|
Combos Browse all
Artifact — Equipment
Equipped creature gets +1/+1 and has deathtouch. (Creatures dealt damage by this creature are destroyed. You can divide its combat damage among any of the creatures blocking or blocked by it.)
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)
Price & Acquistion Set Price Alerts
Gorgon Flail Discussion
5 days ago
Your strategy of having instant speed and costless equips becomes better when you have many creatures on the field to attack all at once, so you can stack all your pumping equipments onto an unblocked creature. The more walls you have, the fewer creatures you can swing with, making it more difficult to capitalize on your opponent. Also, this combo is very powerful but difficult to assemble all at once.
There's a lot of better equipments to use. Basilisk Collar is better than Gorgon Flail since the additional lifelink can score you health at the expense of the +1/+1 (also, Brigid can kill all attacking/blocking creatures + net you life). You can also sub in Swiftfoot Boots instead of Mask of Avacyn which once again, exchanges the +1/+2 for cheaper cost and haste.
Something I would suggest is to make this a Sigarda's Aid deck, because while the Leonin Shikari and Puresteel Paladin combo is really good, it requires many pieces to make it unstoppable. If you used Sigarda's Aid as a primary tool, it's more easily stopped, but if you built the deck around being good with equipment, you wouldn't need to focus solely on one combo, you can combo it with any of your equipment which allows you to be synergistic and little more consistent. For example, instead of trying to assemble your combo to allow you to switch equipments wherever you want, you can settle with Sigarda's Aid, and hold your equipments in hand and throw them on the field one at a time when you need them (Swiftfoot Boots to cancel targeted spells, Basilisk Collar to trade with a chump block, or even something crazy like Quietus Spike to punish your opponent for not blocking). This way, you can keep your opponent in the dark, forcing them to play around you, giving you an advantage.
Ultimately, switch out some of your current defender creatures for ones that are capable of attacking. Upgrade your equipments for ones that give other utility and/or are stronger/cheaper to use (just in case you can't assemble the combo). Something like Indomitable Archangel could be of use to you just in case your opponent has some artifact removal. Buried Ruin can also replace Ritual of Restoration, freeing up a slot for other spells.
1 week ago
I'm building an alesha deck myself. I found the deck has a some challenges to overcome.
First you need discard outlets / efective dredging / tutoring to graveyard to throw creatures to the graveyard in order to reanimate them. And you also need sacrifice outlets to send the creatures to graveyard in order to reanimate them again so you can reuse their "enters the battlefield" abilities.
The problem here is you need two different mechanics for mostly the same end, having creatures to reanimate. This would be solved by playtesting and finding the right balance. You can get around the sacrifice outlets thing by having creatures that sacrifice themself to do something like Restoration Specialist but you still want to have some sacrifice outlet to avoid Fiend Hunter, Leonin Relic-Warder, Faceless Butcher or similar other cards giving anything back. So I'd say the key is finding the balance.
And second and probably more important you need to make Alesha survive combat, she is just a 3/2 first striker that will get easily outclassed in commander and you need her to attack so she can do her thing.
To get around this I included all the power 2 creatures I could find that can kill or exile a creature when they come into play to make way for Alesha and I turned the deck into an equipment deck. Alesha improves a lot when you give her some equipments to increase her power. Stuff like Bonesplitter, O-Naginata, Heirloom Blade, Tenza, Godo's Maul or Loxodon Warhammer make her really badass. Giving her deathtouch also allows for safe combats, so Archetype of Finality, Basilisk Collar, Gorgon Flail or Quietus Spike are also pretty sweet.
Gift of Immortality also fits perfectly the deck.
Well that is mostly how I built mine.
1 month ago
I'd probably end up dropping Glare of Subdual, Deadbridge Goliath, and Seedguide Ash. For Marath as a personal preference I like to run Purphoros, God of the Forge instead of Warstorm Surge, since you get two points of damage every time you create a token with Marath.
Overall a very good list, I love to see control heavy Marath set ups! Good luck!
3 months ago
Lifelink seems unnecessary - I feel a piece of equipment would be more robust.
Consider this: if you play Bonesplitter on turn one and Lone Rider on turn two, then you can equip him and attack turn three and have him transform all by himself. Heck, if you play a second Lone Rider that turn, they'll both flip. Sounds good, no?
Something like Gorgon Flail might also come in handy, considering several of your creatures have First Strike or Double Strike. Heck, if you still want the extra lifelink, Basilisk Collar will do both for you!
3 months ago
Thanks for your advice Austin_Smith_of_Cards, I'm going to try out these changes:
Skeletal Vampire looks fun and cheap, I might spring for one.
I thought the same thing when I pulled Portent out of my jank box, had never seen this card before, but it seems like a pretty solid stand-in for Ponder. I've found a couple more (total of 3), but not sure what else to cut if anything.
3 months ago
Portent seems like an interesting take on a Ponder variant that would be useful for early topdeck manipulation; crucial for control.
Your ability to close out games seems kind of narrow, with Bone Picker as your only genuine wincon. I would add a couple fatties like the Skeletal Wurms, or if you want to acquire other cards, Skeletal Vampire and Champion of Stray Souls seem cool.
If you're looking for cut options, Gorgon Flail doesn't really make sense in this list, and you could probably go down to 23 lands.
3 months ago
Thanks for the suggestions.
Theme is pretty important, budget is low, I wouldn't want to spend more than a couple dollars on a single card. Combos are good, just not competitive "win before T5 w/ 2 cards" combos. Weak but clever or flavorful combos are fine.
Tidal Flats looks GREAT. Keeps other players off my back, totally fits the theme, this is definitely going in. Sorta like a cheaper themier shittier Conspiracy. Exactly the kind of card I'm looking for.
Thing from the Deep and Sunken City are definitely getting the boot. I was thinking Sunken City might be a good way to give my camarid/kelp/starfish tokens some bite, but something like Polymorphous Rush would be a lot more fun...
I figure I could at least sac Polar Kraken and Leviathan to Homarid Spawning Bed when the upkeep becomes too much, but some of these fatties are basically just in there for flavor/because I like them, their inclusion is hard to defend on merit. Plus, it's always extra satisfying when you win with some really horrible creature.
The combo w/ Tolarian Serpent is also pretty gimmicky, not sure if there's a any mono blue graveyard play that would make it worth it. I've got a Reminisce, from Onslaught, with water in the art :) Would this still be useful if I pulled the self-mill stuff, though?
Homarid Shaman is there 100% for the satisfaction of hosing beefy mono green decks with a lobster holding a magic wand. BLEATS OF DESPAIR!
I haven't gotten much mileage out of High Tide, I just added Great Whale which might help, but I expect you're right and this should be cut. Could repeat it w/ an Isochron Scepter but there's so few instants and sorceries it would be a dead card most of the time. Not much good ramp in blue for my fatties :(