Inquisitor's Flail

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Innistrad (ISD) Uncommon

Combos Browse all

Inquisitor's Flail

Artifact — Equipment

If equipped creature would deal combat damage, it deals double that damage instead.

If another creature would deal combat damage to equipped creature, it deals double that damage to equipped creature instead.

Equip 2

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Inquisitor's Flail Discussion

NensouHiebara on Equipments Matter

3 days ago

Leonin Abunas is the gold standard of artifact protection. It's much better than Indomitable Archangel: hexproof instead of shroud, and doesn't require metalcraft.

Batterskull is the most powerful living weapon.

Blackblade Reforged offers a P/T boost that scales with the game and can enable Balan to one-shot.

Hammer of Nazahn provides indestructible and auto-equipping.

Inquisitor's Flail stacks with Balan's double strike.

Sword of Fire and Ice is the best Mirran Sword and is worth acquiring a copy. P/T boost, hard card draw, damage, and protections can't be beat.

Sword of the Animist is a tutorable land ramp engine.

Expedition Map tutors for one of your utility lands.

Austere Command and Cleansing Nova are excellent options for sweepers. Using artifact sweepers in an Equipment deck may seem counterproductive, but it's necessary to keep your opponents' own artifact shenanigans in check. Spot removal can only do so much against multiple players.

Remember the Fallen is a great recursion spell.

Buried Ruin is artifact recursion that only takes up a land slot.

Kor Haven is an effective threat deterrent.

Mikokoro, Center of the Sea is a cheap card draw engine.

TypicalTimmy on Card creation challenge

6 days ago

Flight of the Doves

Enchantment

At the beginning of your upkeep, create X 1/1 white Bird creature tokens with flying. Then if you control 50 or more Bird creatures, you win the game.


Eh. I mean you'd win before then just by sheer force most likely.

So I'm considering building a Voltron EDH deck, running Atarka, World Render as my Commander. With just a single Inquisitor's Flail, she deals lethal Commander Damage. So this should be super fun.

On that note, make a new Voltron Commander in any non-White identity.

Demarge on Sigarda Voltron / Enchantress

3 weeks ago

hmm I probably won't suggest every card I find good with siggy, so for ideas I would recommend looking at my list The Heron Marked Master.

Now as for cards to cut, I would suggest cutting the Replenish spells, if siggy dies you simply won't have many enchantments on her so an honest (a non dredging) replenish won't be nearly as useful, now if she has even just a Hyena Umbra(essentially a 1 cmc Indestructibility, you may want nearly every gw umbra) she's neigh immortal and you won't be losing enough enchantments to warrant a replenish.

For a deck with many tutors having so many ways to give sigarda double strike is probably overkill (you could slap on pseudo dbl strike Inquisitor's Flail ontop actual dbl strike), you'll probably be find with one equipment one enchantment of it.

Now it saddens me to admit, but Academy Rector is downright terrible with sigarda since her colors don't really have good ways to sac the rector, not to mention this deck isn't really aiming to do very strong effects with rector, no game ending Eldrazi Conscription or Overwhelming Splendor.

As for this deck it does feel like you're leaning more towards an enchantress deck rather than a voltron one and you could go ham on playing 1 cmc enchantments and draw most of your deck making the enchantment pump cards more effective.

SynergyBuild on Ramos, charm engine

1 month ago

Okay, so I understand your plan, but proper support is necessary, I would suggest making the deck more streamined, running more untapped lands, like basics, Tarnished Citadel, City of Brass, Mana Confluence, Forbidden Orchard, Reflecting Pool, etc. as well as more ramp, such as Nature's Lore/Farseek and the shock-lands/og-duals. Additionally, the shock/og-dual+fetch land landbase is a great addition. Birds of Paradise needs a spot as well.

After that, I would attempt to abuse cascade and other effects like it to build up counters on Ramos faster. Grafted Exoskeleton, Inquisitor's Flail, Duelist's Heritage, Lightning Greaves, Swiftfoot Boots, etc. will help the voltron strategy out.

DRmagic2017 on Gisela Savior of the World

1 month ago

Hello! My suggestions: Linvala, Keeper of Silence - no need to explain, Ajani Steadfast to put counters especially on Herald of War, Angel of Invention - to boost your creatures, Stoneforge Masterwork and Inquisitor's Flail- to make your commander much stronger, Wrath of God, Day of Judgment - board wipes, Sensei's Divining Top - card draw.

squillem on Equipped Cats

1 month ago

Hey man, here are my thoughts

First, although I know your manabase isn't finished, I'd recommend running at 37 lands total.

