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 2020 (C20) Uncommon
Mystery Booster (MYS1) Uncommon
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
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Leviathan Legal
Legacy 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

zAzen7977 on Kaalia of the Vast (Flying)

4 days ago

Hey Tr1pL1ek1D0, nice job! I like your list. Kaalia is my favorite commander. I have a few suggestions you may like:

Lightning Greaves is better than Swiftfoot Boots, but you should probably include both. Teferi's Protection is another good option to protect Kaalia.

Also Vindicate is a great removal spell. Some useful lands are Hall of the Bandit Lord and Shizo, Death's Storehouse. I also don’t see any dual lands like Blood Crypt or Godless Shrine. It seems like a lot of your lands can come into play tapped. I would try to minimize including any lands that guarantee you are set back a turn, except if it has a game-changing bonus like Hall of the Bandit Lord.

You might find more interesting options in my deck, which I’ve focused on land destruction:

https://tappedout.net/mtg-decks/kaalia-beatdown-edh/

I haven’t changed my list since Iona was banned, but you’ve inspired me to update it :)

SquirrelPenguin on I made a new format. ...

6 days ago

Lightning Greaves will be restricted as of July 3rd, 2020, year of the crazies.

Osbert on Beauty and The Beast OG

1 week ago

You have a single piece of artifact/enchantment removal and it requires haste to work on the same turn (Devout Chaplain). There are tons of artifacts/enchantments that hard counter your strategy such as Rest in Peace, Leyline of the Void, Ensnaring Bridge, Island Sanctuary, etc. Make sure to include answer to these as they are commonly played. Stuff like Heliod's Intervention, Return to Dust, Crush Contraband, Vandalblast, Generous Gift, etc.

Your deck is quite reliant on it's board presence so back to back wraths will leave you with only your kitty cat and indestructible only protects it from a limited amount of wraths. Toxic Deluge, Terminus, Evacuation, Cyclonic Rift, etc. all get around indestructible. I'm I big fan of the blinking your board out with Eerie Interlude and Ghostway to protect your board from wraths as they protect from the above board wipes and trigger sweet ETBs.

On the off chance the kitty cat gets to go for the voltron kill make sure you have a way to give it hexproof or shroud. Swiftfoot Boots and Lightning Greaves are fairly useful for granting haste and protecting key creatures. I think they are worth a look.

docdude on Braura Stacktics

1 week ago

Flicker or blink effects can work very well to defend Bruna too. eg:

Aquamoeba can help you discard all your auras so you can equip them for free. So can Cephalid Inkshrouder.

If you want to discard and gain something in return (you greedy git) you have things like these:

These are but mere suggestions for stuff you may want to consider!

Azeworai on Tinybones the card thief

1 week ago

Ah, I have piloted a mono-black discard deck for quite the number of years. I have Chainer, Dementia Master at the helm myself, as he is a rather powerful card when everyone's hands are empty, thus he reigns unanswered. Therefrom, a great amount of methods may be used to win.

Tinybones is less of a finisher itself, more so a value engine. As such, I would recommend possessing a lower curve to take advantage of the card draw and more potent finishers within the deck to hent for victory. Also, having card draw outside of the commander would grant a better backup plan. A discard deck's goal is to empty each opponent's hand and win by going unthreatened. If no players have cards to discard, Tinybones cannot provide draw.

The changes I would make are more instants so you kill things once they resolve as opposed to waiting a full turn, swifter discard in the early game to make your commander more effective, stronger finishers for the sake of ending the game betime, and just cutting some cards.

So, first, there are some things I would remove.

  1. Murderous Compulsion may go with the discard theme, but it's conditional removal at sorcery-speed.
  2. Bad Deal is ironically a bad deal, as it is six mana for two cards gone.
  3. Assassin's Strike is just egregious. A six-mana sorcery to kill one thing and they discard but one card. Begone.
  4. Unnerve is fine but not great. Being a one time effect at four mana, I dislike it, though Xantcha is a great character in the art.
  5. Haunting Hymn is six mana, which is far too late for discard effects to be effective. You want discard early, as it makes it far more difficult for decks to catch their footing.
  6. I have the same reason for Tasigur's Cruelty.
  7. Cabal Conditioning has an identical reason.
  8. I have a shortlist for this category, being creatures without long-game value; Burglar Rat, Liliana's Reaver, and Banshee of the Dread Choir have discard stapled to them, but don't do much else whilst lacking much in terms of evasion for Larceny.
  9. Scythe Specter is slow and other cards just do its job better, and Herald of Anguish is slow and lacks fodder for its second ability.
  10. Necrogen Spellbomb is just crap. Two mana for one card from a single player's hand is awful. Don't play this.
  11. Awaken the Erstwhile neglects the game plan of having more cards than your opponents whilst lacking the option of going back. I'd just add a stronger finisher.

