|Commander / EDH||Legal|
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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.
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Hero's Blade Discussion
1 day ago
It's not badly formatted at all.
For lands I'd advise you try running Clifftop Retreat and Isolated Chapel since they can be very helpful about mana fixing and will likely not come in tapped. Also considering you run quite a bit of swamps I'd recommend Tainted Peak and Tainted Field over Temple of Malice and Temple of Silence since they always come in untapped. Another helpful land to consider is Ash Barrens which can grab any of your colors and has that Basic Land come in untapped. Geier Reach Sanitarium would also help with putting creatures from your hand into your graveyard while drawing cards.
For Artifacts and Enchantments I'd recommend Panharmonicon and Flameshadow Conjuring which both can double all your enter the battlefield triggers. Since you also have lots of ways of recurring and sacrificing little creatures I'd recommend Grave Pact and/or Dictate of Erebos which can really put some hurting on your opponents. For equipment you can also run Hero's Blade and Obsidian Battle-Axe which will auto-equip to Alesha making her power larger so its more difficult for your opponents to block her.
For Instants and Sorceries I recommend Path to Exile, Anguished Unmaking, Wear / Tear, and Return to Dust which gives your deck more flexibility over removing your opponents permanents as well as Blasphemous Act, Buried Alive, Vandalblast, which also help give your deck an edge. Also I'd recommend running Steelshaper's Gift over Open the Armory since it costs and your deck doesn't run any auras.
This deck looks pretty good and I hope you found my review helpful.
2 days ago
Masterwork of Ingenuity
Neglected Heirloom Flip
Nahiri, the Lithomancer
1 week ago
Hero's Blade is fantastic, since it'll re-equip when Sram inevitably gets removed by something.
Trailblazer's Boots are a better cheap equip than say Trusty Machete because even if it costs one more to drop, it'll consistently read as 'unblockable'. Prowler's Helm is a similar budget option but there are walls that get dropped more often:P.
Cultivator's Caravan is just wasteful budget when you can use Darksteel Ingot for an indestructible version, or Manalith for a way cheaper option(or, if you don't care about making white mana, Pristine Talisman will gain you life. Tooth of Ramos also gives you a pocket two mana)
Always good to see economical decks :D
1 week ago
1 week ago
2 weeks ago
since its a commander deck this took me a little longer, sorry. I also have a Yidris though so I think I wont be totally lost on this one.
So the biggest things in a Yidris deck is getting combat damage through so you can cascade. You've got a few things in there that do that, however I think you could put in more. Aboshan's Desire is one of my favorites. I would concentrate on getting him through and getting double strike in order to make big plays rather than just increasing pure damage. So I would cut Hero's Blade and Blood Tyrant. Also I don't think Satyr Wayfinder, Rakdos Charm, or Dark Intimations belong.
Also I'm sensing a Windfall and discard sub theme in the deck. While I do like a good wheel effect, and the pre constructed version was built that way, I do think too much of that is unfun for your friends and also not as effective as increasing the consistency of your storm game plan. So if, after adding some of the cards I've mentioned and you're over 100, I'd cut some of the weaker discard and wheel effects like: Nath of the Gilt-Leaf and notion theif are some of the more unfun ones(also they banned leovold for a reason), Dark Deal is the most under powered wheel effect in the deck I think. If you really like the wheel effects, then I think you should forget the storm part and just build a wheel reanimation deck.
I really like the untapping lands concept to fuel your ability to storm off, as such I think you really need Kodama's Reach, Cultivate, and Burgeoning. These, though they seem boring, are absolutely crucial to ramp so you can have one big explosive turn. That said, when you add more land finding you can go down on land. I would say 37 is a good number. Also some a good couple of lands to have would be Cabal Coffers (or Magus of the Coffers and Urborg, Tomb of Yawgmoth.
Some really good storm cards you can add are: Magus of the Will and Yawgmoth's Will (similar to past in flames), Shrieking Drake can bounce itself and you will get as much storm count as you have blue mana, other cascade cards like Bloodbraid Elf,Shardless Agent, and Maelstrom Wanderer are good for casting a lot of spells, the black and blue versions of the expertise cycle Yahenni's Expertise and Baral's Expertise are very good.
I hope this helps, if you have any questions about my ideas, just ask.
2 weeks ago
As with any mono-colored deck, my first suggestion is Nykthos, Shrine to Nyx. Then, I would suggest Whir of Invention to ensure that you have your maximum hand size removed. Jin-Gitaxias, Core Augur is also a staple in draw decks, and a personal suggestion is Teferi, Mage of Zhalfir to ensure that no one can respond to you. Finally, Arcanis the Omnipotent and Omniscience are great cards to include as well. If you want one-sided draw, Rhystic Study is a great one. Cards to remove, in my opinion, are Hero's Blade, Morphling, Tradewind Rider, Wonder, and Vertigo Spawn.
2 weeks ago
DISCLAIMER: The commander in question does not have trample. Thus the following comment does take trample into account. It's also almost unblockable, so... yeah.
In EDH voltron, remember you're trying to get to the almighty 21. This is where the maths comes in, because, with a commander with 5 power, you have to hit them 21 divided by 5 times, which is equal to 5 when rounded up. If you give it just +1/+0, it becomes 4 times. +2/+0 then brings it down to 3, almost half of the original amount of times you had to swing.
However, to bring it down just 2 swings to kill a player requires 11 power, 4 more than the required power to execute with just 3 (I had stuff like Tenza, Godo's Maul cos I only had to reach 10 with Skittles). Thus, unless you are sure you can reach the +6/+0 necessary (which is why Argentum Armor is so great), adding power above the +2/+0 isn't all that useful. Double strike a similar effect: if you have +1/+0, you can kill them in 2 swings, if you have +6/+0, you can kill them in one.
Necromantic Summons would be amazing as it alone would give it the extra +2 power mentioned earlier. Other than some occasional extrodinary spells, such as Dance of the Dead and Animate Dead; most onto the battlefield recursion is around 5 mana (some examples (not suggestions) include Rise from the Grave, Fearsome Awakening, Obzedat's Aid, etc.), so don't expect to pay less then that most of the time, especially in budget. I wouldn't use from graveyard to hand effects such as Disentomb, as your commander is more than 5 CMC anyway.
An equipment I should have mentioned is Ring of Evos Isle, the blue counterpart to the Ring of Xathrid. Also a budget counterpart to Phyrexian Arena is Underworld Connections. You have to sac a land (sort of) to get the same effect, but if you're low on life you can choose not to. Yay!