|Commander / EDH||Legal|
Printings View all
|Commander (2016 Edition)||Uncommon|
|Masterpiece Series: Kaladesh Inventions||Mythic Rare|
|Duel Decks: Phyrexia vs. The Coalition||Uncommon|
Combos Browse all
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 in play if the creature leaves the battlefield.)
Price & Acquistion Set Price Alerts
|Have (18)||LTmiller , rebelteddybear , kpral , fireborne1986 , VampireArm , Spinalripper , , Swamy , RubyStrings , tragic_slip , KillDatBUG , cryptoplasm , Venser_the_Sojoner , MoJoMiXuP , , zachi , NostalgicAce , TheRealPeaches|
|Want (4)||LegendDeer , Grantley91 , brokendwarf , Vasbear1|
Lightning Greaves Discussion
1 day ago
Hey pal few suggestions:
(I'll be operating under the assumption you plan on switching to Surrak Dragonclaw later down the road)
Equipments can be good, but not really as much in this deck. Surrak doesn't just want the equipped creature to get through, he wants all your stuff to go through. That being said, some equips are good, like Swiftfoot Boots or Lightning Greaves as they can provide protection for your key pieces in the way of shroud.
There are many great ways to ramp up your available mana early game, and I'd strongly suggest you use a bunch of them for all your mana-hungry creatures. Rampant Growth, Cultivate, Kodama's Reach, Explosive Vegetation, Sprouting Vines/Seek the Horizon, and Oracle of Mul Daya are all pretty good in EDH. I'd say to take out Untamed Wilds, Unbridled Growth, and Map the Wastes among a few other cards to slot this good ramp in. Also, I'd suggest using the Signets instead of Fire Diamond and Izzet Cluestone. (Last second, throw Boundless Realms in for Nissa's Renewal. you have way too much going on at the 6 mark to be ramping)
Horrible Awful Creatures
I can't really think of much to add here, just a bunch of things to toss so here it goes!~
Tromokratis: A touch too expensive for my tastes. If he's there to get your guys through, he's doing a real bad job at it because you already have trample on them. Really just a waste at this rate.
Sphinx of Magosi: Similar problems with Trom. Real pricey, not super big or game-changing. While he'll draw you a few cards, there are a bunch of better cards out there for that.
Sagu Mauler: He's pretty good if he's all you have. I mean, Slippery Bogle is a modern staple for a reason. But I think that your creatures at the 5/6 slot should be a bit more than a dodgy 6/6 trample.
Prophet of Distortion: He's just bad. You only have 5 sources of the colorless mana he needs in order to work. He's not a good body, he won't draw you many (if any) cards, and he is frankly undeserving of a slot in this deck.
Phytotitan: I'm half and half on this. A 7/2 that sticks around a bunch could be good, depending on your meta. This one is up to you.
Pack Guardian: It's just bad. A 4/3 vanilla that lets you turn a land hand into a 2/2 vanilla. Wooo~
Oran-Rief Hydra: You don't have enough forests to have the best of him. Not really super great when you compare it to other things at the 6 slot.
Harbinger of the Hunt: Too pricey to board wipe with, too expensive to be a 5/3. Not very good.
Frontier Guide: You should have much better things to do with 4 mana. Isn't even big enough to consider swinging with if you've used all you mana MP1 or don't need more ramp.
Flamewake Phoenix: It's really just an annoying little bird. if anything, it'll get your big guys hated out so you stop pinging your opponents for 2 in the air every turn.
Right now, as far as actually finishing the game goes, I see 3 things in the deck that you might be able to win with. Avenger of Zendikar, if you can dump a bunch of lands on the board in one turn, Ulamog, the Ceaseless Hunger, and Hydra Broodmaster. I'd suggest finding a way to throw in any combination of Overrun, Pathbreaker Ibex, Beastmaster Ascension, or Craterhoof Behemoth.
Sorry about the long post, I'm just trying to help you in the only way I know how.
2 days ago
Hexproof granted by Padeem, Consul of Innovation does not stop you from targeting Voltaic Construct, it only stops your opponent from targeting it. Shroud granted by Lightning Greaves would prevent you from targeting Voltaic Construct, if you needed to equip them to give haste, however, you can equip them to something else so you can target it again.
2 days ago
I love the following synergy in an artifact heavy deck, especially if Mycosynth Lattice comes out too
Therefore my combo above no longer works?
Many thanks, Nibsey
5 days ago
First of all thanks a lot for your insights!
Let me try to answer everything. Eldrazi Displacer is actually much better than I remembered (by the time OGW came out I was playing a clanky abzan deck made for the Emperor format that used it with Siege Rhino to kill everyone playing as the emperor!) and for some reason when I wrote this description I was thinking it said "exile... and bring it back tapped EoT." which would have prevented that infinite loop. In the meantime I realized that (I believe while looking at your own deck) but didn't update the description so far. Definitely that was something that I would have noticed while playing, but I didn't have the chance to test the deck properly so far.