Alright. With that out of the way, I may suggest other cards.

So, early game discard. Mind Rake and Delirium Skeins are each great, for they take card from every player in the first few turns of the game.

Let's add some better kill spells: Snuff Out, Victim of Night, Go for the Throat, Hero's Downfall, Drag to the Underworld, and Murderous Rider.

Wraths are a cruciality for slower strategies such as this, for aggressive strategies such as Alesha or Tymna. You should add any of Massacre Girl, Damnation, or Massacre Wurm.

Upon card draw, you have none outside of the Trinket Thief, Rankle, and Geth's Grimoire. I'd add any of Phyrexian Arena, Sign in Blood, Underworld Connections, and Dread Presence. Necropotence may seem as if it negates the strategy, but it is always worth it.

Lightning Greaves just seem great.

Dark Ritual and Cabal Ritual allow for turn one Pit or Mists, easily providing much value with your commander on turn two.

Expedition Map allows you to assemble your land combos with Cabal Coffers and Urborg. Always nice.

Nirkana Revenant is an option for the sake of late-game ramp, giving much for Torment of Hailfire.

Now, for the finishers I have many. Do note that these are meant to be played when people haven't any cards in hand, hence lacking answers for these once on the field. Sheoldred, the Whispering One grants value from each player's bin whiles eating at their board. Abhorrent Overlord offers a swarm of flyers to end the game. Grave Titan is much the same. Archfiend of Despair goes well with Tinybones's second ability. Though I am not too fond of it, Archfiend of Spite offers much. Geth, Lord of the Vault hents the opponent's graveyards to swarm the board. Kokusho, the Evening Star is a massive threat that harms upon death. Kothophed allows for a quite a bit of card draw. Lord of the Void is always fun. Lastly, Gray Merchant of Asphodel does so much every time it hits the field.

Of course, I'd add more ramp and reanimation. Mind Stone, Arcane Signet, Charcoal Diamond, and Lake of the Dead are great for ramp. Animate Dead, Reanimate, and Dread Return are fine ways to get stuff from anyone's yard, save for the Return.

That shall be all from me. Do enjoy your day!

Voke1012 on prime speaker of my hulk child

1 week ago

hey i noticed some basic stuff missing

mana - Botanical Sanctum - Hinterland Harbor - Wirewood Lodge - Emergence Zone

artifacts - Thornbite Staff - Lightning Greaves - Thousand-Year Elixir

other - Spectral Sailor - Laboratory Maniac - Ezuri, Claw of Progress - Sage of Hours - Emerald Charm i hope my suggestions help you in some way

jakeyuki12 on Boros Aurelia

1 week ago

@WesomeNight thanks for commenting!

Luminous Broodmoth is currently in testing. I haven't resolved it enough times to see if it plays well or not. There are a few cards I'm trying out in that 4-drop creature slot, the moth is just the current one.

This deck isn't an equipment focused deck, so I only run the equipment that produce advantage (card or mana) or act as removal. And Lightning Greaves, because it's good (protection and haste!). If it were an equipment focused deck then a lot of your suggestions would be excellent, and I would change a lot of things.

It's rather ironic that you bring up Godo, Bandit Warlord because I actually just recently cut him from the deck. I couldn't disagree more with your opinion that Godo > Stonehewer Giant. The giant can win a game practically by itself, without Helm of the Host (which I cut because I got bored of it) Godo has never done that for me. Maybe if it was a more equipment-focused deck then Godo would be a lot better, but it's not. The 6-drop slot is rather crowded, and that CMC has to be impactful- after all, Aurelia is also at that CMC. I just never felt Godo being super impactful when I played him at six, that's why I decided to replace him with Fiendish Duo.

Anyways, I will be testing the 4-CMC slot to see if the moth is good enough. Other 4-cmc solid creatures would be appreciated. They have to be on the same power level as the other 4-cmc creatures you see in the list (Hero, Aurelia, Iroas).

TypicalTimmy on Card creation challenge

1 week ago

Chandra585 beautiful card, mate! And I love that appropriate white draw. I'm a bit concerned of how insanely easy it is broken, though. Cards with no equip cost, such as Lightning Greaves, Shuko and Grafted Wargear you are essentially able to draw your entire library in a single turn.

Perhaps: "Whenever a creature you control becomes equipped, you may pay . If you do, draw a card."?

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