Lightning Greaves

Lightning Greaves

Artifact — Equipment

Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)

Equip (: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature this card is attached to leaves the battlefield.)

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Printings View all

Set Rarity
Commander 2019 (C19) Uncommon
Commander Anthology 2018 (CM2) Uncommon
Commander 2017 (C17) Uncommon
Commander Anthology (CM1) Uncommon
Commander 2016 (C16) Uncommon
Masterpiece Series: Kaladesh Inventions (MPS) Mythic Rare
Commander 2015 (C15) Uncommon
MTG: Commander (CMD) Uncommon
Archenemy (ARC) Uncommon
Duel Decks: Phyrexia vs. The Coalition (DDE) Uncommon
Mirrodin (MRD) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Legality

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

Lightning Greaves occurrence in decks from the last year

Commander / EDH:

All decks: 0.39%

Blue: 0.69%

White: 1.06%

Red: 0.82%

Black: 0.68%

Green: 0.64%

Golgari: 0.6%

WU (Azorius): 1.28%

UB (Dimir): 1.37%

UR (Izzet): 1.01%

WB (Orzhov): 0.79%

RG (Gruul): 1.22%

GU (Simic): 0.98%

RW (Boros): 3.14%

GW (Selesnya): 1.37%

Rakdos: 0.61%

RBW (Mardu): 0.91%

WUB (Esper): 0.57%

BRG (Jund): 0.96%

GWU (Bant): 0.61%

UBR (Grixis): 0.67%

BUG (Sultai): 0.98%

Lightning Greaves Discussion

Torekai92 on Karrthus, Tyrant of Jund

1 day ago

Love seeing a good dragon list, +1 from me.

If you wanted some sacrifice with benefits style cards maybe Greater Good or Momentous Fall to get rid of Karrthus, Tyrant of Jund before he gets cloned.

Or the protection route cards like Asceticism, Swiftfoot Boots, or Lightning Greaves to keep Karrthus from being targeted.

blackbeltcereal on Mardu EDH Test (Cheap)

1 day ago

I think if you want to do a tribal deck, you can do that. I would pick though, between soldier/knight/warrior tribal because right now your payoffs are scattered about. Of the changelings, the two that I would keep in regardless of what you end up doing are Mirror Entity and Taurean Mauler. Mirror Entity itself is a wincon (get a big board, then make X huge). If you want to lean into Alesha's ability, I would target creatures to add in that have 2 or less power. So, if I were to break down that gameplan:

  1. Creatures that you want to cheat into play with Alesha, that otherwise have high casting costs/attacking restrictions, or creatures that have strong ETB effects so you can repeatedly abuse them.

-Master of Cruelties, Ankle Shanker, Archetype of Finality etc.

-Duergar Hedge-Mage, Ponyback Brigade, Gonti, Lord of Luxury

  1. Ways to get creatures into the graveyard (either from hand or from the battlefield) so you can repeatedly abuse Alesha triggers:

-Faithless Looting, Thrill of Possibility, Cathartic Reunion for draw effects (to get high CMC creatures into the graveyard)

-Viscera Seer, Ashnod's Altar, etc for sacrifice effects. (So you can have them ETB again with Alesha)

  1. Some evasion effects for attacking and protecting Alesha

-Menace, Skulk, First Strike/Deathtouch, Lightning Greaves to protect Alesha

  1. Some backup reanimator plans, in case Alesha gets hated out of the game and it's hard to cast her.

-Sun Titan, Living Death, etc.

Then I would generally focus on kinds of cards that you'll generally need, like Removal (for creatures/artifacts/enchantments, etc.), Card Draw, Ramp (in Mardu this is going to be a lot of artifact ramp), and Utility (stuff that doesn't quite fall into the other categories but is useful).

Also, I would look at non-symmetrical board wipes like Dusk, Citywide Bust, and Slaughter the Strong that typically will leave you in a more beneficial position relative to your opponents.

irish_trunks on 'Tis but a Scratch!

2 days ago

kashmyrr Yeah I still kept Sunforger in for the few instants it could draw up for needed removal or protection. I'm also going back and forth on modifying this deck to have more for it haha. The Cavern of Souls is definitely on my wishlist for many of my decks but it's in that price realm that it remains out of reach outside of my competitive deck(s).

While this isn't really a voltron deck but more about just knight shenanigans, I kept Lightning Greaves because shroud is easy to get around when you have the free equip going on; just un-attach the Greaves, attach the other equips, then re-attach the Greaves and nothing falls off since only the equipping is what targets your creature.

kashmyrr on 'Tis but a Scratch!

2 days ago

As you said, I definitely focused more on the Sunforger package than you did. Do you use it mostly for the +4/+0? I feel like it could easily be replaced if you ever end up gettting one of the Swords of X and Y.

I also find Lightning Greaves odd in any voltron deck. Though since you have so many creatures maybe you don't ever have a problem with it.

I'm not sure of your budget but Cavern of Souls would be good if you have a problem with your commander being countered.

ShreddedByCrows on Offenza is the Best Defenza HELP

4 days ago

Lots of subthemes you got there, that's some interesting challenge. All in all, you're running way too many high-costed cards for a Commander that generally revolves around more of an aggressive strategy. I'll further provide you a personalized list of adjustments, trying my best to keep it at the lowest budget as possible.

Very first thing, 37 lands is too much for an Anafenza deck imo. You can easily go down to 35/34 in order to feel more proactive. That being said, the mana base of your decklist is pretty unstable, and you'll need better mana rocks, around 5/6 good rocks should do it helping you stabilizing.

