Ironclad Slayer

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Ironclad Slayer

Creature — Human Warrior

When Ironclad Slayer enters the battlefield, you may return target Aura or Equipment card from your graveyard to your hand.

eliakimras on Wyleth, Boros Voltron

6 months ago

Hello fellow Wyleth, Soul of Card Draw player!

I'm glad you got both Wyleth's and Aesi's precons for a good price. They are reeeeally explosive in gameplay with a few upgrades.

I play a lot of this bad boy, and I want to suggest some swaps below 3 USD for you to take it to a higher ground:

First of all, the ramp. I found out that 2 CMC, untapped ramp is the best for Wyleth. Since he draws so many cards, he can chain rocks and voltron pieces in the same turn, so his next turn is even more explosive than the last one. I almost always have more mana than the Green decks in my pod.

You should run boardwipes that hits your stuff the least:

Also, you can streamline your removal package. All of those are fetchable by Sunforger:

More/better auras and equipment

Cheating equip costs

If you really need to protect yourself against attacks, Ghostly Prison is a way better Palace Guard.

More utility lands

Blue_Flame on Pauper - Mardu Enchantress - …

4 years ago

Your manabase seems pretty good, I don't think 6 taplands is too little, plus you have Ash Barrens to find the basics you need.

I think your deck could utilize the new Answered Prayers from Modern Horizons pretty well - you have a decent number of creatures and plenty of ways to recur it.

The Bogardan Dragonheart - Kaya's Ghostform - Ironclad Slayer / Monk Idealist package seems kind of interesting; I'm interested to see how that works out in practice, but initally it seems clunky/slow to me.

I think if you were to make room to add TortEx/Grave Scrabbler it would indeed dilute too much away from your initial strategy. Your deck currently lacks ways to fuel cards into the graveyard like typical TortEx builds like Commune with the Gods and Vessel of Nascency , which are outside of your deck's colors. Maybe if you switched to Abzan instead of Mardu it could work, but as of now it just seems kinda unrealistic.

fasmith718 on Humble Brago EDH

5 years ago
  1. Sol Ring -> Azorius Keyrune: Taking out Sol Ring bc it's oppressive. Kind of a soft ban.
  2. Azorius Cluestone -> Ojutai Monument: Having a 4/4 dragon available is better than a single card draw when we have mana to burn.
  3. Mana Vault -> Basalt Monolith: moving towards 3 drop ramp to synergize with Trophy Mage.
  4. Auramancer -> Ironclad Slayer: Auramancer may technically have more targets, but the slayer hits our 3 hexproof/shroud equipment, which is more valuable than most of the non-aura enchantments. Plus Sun Titan gets many if not all of them back as well.
  5. Wingmate Roc -> Keeper of Keys: Roc conceptually has good value, but it relies on Raid. Keeper provides card draw as well as mass evasion for finishing.
  6. Ugin's Insight -> Recurring Insight: originally replaced with Trial of Knowledge and while that card is good, I wanted non-etb card draw effects in case of Torpor Orb or similar etb hate.

gavriel1136 on

5 years ago

Some suggestions: Remove card-Replace with: Kitesail- Basilisk Collar Grappling Hook- Accorder's Shield Konda's Banner- Manaforce Mace Banshee's Blade- Armory of Iroas Everflowing Chalice- Astral Cornucopia Magebane Armor- Slayer's Plate Puppet Strings- Echo Circlet Silver-Inlaid Dagger- Captain's Claws White Mana Battery- Ring of Thune Accorder Paladin- Brass Squire Auriok Bladewright- Danitha Capashen, Paragon Auriok Replica- Amrou Seekers/Etched Champion Blinding Souleater- Ironclad Slayer Goldnight Commander- Daring Archaeologist Vengeful Archon- Forebear's Blade/ Heirloom Blade Conqueror's Pledge- Sigarda's Aid

lagotripha on Heaven and Hell (Revised)

5 years ago

Too many dead cards in the current list. Pick a strategy and go all-in on it. You don't win matches by being sorta good at two things sometimes.

You can cut lightning greaves , summoning and soldier, run Indulgent Aristocrat, Blade of the Bloodchief and Vampire Cutthroat for an aggro/lifegain strategy that lets you focus on getting black mana turns 1-2-3 then white can be tapllands without losing too much.

Alternatively, build around Heartless Summoning, with more cards in the 3/4 slot (Aven Riftwatcher, Bygone Bishop Eidolon of Rhetoric and Eldrazi Displacer coming down turn three in multiples is devastating), and acceleration like Pentad Prism to ensure you can get them onto the field. You can also put resto back in, run lots of etbs.

This can also help a vampire tribal plan built around stuff like Forerunner of the Legion seasrching for Blood Baron of Vizkopa and Bishop of Rebirth.

If you want archangel of thune's effect, but are running less Kitchen Finks effects, then Drana, Liberator of Malakir.

