|Commander / EDH||Legal|
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|Eldritch Moon (EMN)||Common|
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Creature — Human Warrior
When Ironclad Slayer enters the battlefield, you may return target Aura or Equipment card from your graveyard to your hand.
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Ironclad Slayer Discussion
3 weeks ago
- Sol Ring -> Azorius Keyrune: Taking out Sol Ring bc it's oppressive. Kind of a soft ban.
- Azorius Cluestone -> Ojutai Monument: Having a 4/4 dragon available is better than a single card draw when we have mana to burn.
- Mana Vault -> Basalt Monolith: moving towards 3 drop ramp to synergize with Trophy Mage.
- 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.
- 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.
- 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.
1 month 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
3 months 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.
4 months ago
Warrior Creatures to Consider:
Devoted Crop-Mate like a weird Alesha
Hidden Dragonslayer decent removal
Ironclad Slayer if you are playing a lot of equipments
Malakir Cullblade gets bigger
Champion of the Flame if you go super heavy on the equipment
Garna, the Bloodflame save the creatures from a boardwipe? Not sure how it will do in action
Kazuul, Tyrant of the Cliffs pillowfort and some bodies
Taurean Mauler -technically a warrior
Burnished Hart ramp and can be brought back by Alesha
Gisela, Blade of Goldnight -got reprinted in Master 25 so its cheaper and will get reprinted again in Commander anthology II but that one will be foil so not sure if that will affect price
Grenzo, Havoc Raiser goad is amazing and his second ability is nice if you have mana to spend
Equipment to Consider:
Sunforger one of the best equipments in these colors, fetch your removal
Kusari-Gama mini boardwipe if they block
Artifacts to Consider:
- Gilded Lotus just got reprinted so its cheaper now
- Fellwar Stone our play group usually has your colors
- Oketra's Monument cast a warrior, get a warrior
- Throne of the God-Pharaoh
- Mardu Ascendancy
- Dictate of the Twin Gods you have both gods in deck, so why not?
- Berserkers' Onslaught
- Gift of Immortality
- Behind the Scenes since some of your creatures have low-ish power, although might such with all the anthem effects you have
- Pain Magnification just a fun card
- Kindred Boon
- 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)
- Rogue's Passage
- Sunhome, Fortress of the Legion
- Unclaimed Territory
- Path of Ancestry kinda pricey now tho
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.
5 months 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!
7 months 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.
7 months ago
I really like Worldslayer if you can set it up semi-reliably, you probably need Shield of Kaldra as a second Darksteel Plate for that, so you can establish a devastating hard-lock and make everyone scoop. Of course the best would be doing it at instant speed with Stonehewer Giant or Sigarda's Aid. If your meta is small the trick could get old pretty quick though.I am hesitant at trying it in mine because all the cards involved are a bit slow and I don't have the mana base that you have.
For the Leonin Abunas thing, of course it's your call, if you need a second source of the effect (you say that often you wish you'd have it) you could try the angel. The metalcraft shoul be almost free in your deck and it flies which can be helpful.
The thing with the equipments is that the very good ones are few, so if you want the critical mass,like you do, of course you have to include some that are not optimal (but maybe are fun!). That being said, I see people running Quietus Spike but I don't like it very much, doesn't help with commander dmg and it's effect decreases a bit if the creature becomes larger.
Actually I think that, with the amount of stats boost that you already have, the most effective thing is to just have more double strike sources: Battle Mastery is on theme and nets you a card, Silverblade Paladin I saw that you cut him in the past, but I really like him. Sure, it doesn't cantrip, but it's functionally a Fireshrieker that does't need to be equipped. Plus, there are upsides for running a little more creatures: it's mostly a meta call and maybe you don't bother, but usually black decks are heavy on edict effects, which completely bypass your protections if you only have Sram on the field. I'm also saying this because I run much less voltron support (less than half of yours) and still I can reach lethal or near-to-lethal damage without too much effort. Inquisitor's Flail + any double strike source and a little random boost is lethal, Empyrial Plate + flail or double strike is probably close to lethal. With the amount of tutors that you have it should be pretty easy to assemble any of this combinations every game.
Of course, as you say, people will destroy your things if they cannot kill Sram. You have two options to work around this issue. Either you have a critical mass of equips that replace the ones destroyed, like you do, or you have ways to recur them. I prefer the latter option because this allow me to run only the best cards. People become pretty upset when they kill your sword multiple times but it keeps coming back. I personally recommed Restoration Specialist and Ironclad Slayer because they can bring back both auras and equips, the specialist can be also card advantage (and is a dwarf :) ). They are also targets for Sun Titan for additional value and that's why I run them and not Remember the Fallen.