The second thing to bring up is that you play loads and loads of creatures with actually specific abilities that don't always combine altogether well. Like, for example, in which way would Slimefoot, the Stowaway help Anafenza, the Foremost being consistent? My answer, without another kind of appreciation than logic: not any single one. If you need cheap legendary to keep it up with your theme, there are better options, but remind that this was only a little example.

Finally, you lack reactivity because of very few instant/flash spells. It's not as necessary as some think, but still have a way to protect dutifully your creatures is a key for aggro/midrange decks in EDH. Being able to answer what your opponents bring up to the tape is moreover essential, and I don't see enough removals/tricks in there.

So, let's take a closer look from now on. I'll make some different categories starting with the cuts to make it easier to read.

1.) Back to 100 cards:

2.) Cheap Improvements:

2.1.) Mana Rocks:

2.2.) More removals:

Those are the classical ones you surely know. They are easily affordable and would give your deck a small lift at controlling the board state.

2.3.) Better Legendaries:

  • Mikaeus, the Lunarch > not the cheapest already, but really effective, almost a staple for your deck style

  • Hope of Ghirapur > underrated card, does a lot, insane with recursion to lock down a combo player at low cost

  • Anafenza, Kin-Tree Spirit > certainly a staple / and somewhat a reason to get rid of the token subtheme which is maybe a bit too much

  • Syr Faren, the Hengehammer > also certainly a staple / aggressive, good interactions with Anafenza, better than lords already in your deck

  • Kethis, the Hidden Hand > Yawgmoth's Will for legendaries? I'll take that. It could also be a nice alternative commander when you face more control-ish decks you're stuck against, enabling you to have an efficient late game on its own once made your commander.

  • Mangara of Corondor > Legendary creature which works as a nonsituational removal. Really good. Even if you can't always activate it when it hits the table, your opponents have to get rid of it using their hand resources and you make 1 for 1.

  • Masako the Humorless > Underplayed card / can be a game-changer / and it's a legendary creature.

2.4.) Voltron Outlet:

2.5.) Other cool cards to look at:

3.) Medium Budget Improvements:

3.1.) Mana Rocks:

3.2.) Even more removals:

3.3.) Legendaries' Staples:

3.4.) Neverending Voltron Outlet:

  • Konda's Banner > Yeh, it's a little bit expensive money speaking, but it does everything you're searching for, like a bridge between your Cats, your legends and your Voltron strategy.

  • Skullclamp > staple

3.5.) Cool cards:

4.) Expensive Improvements:

5.) Some other cards you could try (which I mostly haven't, or for which I have a doubt about their efficiency):

LuminAutopsy on Gyrus' Graveyard of Corpses

6 days ago

cool deck! id recommend Riftsweeper, as it lets you get back stuff you exile from gyrus's trigger and its an etb so its pretty easy to loop! id also recommend stuff like Satyr Wayfinder to stack your gyard and filter cards into your hand, along with giving you good value targets for Gyrus if you drop him early, along with Lightning Greaves and Whispersilk Cloak for better protection on Gyrus.

Lordeh on

1 week ago

Bruna, the Fading Light and Gisela, the Broken Blade are solid includes that won't break the bank.

If you have some extra budget look at Platinum Angel as a way to stall out the game and Avacyn, Angel of Hope to blank a lot of removal spells.

As you are in mardu colours I would definitely look at adding some more removal. Path to Exile Swords to Plowshares Utter End Anguished Unmaking Austere Command and maybe even Crackling Doom.

I would also definitely get some haste enablers such as Swiftfoot Boots or Lightning Greaves to acutally get some value off Kalia before she is removed. She is a massive means of drawing aggro from other players as she doesn't play fair.

hkhssweiss on Niv-Mizzet, Incorrigible Megalomaniac | Primer

1 week ago

Yo philkillpro appreciate your insight.

This deck is built towards cEDH match ups, yes it does mainly require my commander to win because Nivvie himself is a two card combo with any of the Curiosity effects. It is supposed to be slow, we are a control combo deck, we are not rushing to win asap, it's built to out tempo and control the boardstate.

In regards to Mystic Confluence it comes in and out of the deck, the same can be said for Cryptic Command, Dig Through Time, and Treasure Cruise. It all depends on my current meta and how much it interacts with the game. Yes having triple pips on blue and red in the casting cost of the commander is a downside however Nivvie negates it by not being able to be countered as well as netting at least one card draw before anything happens to Niv. I also would like to think that I do have enough sources for mana as I have 10 extra ways of producing color mana aside from my lands. In the part of also for Mana Drain and Sol Ring, they are damn good cards. It's not used for casting Nivvie faster as I mentioned earlier above, it's to out tempo your opponents. Not to mention there are certain tricks you can do like for example using Frantic Search with the excess colorless mana to untap your lands to accelerate into Nivvie faster.

As to Wayfarer's Bauble, Spell Swindle, and Lightning Greaves. The latter is a maybe, you don't want to tap out in a flash hulk meta but it does ramp so I'll take it into consideration. Spell Swindle is too slow and chances are Swindle itself will get countered, free cast spells are your best bet. For the former, our combo itself relies on having enchanted Nivvie with a Curiosity effect, with the low creature count we have, chances are there is no other creatures to equip when we decide to enchant Nivvie making it no bueno to give Nivvie Shroud.

For Mizzix it does no good in this current build and the casting cost is too high. Thanks again for your insight~

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