There are also demon tribal options if you want to go an angels/demons route, with Blood Speaker posessing immense Heartless Summoning synergy.

Auramancer, Heliod's Pilgrim and Ironclad Slayer all point towards an aura strategy, but it is far too easily disrupted to generate the card advantage it needs.

GarmaReborn on Zurgo World Smasher

5 years ago

Warrior Creatures to Consider:

Non-Warrior Creatures:

Equipment to Consider:

Artifacts to Consider:

Enchantment:

Sorcery:

  • Vandalblast
  • Rout
  • Chandra's Ignition -really great boardwipe for this deck, if zurgo has lifelink you will get that life and also anything that dies will give him counters. You could have zurgo, cast this, and then more than likely one shot a player
  • Read the Bones
  • Open the Armory
  • Disrupt Decorum tapped out won't link this for some reason

Instants: (sticking with four or less Cmc for sunforger shenanigans)

Land:

Notes:

Mardu is great for control, so its best to have plenty of removal spells. I would not have Spinerock Knoll since it might be too slow. Windbrisk Heights might be better than Spinerock tho. Like what if you need to play that spell but can't get 7 damage off. Also, Graveblade Marauder seems too situational to leave an impact. When you start adding/removal stuff to the deck, make sure to keep it low cmc as you can since you don't have much in terms of ramp in these colors; be sure to keep as mana rocks as you can for the same reason.

MegaMatt13 on Nazahn's Mighty Hammer

5 years ago

Talorc03, I hear ya when it comes to lands. Usually I run about 37 and then shift up and down based on average CMC and amount of card draw. So far I am finding 35 sufficient in the deck due to lower CMC and good ramp. I'll definitely throw in another one if I find myself mana screwed. Hasn't come up yet though.

Ralsek, thanks! I've kinda gone off Return to Dust and Sylvan Reclamation, especially in a lower CMC deck like this one. If I threw in an exiling artifact/enchantment removal, it would probably be Forsake the Worldly. I really like its flexibility with the added cycling. Sure, you don't get the 2-for-1 but it's great at 3 mana and the cycling ability. Don't know what removal I'd cut to make room for it though.

Senomar, I hadn't thought of Mistveil Plains...thanks for the suggestion! Do you think it's better than something that would just bring the Hammer right back to hand? For example, I've thought of adding Ironclad Slayer to bring it back to hand (and also have another body on the field).

Treehugger003, I've thought about Blade of Selves. I don't own a copy, but I see its use. In a 4 player game it would offer pretty solid card advantage, tutoring up a couple more equipment. I may pick one up!

JoeBlondie on Sram | Senior Enchantress

6 years ago

Hi!I answer in order:

Return to Dust the card is strong, no doubt about it, I run it in another deck that is weaker on card advantage and desperately needs spells like this. I don't run it here for a couple of reasons. First, my take on Sram requires me to really use well my turns in a proactive way. I really want to advance my board state or my virtual position (with my hand) every turn and I usually can't afford to spend my main phase with a 4-cmc targeted removal for it's maximum value. I can't even cast it on opponents' turn when there is a must-answer-now threat since I usually tap out or almost tap out on my turn and I can only afford to leave mana open for 1-2 cmc removal such as Swords to Plowshares or Disenchant. In particular, I often play against the guy who commented above you, he runs a Derevi, Empyrial Tactician deck full of annoying threats against which I need to be faster, but he also has a stax subtheme that is completely broken with Derevi, so if he pulls out a Stasis or any winter orb effect I need to be able to answer it with 1-2 mana, otherwise I'm not seeing any mana ever again.

I like Elspeth, Knight-Errant, if I ever get one it will be tested, could take Emeria Angel's spot. Their role is to produce food for the Skullclamp or bodies that can carry a sword. Elspeth can bring more versatility though.

Thought Vessel this is a tricky one, I don't run it for a particular choice, as I don't run Reliquary Tower. In my opinion, if you ever are in a position where your hand size exceeds 7 (often happens) it means that you are in a good shape. In that situation I just keep in hand the best spells and discard the others. Actually, if I have cards like Ironclad Slayer in hand, I can discard auras and equips, because he can grab them back when I need them. In this way, even if I have a limited hand, I virtually have access to the graveyard as a second hand. Having an unlimited hand would make those effects less useful.But of course, it's just a choice, I could run it, but for now I never felt the need to keep everything in hand.

Mox Opal budget reason

Recruiter of the Guard card is strong, it's also growing in price. I could run it but I don't have any creature that I absolutely need to find and that he could target. Most of them are tutors or recursion spells on a body, so it would be a bit slow to tutor for a stoneforge mystic and than use her to tutor something else and finally cast the thing that I wanted. Most of these effects I have on creatures have enough redundancy that I don't need him too badly, I think.

Load more
Have (2) reikitavi , abritt
Want (0)