|Commander / EDH||Legal|
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|Fifth Dawn (5DN)||Uncommon|
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Artifact — Equipment
Equipped creature gets +3/+2.
Whenever Grafted Wargear becomes unattached from a permanent, sacrifice that permanent.
Equip (0) ((0): Attach to target creature you control. Equip only as a sorcery.)
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Grafted Wargear Discussion
1 week ago
Dangerwillrobinson79 I do really like the Gifted Aetherborn swap. The original concept of the deck was to have every single creature be a flyer to maintain evasion at every point of the curve to maximize the impact of the equipment. Tormented Soul is an exception, as his unblockability allows him to carry your equipment straight through enemy lines unhindered. I still think evasion is important, but Aetherborn is so good, he would definitely be worth the swap if you wanted. I would probably swap him in for the Tormented Soul if I wanted to make the deck slightly more defensive, maybe against another aggro or stompy deck, where having an extra blocker with deathtouch would make a bigger impact than an unblockable that can't block.
Also, unrelated to that suggestion, just a general note: since swapping in Geth's Verdict and changing Doomblade to Go for the Throat, this deck plays a much stronger midrange game and can hold up against more deliberate tempo/control-y decks (unless they're creatureless, then you just need to go aggro and pray for a good curve). So, in those situations, don't be afraid to save mana for your control cards instead of throwing down more creatures and equipment. Gurmag Swiftwing can wait to get his Grafted Wargear next turn!
2 weeks ago
I love this deck! I really like when people go off the beaten track and come up with something original in their decks and I also like when cards in a deck synergize well with each other instead of being powerful good-stuff cards and you certainly accomplished both of these with this deck.
It is hard for me to give advice on deck without play-testing, so I will just write down some cards that seem to fit your deck well, but you will know better if they are actually worth playing.
Argent Mutation seems to fit your everything-needs-to-be-an-artifact sub-theme and can be cycled away if needed.
Callous Oppressor definitely fits the theme and has fun little interaction with other players.
Bribery doesn't have great synergy with the deck (it's more of a good-stuff card), but it is a fun card and fits the theme perfectly.
I would add some sac-outlet, because you only have Goblin Bombardment and Bazaar Trader (he is not a sac-outlet but he fulfills the same role). I only found Grafted Wargear but there have to be some better ones.
I will add some points here if I have any more ideas :)
3 weeks ago
Hey man, I like the deck and I think it's decent and really fun, as you say, for playing casually or with friends. However, if you wish to take this to FNMs, it unfortunately won't do much.
The problem with this deck is that it's too slow and/or not resilient enough for modern. The strategy you're onto is a very popular one, but you need to do this super fast. Infect is usually played with the colour green because of Glistener Elf and the bigger pump spells. Green infect often wins turn 2-3, while this deck would probably win turn 4-5, which just isn't fast enough for modern, a format that has combo wins on turn 3, or perfect control decks. More over, your deck simply isn't resilient enough. When you get a creature on the battlefield after turn 1 or 2, chances are it will just get countered or hit by a removal spell. Infect is a deck that can be explosive, but loses steam super quickly if you don't get off on the right foot.
However, all hope is not lost :P black offers stronger (not cheaper, just more powerful) creatures and more control options to ensure your plan doesn't get stomped on. This is what sets it apart from green infect decks.
The goal of green infect decks is to do the job as quickly as possible, and they win by focusing solely on that plan. In order to win with black infect, you need to try not to think about speed and instead think about what black gives you: power and resiliency. So, you drop like half of your pump spells, drop a couple of the weaker infect creatures (keep flensermite, crusader, and plague stinger I guess), and increase the amount of control spells.
Right off the bat, take out Bontu's Monument. I promise you, it does nothing for you in this deck. Now, think about what pump spells are the best in this deck. Since we are not going for speed, one-time instant and sorceries are just not worth it, so cut those (except for maybe a couple copies of supernatural stamina, and/or grotesque mutation, as those guys have other uses) (you may notice I told you to keep things with lifelink, this is because you will struggle against Burn decks). So, I like the auras, especially the snakeskin thing. As it gives control a very hard time. Maybe use 3-4 copies of the snakeskin and cut out the rest of the auras. Lashwrithe is a must in this deck, it is just so ridiculously strong, so run 3-4 copies. Grafted Wargear can also be strong, but it's not as strong as lashwrithe, so don't think about it much for now. As for control, the biggest thing you are worried about is not so much opposing creatures, as we have our strong infect guys to block, but it's having your infect creatures removed. Therefore, run some Duress, and if you have the money, Inquisition of Kozilek. You could also add Apostle's Blessing. We do want some removal against things we can't deal with, so just go 2-3 copies of Victim of Night and 2-3 copies of Go for the Throat. I don't like Grasp of Darkness in this deck because it doesn't get huge things, which are the only real things we are afraid of.
So, try that stuff out, lemme know if you need any more help cause I'm always willing to share ideas :P good luck man!
1 month ago
At the end phase, when Mirage Mirror stop being an equipment and detaches from the creature, do I have to sacrifice the creature?
Xica on The Plague
1 month ago
Well as far i know traditionally mono black infect tended to run a few playsets of infect creatures - Phyrexian Crusader, Plague Stinger, maybe Ichorclaw Myr or Inkmoth Nexus (as 4 of) - and support them with an extreme amount of remval and hand distruption spells.
(Black is very lacking in the pump spell department)
The closest thing black has to pump spells are Lashwrithe & Grafted Wargear.
The problem with mixing infect with other strategies comes from the fact that they don't help each other, i mean that infect counters don't decrease life total and vice versa, thus you dilute your deck, and sacrifice speed without getting much out of the deal.
Not to mention that most cards that support creature heavy stuff, like tribal decks, don't do much in the leaner infect decks, since creatures are rare.
For example Bontu's Monument is wonderful, when you cast 7-9 creatures during a game, and its not so useful, when you plan to use only 1 or 2 creatures.
2 months ago
VesuvanDoppelbanger Thanks for stopping by, friend! Of all of those I like Grafted Wargear and Steelshaper's Gift the most, though I already have Open the Armory and I am considering Enlightened Tutor so I probably won't need the Gift. Gift of Estates is nice! Budget Land Tax almost. Will consider it but may just save up for Land Tax and Weathered Wayfarer. Gamble really is on theme hahaha it's on the list! I'll think about Treasonous Ogre. Thanks for all the suggestions!
Isaiah13 Thanks for the comment! Interesting card but not really what I'm trying to do here. Thanks anyway!
Rzepkanut Thanks for giving it a second look! Yeah I'm looking for cuts to make room for more recursion like her. Thanks again friend!
EternalBrewmaster I used your background formatting, hope you don't mind! gave you a shout-out in the description! Thanks!
2 months ago
Fling in a deck, as a creature, in Magic in general, has always been a sweet spot for me. I love it.
Here are some seasoning suggestions to spice that baby up.
Homura, Human Ascendant - Fling it, now everything is bigger and has evasion.
Ronin Warclub - Here you go Mr. Raging Elemental of Fiery Fury, have a club. Every time.
Grafted Wargear - Even better. Equipment without Equip costs feels like cheating.
Steelshaper's Gift - You're already running enough Equipment to justify it, plus these 2 I just mentioned.
Gift of Estates - Hitting those lands drops is very meaningful in colors that don't ramp.
Treasonous Ogre - Highly effective at fueling power plays. You're gaining tons of life anyway, right?
Gamble is on-point for the bad luck theme.
I see that Lifeline is already in your MaybeBoard. That effect is bonkers with sac-creatures.
All in all, a beautiful deck with power and personality. Bravo.