|Commander / EDH||Legal|
Printings View all
|Commander 2017 (C17)||Uncommon|
|Fate Reforged (FRF)||Uncommon|
Combos Browse all
Artifact — Equipment
Equipped creature gets +3/+2.
Whenever a legendary creature enters the battlefield under your control, you may attach Hero's Blade to it.
Price & Acquistion Set Price Alerts
Hero's Blade Discussion
2 days ago
As a veteran EDH player, this deck looks awesome. I haven't ever played with or against Yasova so I don't have any major specific advice aside from the fact that Arlin looks a little strange. Planeswalkers tend to generate a huge bullseye. I like Hero's Blade for a similar function at a cheaper cost, but Arlin seems like she would be fine either way. I would also suggest checking out EDHrec.com if you have'nt already. Looks fun. Best of luck with the format!
4 days ago
Hero's Blade might be good for this deck
6 days ago
Yeah, it's tough!! Cutting cards and balancing the ratios between creatures, buffs, utility, and removal is a delicate art.
I generally start with the "8x8" method; choose 8 things you want in your deck and choose 8 cards that do each. You have a great start so I'm not saying to scrap what you have.
It's not perfect but it's a great place to start when building or redoing a deck. One thing to consider is a large chunk of one set of 8 will be ramp and ideally another set will be card draw, truly leaving only 48 cards. There is also the part where several groups of 8 will be "creatures" if you want an aggro deck (which this is sort of a hybrid) so some creatures will fall into a "buff/anthem" category or a "card draw" category or some sort of utility category, throwing some numbers off.
Brave the Sands is the shit.
Removal is slightly more important for aggro and voltron decks than midrange or control decks (you gotta get through!) but you have a good amount.
I generally find combat tricks less useful than constant buffs, so were it me I'd take out War Flare for one of the considered cards.
In my experience with Zurgo, evasion is more important than extra damage, so things like Battle Mastery and Mardu Runemark are less desirable than something like Spectra Ward, which makes a creature nearly unblockable and untargettable. Something like Spirit Loop would be better (and strictly better than Congregate, in my opinion) since you don't get two-for-one'd with it attached. Even with the voltron aspect being played down, Zurgo always has a huge target on his back.
Trample and flying, or something like Trailblazer's Boots help more than Fireshrieker or Inquisitor's Flail in my experience. The damage bonus is still super good though. A balance is good, is that I'm saying. Although perhaps not as much if the voltron aspect is less pronounced... YMMV. Also, Inquisitor's Flail is probably better than Hero's Blade. Conqueror's Flail is great too but a little pricey. I noticed you have a couple of random expensive cards--I assume they're ones you already own? Seems like a budget deck at heart. One thing that's hard about making a strategy like Warrior tribal work is it usually takes extra cash to make up for the inherent lack of synergy (unlike goblins and elves, etc.).
Have you seen Assault Suit? It's literally perfect for Zurgo. Keeps him indestructible on any turn and prevents him from being sacrificed. The damage bonus is nice and since he attacks four times a round instead of once it's almost like quadruple damage. I know you aren't doing a full voltron thing but it's so spicy and Zurgo is literally one of the only decks you can conceivably run it in.
Anyway, check out my Zurgo deck (Khanate of the Golden Headbutt (Artifact Voltron)) if you have the time! More of a traditional voltron deck though.
2 weeks ago
It feels like your deck is very torn between the themes going on within it. You've got a bunch of cards that card about tokens, but only Assemble the Legion to generate tokens. Then you've got a couple of weird out of place artifact synergy cards, what is in my opinion waaaay too much ramp, and then your voltron package with a few weird options. It feels like you overcommitted to some themes while neglecting others.
The mana doublers feels out of place here. Once you get to 5 or 6 mana, you should be able to start slamming down some of your threats, you don't really need that much more mana at that point. Your deck is very white-heavy, so Ruby Medallion doesn't do all that much. Urza's Incubator also isn't that impactful unless you commit more heavily to the angel theme.
I actually really like the voltron package you're going with here, except for the rings. Slowly growing a threat is not really what voltron is about, you want to explode with a bunch of buffing equipments and deal a lot of damage. Loxodon Warhammer gives you trample and lifelink, along with giving a pretty hefty attack buff. Hero's Blade auto equips to your legendaries, giving a very quick clock with Aurelia. Also, Sword of Fire and Ice is one of the best cards in voltron, giving you both card draw and removal, as well as some nice protections.
I would definitely recommend running some more lands. You have so much ramp that you could probably cast all your spells, but why spend your time playing mana rocks when you could generate mana for free by running enough lands to ensure you'll hit your land drops. Maybe try cutting some of your rocks for more lands, 34-38 is probably a good amount.
Finally, if you want to keep the token synergy cards, which are a nice backup plan to Aurelia beats, you should probably throw in some more good token-producers. Elspeth, Sun's Champion is a great way to generate tokens, and has a board wipe in case things don't go your way. Hero of Bladehold is a token producer that doubles as an anthem effect. Hanweir Garrison produces tokens, and if you add Hanweir Battlements as a great land-based haste-enabler, can transform into a powerful threat. Knight-Captain of Eos can protect you against big swings, and also produces some nice tokens.
1 month ago
Personally, knowing how the Kolaghan clan works, I feel the rig should come with haste, but that's just me I suppose. Main thing is I understand better that Hero's Blade also doesn't make the cut for exactly that reason that it is not worth just the potential for a free equip (though I do see it as better than Piston Sledge personally).
Regardless, have you done any playtesting with Elspeth, Knight-Errant or Duelist's Heritage? In my mind these would come in for Power Matrix and Battle Mastery respectively, but I do not know if you had tried those cards already. Also, I see Empyrial Armor, but if you run that then why not Empyrial Plate as well? Aren't they the same thing?
Lastly, how often have you felt you needed to recur or resuse any of your cards? I know white doesn't have much for recurring cards, unless it is creatures and probably through attacking, but would this deck benefit or suffer from making space for cards that either can recur themselves or can be brought back?
1 month ago
- Thanks for the comment! For this deck Stormrider Rig is either at its best a worse version of Hero's Blade or an overpriced Honed Khopesh at its worst. If it offered some form of evasion, like Flying, it may have found itself in the deck. It seems like Stormrider Rig should offer Flying based on the art and flavor of the card.
1 month ago
1 month ago
Also since you're going with low mana cost and tempo, I'd suggest adding in Hero's Blade. Just a straight buff for your commander once it is in play. Also, what about Mage Slayer? Is it just win-more, or is triple strike relevant? I feel like you could one-shot people with that, even though it doesn't count as commander combat damage. Then again, maybe not. Just wondering if you'd thought about it.