Artifact — Equipment
Equipped creature gets +2/+0
As long as it's your turn, equipped creature has first strike.
Equip (: Attach to a target creature you control. Equip only as a sorcery.)
Printings View all
Combos Browse all
|Commander / EDH||Legal|
Jousting Lance Discussion
4 months ago
To remove: Callaphe, Beloved of the Sea, Crashing Drawbridge, Empyrean Eagle, Expedition Raptor, Expedition Raptor, Peace Strider, Sephara, Sky's Blade, Serra Angel, Threnody Singer, Tome Raider, Victory's Herald
To add: Solemn Simulacrum, Silas Renn, Seeker Adept, Myr Propagator, Trinket Mage, Trophy Mage, Tribute Mage, Daxos of Meletis, Clever Impersonator, Burnished Hart, Magister Sphinx, Divinity of Pride, Hanna, Ship's Navigator
To Add: Mirage Mirror, Sculpting Steel, Spellbinder, Isochron Scepter, Wayfarer's Bauble, Sol Ring, Traveler's Amulet, Prying Blade, Explorer's Scope, Dimir Signet, Orzhov Signet, Swiftfoot Boots, Lightning Greaves
7 months ago
Hey Kehrmann15, here are some thoughts about the deck, especially how to improve it with cards we already have in our playgroup.
Arvad the Cursed : In the current deck he probably has too few other Legendaries he can reliably pump. I would tend to replace him with a lord who pushes all the Knights. For example I could give you Benalish Marshal .
Kwende, Pride of Femeref : Similar to Arvad, there are very few targets at the moment. (Three Knights with Firststrike.) As a good replacement I could give you e.g. Aryel, Knight of Windgrace . Besides her respectable 4/4 vigilance (especially useful in multiplayer) she is a "mana sink", so she can use open mana even if you can't play hand cards. Specifically, she creates Knights tokens or destroys other creatures on each turn.
Belle of the Brawl and Skynight Vanguard would be shaky candidates for me, which could ideally be replaced by stronger Knights. Perfect would be for example Puresteel Paladin and Knight Exemplar . But both are not quite cheap and unfortunately I don't have them either.
Otherwise I'd rather go in the direction of 25 creatures, so maybe add two more value creatures. For example, I could give you the two: Kambal, Consul of Allocation fits well to your drain theme. Which you did to Neotopian and me last time. Sram, Senior Edificer lets you draw a card for each piece of equipment.
This brings us directly to the next topic.
Card Draw still seems to me to be the weakest point in the deck. Cards I can give you from my collection would be Read the Bones (e.g. as a replacement for Call the Cavalry , because you don't really play Go-Wide with the deck and hardly profit from it), Skullclamp and Sunforger (both equipment with which you have more synergies and absolute "must haves" in the deck). Especially Sunforger is crazy with your Commander, if you can fetch a CMC4 Instant for 2 mana and cast for free.
For the Sunforger to work properly, we need a few more instants with impact for <=CMC4.
Removal should be as versatile as possible ("target permanent" is better than "target creature") and as reliable as possible ("destroy" or even "exile" better than "x damage"). Therefore I would replace Integrity / Intervention by Utter End and Justice Strike by Swords to Plowshares (if any of us have it). Adamant Will is only good in special situations, so I would replace it with a good removal. I could give you Bedevil for example.
In order to have Sunforger or other cards on hand at the right time, a few tutors would be helpful. For example, I could give you Diabolic Tutor from my collection. Open the Armory would also be a cheap tutor who fits well to your topic.
I'm not finished on the other topics yet, but here are my first notes on equipment, mana rocks and lands:
Find a few stronger pieces of equipment to replace the following:
No Taplands without upside (Gates etc.). If we don't find better duals (e.g. the scry temples would offer a nice upside) replace them with basics.
1 year ago
You're definitely leaning real hard into the +1/+1 counters and also Deathtouch thing here, which is awesome (I had two sets of these guys in the pre-release and they did work for my teammate and I).
I'm wondering if you could also dip into some First Strike or Trample tech? both interact really well with deathtouch. Horned Helm is outstanding 'cause you can move it at instant speed, and Rancor is Rancor. Jousting Lance has a steep equip cost but is pretty solid for you. Bladed Pinions isn't bad either.
1 year ago
Did the Sky Terror change work well? I had some other thoughts moving along with the build you were starting with.