Second, it's important to consider which equipment are powerful with this strategy, especially with Mirri. You'll likely need ways to keep her from dying. Since she has first strike, giving her deathtouch in addition will make it such that she will always kill the opposing creature before it deals damage, making her almost invincible in combat. You've already mentioned Quietus Spike, but other must-includes for this deck (imo) are Gorgon's Head, Gorgon Flail, and Basilisk Collar. You may also want to have ways to keep Mirri from dying to board wipes and removal. Darksteel Plate and Shield of Kaldra are both about 5 bucks, but they're pretty good. Cards that prevent targeting can be good, but hexproof is preferable to shroud. However, some shroud giving cards, such as Lightning Greaves and General's Kabuto. Mask of Avacyn gives Hexproof, but it's not a Great equipment.

Third, let's consider the equipment you're including. You want most of them to be strong enough to make a single creature into a threat on its own. You've already included cards like Argentum Armor, but frankly you don't really have enough equipment. I'm gonna list a bunch of equipment in various categories here that are worth considering (Sorry if some of this is already in your deck).

Utility:

Sword of the Animist

Conqueror's Flail

Dowsing Dagger

Mask of Memory

Protection/Insurance:

Heirloom Blade

Forebear's Blade

Evasion:

Prowler's Helm

Trailblazer's Boots

Threat-makers:

Fireshrieker

Godsend

Strata Scythe

Helm of the Host

Golem-Skin Gauntlets

Inquisitor's Flail

Grafted Exoskeleton

Stoneforge Masterwork

Assault Suit

Tenza, Godo's Maul

Bloodforged Battle-Axe

Blackblade Reforged

Masterwork of Ingenuity

Fourth, let's look at your creatures. In commander, lower-impact things tend to be outclassed quickly. As such, you generally want your creatures to either be significant threats or utility. Some creatures that I feel are worth cutting are:

Jareth, Leonine Titan (Not a particularly good card. He's only got a good size when blocking)

Leonin Relic-Warder (He's likely to die over the course of the game. Long-lasting removal is better)

Oreskos Explorer (You're in green, so your ramp spells are likely to be land-focused)

Phantom Nishoba (You'll probably want something stronger for you 7 mana. It's basically a 7-mana 7/7 with lifelink/trample and a downside.)

Qasali Ambusher (This creature just isn't impactful on its own)

Sunspear Shikari (This one is also low impact. I wouldn't play a 2-mana 2/2 with both of those abilities natively in commander, and this card is worse than that.)

Don't get too attached to the cat theme. Have it be something you can take advantage of, but don't put in a bad card just because it's a cat. Additionally, don't be averse to putting in noff-type creatures when doing so improves your deck.

Let's look at some creatures that might improve your deck.

Eight-and-a-Half-Tails (Can help get your other creatures through for damage or protect them from removal. A tricky one to play with, but with high upside)

Sram, Senior Edificer (Card draw is A1 in commander, and this guy gets it for you while also carrying equipment)

Odric, Lunarch Marshal (Makes one threat into a whole team of them)

Leonin Warleader (Makes more vessels for the equipment, which have lifelink and benefit from tribal synergies)

Taj-Nar Swordsmith (Gets you what you need when you need it. Make sure you know what you're looking for though!)

Grand Abolisher (Gives you a lot more control over combat on your turn)

Leonin Abunas (Protects your equipment. May be unecessary, but worth considering)

Indomitable Archangel (As above, but it also has flying, which makes it even better.)

Brass Squire (Sneakily fantastic. Avoids the equip cost while also letting you move an equipment at instant speed)

Auriok Windwalker (As above, but it also has flying, which...huh, deja vu)

Mother of Runes (Good for defending from removal or getting a creature through combat)

Armory Automaton (Note: this can take your opponents' equipment as well. They can re-equip it, but not until they get back to their own turn.)

Alms Collector (This is a good cat. Worth including on its own merits. Takes stuff away from the blue player.)

Stone Haven Outfitter (Insurance for a board wipe. Your deck is weak to them, so keep an eye out for ways to protect your team.)

Mentor of the Meek (More card draw since most of your creatures are cheap)

Adorned Pouncer (Not sure about this one, but it has double strike and can come back from the dead, so that's something)

Mirran Crusader (This guy sees modern and legacy play for a reason. He hits hard and doesn't die easy)

Silverblade Paladin (The ability to give another creature double strike is fantastic.)

Steelshaper Apprentice (Weird card, but lets you get what you need.)

Emeria Shepherd (Another way to rebuild after a wipe. Consider holding this in hand w/ a few lands rather than playing it out.)

Jhoira's Familiar (Makes equipment and legendary creatures cheaper and has flying.)

Some additional advice: Run 10 ramp cards and 10 card draw cards. Consider including Steelshaper's Gift and Open the Vaults. That's all I've got for now!

DangoDaikazoku on Korlash, Heir to Swamps

2 months ago

If you can get an Inquisitor's Flail, the drawback is negated once you make Korlash indestructible or even when you simply use his Regenerate ability. It also scales nicely with Blackblade effects and double-strike from Fireshrieker.

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