Then, a card I really like is Mask of Memory, it doesn't help with damage but if you can connect with Sram, it filters the topdeck like crazy.
For the Batterskull thing, I'd just keep the Loxodon Warhammer as a lifelink source to tutor if you are really desperate since it's more easy to cast and the trample helps too. But again, I don't run a Batterskull so I've never really tried it.
Finally, about Cultivator's Caravan, the reason I don't like it is that I find 3cmc rocks that only offer one mana really awkward. I usually keep hands with 2 lands because it's enough to play Sram and hopefully draw quickly into more lands, but I'm also ok having 2-lands + a 2-cmc rock and delaying Sram by one turn. The thing is that spending your 3rd turn tapping out for the caravan with Sram out and unprotected is questionable, other deck with much more ramping power by that time have finished ramping and will start to leave you behind, I think that we should focus on what we are better and establish a board position while they ramp. And even if you draw the caravan later, are you willing to slow down a turn to play it when the game is in a possibly hot phase? These are the reasons why I don't like the caravan or things like Commander's Sphere, instead I like things like Thought Vessel and Mind Stone, which I saw you cut.
But again, maybe I am overthinking it, I am a bit more driven towards 1v1 scenarios and I have a weaker mana base.. with metalwalker, the moxen, crypt and vault you probably can afford it. I would still cut it because it's weak compared to those.Also I am surprised that you don't run Ancient Tomb.
9 months ago
In advance sorry for the length and for any duplicates. Ardent Recruit Armament Master Armory Automaton Auriok Edgewright Auriok Glaivemaster Auriok Steelshaper Auriok Sunchaser Brass Squire Etched Champion Etherium Sculptor Grand Abolisher Ironclad Slayer Kemba, Kha Regent Kitesail Apprentice Kor Duelist Kor Outfitter Leonin Den-Guard Leonin Shikari Lumengrid Sentinel Master of Etherium Militant Inquisitor Myr Adapter Myrsmith Puresteel Paladin Relic Seeker Riddlesmith Skyhunter Cub Soldevi Machinist Stoneforge Mystic Sunspear Shikari Training Drone Angelic Armaments Armed Response Armory of Iroas Auriok Survivors Auriok Windwalker Avacynian Missionaries
Flip Avacyn's Collar Balan, Wandering Knight Basilisk Collar Blade of Selves Bladed Bracers Bladed Pinions Bloodforged Battle-Axe Broodstar Butcher's Cleaver Captain's Claws Carry Away Champion's Helm Conqueror's Flail Dispatch
Empyrial Plate Enlightened Tutor Ensoul Artifact Explorer's Scope Ghalma's Warden Golem-Skin Gauntlets Illusionist's Bracers Indomitable Archangel Infiltration Lens Inquisitor's Flail Leonin Abunas Lightning Greaves Loxodon Punisher Masterwork of Ingenuity Neglected Heirloom
Flip Open the Armory Padeem, Consul of Innovation Paradise Mantle Quest for the Holy Relic Ring of Thune Shield of the Avatar Shield of the Righteous Shuko Sigarda's Aid Sigil of Valor Skullclamp Spy Kit Steelshaper Apprentice Steelshaper's Gift Stone Haven Outfitter Stonehewer Giant Swiftfoot Boots Sword of the Animist Sword of the Meek Taj-Nar Swordsmith Trailblazer's Boots Treasure Mage Trinket Mage Trophy Mage True-Faith Censer Umezawa's Jitte Vedalken Archmage Vedalken Infuser Veteran's Armaments Vorrac Battlehorns Whirler Rogue Argentum Armor Argivian Restoration Assault Suit Darksteel Plate Diviner's Wand Efficient Construction Elspeth, Knight-Errant Elspeth, Sun's Champion Ensouled Scimitar Fabricate Fireshrieker Godsend Grip of Phyresis Hammer of Nazahn Haunted Plate Mail Heartseeker Helm of Kaldra Loxodon Warhammer Magebane Armor March of the Machines Moonsilver Spear Nahiri, the Lithomancer Norn's Annex Open the Vaults Pariah's Shield Quietus Spike
Remember the Fallen Scytheclaw Shield of Kaldra Sickleslicer Slayer's Plate Stolen Identity Sword of Kaldra Tatsumasa, the Dragon's Fang Tezzeret the Seeker Thopter Spy Network Thoughtcast Trepanation Blade Whispersilk Cloak Worldslayer Cheers!