It seems a bit overdone on the red mana since none of your red costs more than 1 red mana+(other), and most of your deck is white. I'd drop the 2 guildgates at a minimum and put in plains, and I'd also add another plains to your deck, as it looks a little mana light.
If you'd like the mentor thing to work out a bit better, you need to beef up your Aurelia and "possibly" Boros Challenger in order to get their buffs going for you. Consider dropping another mountain or two and adding a couple Guildmages' Forum for a free buff for Aurelia. I would consider Candlelight Vigil, or some easy cast equipment to help out... Jousting Lancegets first strike with that too, good for mentors who often have more power than toughness. Dowsing Dagger FlipForebear's Blade are other decent options.
I also think the History play is neat, but has it really been changing the game for you? If it is, keep it going, but if you want to tweek with the deck a bit, I think this is another good place to do it. Your saying it combos with your Legionnaire, but even if you had 2 out, that would only mean an extra 4 damage, nice, but I think you can make your deck more powerful with another combo using your mentors, or even just going straight red spell damage. Hopefully at that time you would have out one of your bigger fliers, or add another big one like Light of the Legion(also a mentor), or go for an earlier cheaper rout with some more buffering using Parhelion Patrol.
It really depends what to add depending how you are losing. If you are losing to a sweep of your smaller guys before they get bigger, you might need to go Tajic, Legion's Edge (another mentor as well as combo too getting buffs from the guildmage land) to prevent black and red spells killing your creatures. On the other hand, if you're getting behind early in games to a more aggro deck, the change in mana will likely help, but so will having your own quick damage to take out early trouble. Lightning Strike etc instead of the big spell casts like Intervention, but easy quick for early, and still a little helpful later on to finish off a blocking creature, planeswalker, player... They are getting out more creatures than you, and you have to leave your big fliers back to defend, Sigiled Sword of Valeron or Forebear's Blade, and put the Parhelion Patrol in for sure.
Once you have a good base, you can sideboard these different sets of cards depending what types of deck you're playing against. You will probably recognize some of the people, and if you don't, you will know which deck it is after the first game.
Keep playing around with it, and have fun. It looks like you have a fun deck that can really be tough to deal with. Please keep us posted if you get it running how you'd like, and what you did to make it happen. I had fun thinking through the possibilities. Best of luck
1 year ago
Thanks for your input WreckingHines! Last night, I gave this deck a try on Arena, and just like you said, blackblade was unimpressive. On one of the games, all it did was give a little boost to the Serra Disciples. My initial idea with it was to increase the power of my legendary mentors, and make it harder to make them leave de field by turn five or six. Maybe for that, Jousting Lance would be more consistent? Ideally, Captain's Hook could give the ground mentors evasion on turn 4 even, but with so many main deck artifact removals in the format, it's too easy to get 2 for one'd. Dub has the same problem, but now with creature removals. Maybe Switching Teshar for Shalai, Voice of Plenty would help?
Resplendent Angel is great, but I was trying to curve more aggressively, with all 3 drop creatures having haste (and it worked great in most matches). But I will try it in some games eventually.
1 year ago
würd empfehle(aus idee): Sigiled Sword of Valeron Gallant Cavalry Kinsbaile Cavalier Josu Vess, Lich Knight Fiendslayer Paladin History of Benalia Eastern Paladin Western Paladin Northern Paladin Southern Paladin Knight of Dawn Door of Destinies Stoneforge Masterwork Sword of the Animist Gideon, Ally of Zendikar Retribution of the Meek
2 years ago
I would suggest +2 Forebear's Blade -2 Jousting Lance. +2 Dauntless Bodyguard, Knight of Malice, and Knight of Grace. -2 Cabal Paladin. Getting rid of Powerstone Shard. You have a lot of colored mana symbols and your colorless mana would be wasted if not invested into (you would need to play cards that need colorless mana for it to work more consistently). -1 Gilded Lotus because having a 3/2 first striker will be in your favor more then a 5 mana tap for 3 (in your deck). -2 Jhoira's Familiar because it's not something you want multiple of in your hand at once (4-ofs) because it costs 4 mana and does less then it could, but still keep some. +1 Danitha or Josu Vess Whichever you see fit.
2 years ago
Hey thanks again for the input.
I may make a second deck and copy yours to try it out then change it to my playstyle a little. I will comment again with what I come up with. Your deck actually looks like it would play out really nice.