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.)
|Have (4)||rockleemyhero , , pskinn01 , metalmagic|
|Want (27)||MTGJ51 , WayneKerr , Suicune , BaconTrail , kokimom , Purple_Peach , ReDdeckWins96 , insecticon3000 , Jackaldeluca , jecder , cole_scholtz , RixFix , gaarnar13 , titanas25 , kalko , GhostMajor , metergram , Elmo_the_Elk , Astrocomical , nconiglio , Saharet , Ninbi , MarkTaylorTSax , Rekiller1000 , jpv , SnowMtg , thepakmonster|
Printings View all
|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|
|Duel Decks: Phyrexia vs. The Coalition (DDE)||Uncommon|
|Promo Set (000)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Lightning Greaves occurrence in decks from the last year
Commander / EDH:
All decks: 0.39%
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%
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
1 day ago
Love seeing a good dragon list, +1 from me.
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:
- 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.
- Ways to get creatures into the graveyard (either from hand or from the battlefield) so you can repeatedly abuse Alesha triggers:
- Some evasion effects for attacking and protecting Alesha
-Menace, Skulk, First Strike/Deathtouch, Lightning Greaves to protect Alesha
- Some backup reanimator plans, in case Alesha gets hated out of the game and it's hard to cast her.
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).
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.
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.
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:
Abzan Battle Priest > not bad on its own, fits decently in some casual decks with +1/+1 as their central archetype. It's not a good card to include since you aren't only focusing on this aspect. It's too slow, unreliable.
Abzan Falconer > same comment
Mer-Ek Nightblade > still the same / it's even the worst one
Tuskguard Captain > still and still water
Spirit of the Hearth > overcosted, overrated, no particular reason to include this card there even if a Cat Spirit feels pretty cool
Wingmate Roc > not bad but too slow, doesn't synergize well with your themes, in concurrence with just better cards on the spot
Soul of the Harvest > overcosted card draw outlet, I'll procure you some better option for a cheap price
Slimefoot, the Stowaway > despite being legendary, doesn't do much
Reya Dawnbringer > recursion is like... really good, but damn this card is slow and bad. You have to wait one whole turn for it to trigger, with only cards like Shalai, Voice of Plenty in your list to protect it. Yeah, I don't think it'll happen often. Definitively cut.
Noosegraf Mob > +1/+1 card but without any real synergies. You have better options.
Lena, Selfless Champion > too slow
Hornet Queen > good card but doesn't fit in there, seems like a weird choice of token generator
Parhelion II > cool card, poor consistency there
Quietus Spike > same: cool card, poor consistency
Kaya, Bane of the Dead > slow removal, pretty bad imo
Brave the Sands > non-mbo with Anafenza, overrated card
Abundance > good card, not needed there
Kin-Tree Invocation > not bad not good, lacks interactions
Mirari's Wake > same comment as for Abundance
Leyline of Abundance > not enough interactions
Panharmonicon > not enough interactions
Trostani, Selesnya's Voice > not enough interactions
Sorin, Vengeful Bloodlord > not enough interactions
3 basic lands
2.) Cheap Improvements:
2.1.) Mana Rocks:
Sol Ring > yeh it's boring to see this card everywhere I know
Fellwar Stone > excellent mana rock, tapping for every color most of the time
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:
Sword of the Animist > ramp while keeping the pressure on your opponents
Hero's Blade > certainly a staple there with your legendary subtheme
Blackblade Reforged > same comment as for Hero's Blade
2.5.) Other cool cards to look at:
Throne of the God-Pharaoh > feels like a staple / Legendary
Vivien's Arkbow > cheap tutor / overall excellent
Vivien, Champion of the Wilds > flash out your creatures for more survivability and tricks
Primevals' Glorious Rebirth > excellent win condition / recursion
Kamahl's Druidic Vow > excellent win condition / Genesis wave for legendaries' madmen
Eladamri's Call > staple / it's cheap now that it's been re-edited in Modern Horizons, I'll try to get a copy of it by trading/buying it if I were you
3.) Medium Budget Improvements:
3.1.) Mana Rocks:
3.2.) Even more removals:
3.3.) Legendaries' Staples:
Rishkar, Peema Renegade > nice ramp, +1/+1 counters, overall really strong
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:
Eternal Witness > best green recursion card
Green Sun's Zenith > one of the best green tutors
Scout's Warning > good card overall, cycles when you don't need it
4.) Expensive Improvements:
Finale of Devastation > tutor, win condition, not a necessity though
Blade of Selves > good equipment, not a necessity
Umezawa's Jitte > Core tool of lots of Voltron decks, would be necessary if you want to confront this deck to more competitive ones.
Swords' package > same comment as for the Jitte
Thalia, Guardian of Thraben > meta-depending staple
Gaddock Teeg > meta-depending staple
Liliana, the Last Hope > card-draw/legendary
Loyal Retainers > staple if you're going more in the legendary archetype
Selvala, Heart of the Wilds > card-draw/legendary/ramp
Reki, the History of Kamigawa > card-draw/legendary
Captain Sisay > staple / tutor / legendary
5.) Some other cards you could try (which I mostly haven't, or for which I have a doubt about their efficiency):
Sigil of Distinction > feels Voltron-ish
Sigiled Sword of Valeron > interacts with Anafenza, creates tokens, Voltron equipment
Masterwork of Ingenuity > I used it long ago in my Tajic's deck, which was globally a Voltron deck running between 15/20 pieces of equipment. Dunno if it could be of use there but it's a good card for sure.
Heart of Kiran > good card overall, you can Crew it and buff the creature you used to do so with Anafenza. That being said, I think it may reveal too inconsistent.
Sensei Golden-Tail > seems funny
Kunoros, Hound of Athreos > powerful hate-bear with good stats and abilities, certainly really good in a more good-stuff oriented iteration.
Isamaru, Hound of Konda > Lil' bro' of Kunoros doubtlessly, made for aggressive purposes. Good overall.
Thalia, Heretic Cathar > also more of a good-stuff card.
Taranika, Akroan Veteran > I never played her but damn she seems strong af.
Hua Tuo, Honored Physician > repeatable recursion.
Pir, Imaginative Rascal > not that I dislike it, however Hardened Scales already was a bad card if I'm honest. Pir is a tad bit better. Certainly better than Corpsejack Menace you're running, and carries more interactions.
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.
1 week ago
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.
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~