As for Lightning Greaves + Padeem, Consul of Innovation, definitely worthy inclusions (the greaves to such an extent that I never bother including it in a maybeboard because I know they should be there) but I still didn't get my copies: Padeem because I could trade it with a friend who I know has one up for trade and greaves, because I have one or two decks with one copy in that I'm about to strip to pieces or repurpose, so I'm going to get one of those into this list in time. By the way, Padeem is a woman! I wouldn't have guessed it unless someone pointed it out on youtube at some point eheh. But back onto the deck itself, my problem at this point is to define what is relevant or not in this deck, and most times at my own lists I try to figure this out by cutting some autoincludes for other more doubtful cards, until I understand which one underperforms, so then I can bring in the proven overperformers. Since my playgroup is pretty casual, this is rarely a big handicap for me, and IMO is a great way to test some cards you are not so sure about. Say I'm in doubt between Hanna, Ship's Navigator and Slobad, Goblin Tinkerer (which is not the case, at least before getting some games under my belt). Wouldn't they be kind of cannibalizing each other's function? I'd rather test both at the same time, than choose one over the other and never have the chance to properly compare nor test how they synergize between them, even if they were seemingly worse cards on their own. I know Padeem is going to be vital to keep me safe in many situations, and Greaves are always worth including except when shroud is an handicap because of auras and such, so these are cards that I know I want, but first I want to figure out for sure which ones I can live without.
5 days ago
Got a hold of Living Death, so that's in for Cloak and Dagger. I think Cloak was just a bit too gimmicky, more often than not Grenzo would already be on the battlefield so casting this for and equipping for just felt bad. The +2/+0 was kind of nice, but it only really mattered if I hit Flayer of the Hatebound because that's the only creature with power greater than 3 (and I almost always cast Grenzo for X=1). In the future I think Lightning Greaves has a place in this deck for the shroud ability at a much cheaper cost.
In other news I did some more play testing at my LGS and found In Garruk's Wake to be pretty good so far. I often have a lot of creatures out by virtue of Grenzo so keeping them around has proven useful. The added ability to kill planeswalkers I'm liking as well. By that same stroke Caged Sun has not proven to be quite as good as I had hoped, mana is a lot and I don't have any way to cheat out big artifacts. That said, a friend suggested Scrap Mastery which may be worthwhile, considering I'm running 26 artifacts that frequently get binned from Grenzo. Alternatively maybe putting in Arcbound Reclaimer for Myr Retriever might be worthwhile, I'm not sure.
Lastly, in a previous comment I misinterpreted the tribe of Shapeshifter to all have the Changeling ability (which they do not), only Taurean Mauler has this ability. I regret the error.
5 days ago
This looks very fair and balanced. To make it even more fair and balanced, I recommend adding haste with Lightning Greaves to make it a turn 1 win. However, I think the card might be a little pricy.
5 days ago
You actually have another set of infinite combos in there that you could mention, Eldrazi Displacer goes infinite with either Krark-Clan Ironworks or Ashnod's Altar and Breya. Blink her to produce infinite thopters and mana, then sac and burn.
I see you have Padeem, Consul of Innovation in your maybeboard and I must say that I think he and Lightning Greaves should be auto includes in any Breya list. They protect each other so well and he draws you cards! I've had people scoop to those two cards hitting the board. What are you gonna do? Wait and hope to draw into a boardwipe while I finish setting up my combo?
Plus with you running Planar Bridge, you're going to want to protect your high mana sink artifacts as best you can.
Just my thoughts, aside from that I love the more creature based approach. +1!
6 days ago
Kaalia is awesome. She was my first build too, been about a year more or less. If you are playing multiplayer I suggest adding an eff ton of artifact o regular fetch cards and an eff ton of artifacts with shroud or hexproof; depending on your budget: Steelshaper's Gift, Enlightened Tutor, Vampiric Tutor, Demonic Tutor, and even Open the Armory are all just amazing to have in an opening hand. As for artifacts that grant shroud or hexproof I go overboard in my deck; Lightning Greaves which is almost an autoinclude in every EDH deck, Swiftfoot Boots same as Greaves, Whispersilk Cloak which has the added bonus of granting unblockable and Darksteel Plate. I even add more because there is nothing worse than losing Kaalia. Maybe two other suggestions are adding more artifact ramp in place of some of your lands like Sol Ring autoinclude, the Signets like Boros Signet, and Chromatic Lantern. Last suggestion and the most difficult is rounding out your creatures. There are sooooo many excellent angels, dragons, and demons and depending on your budget each one impacts the game the second it lands. Remember your goal is to get Kaalia out fast and protected and drop game changing creatures. Hope this helps! You can check out my deck here: Kaalia's Monster Mash, I'd appreciate any and all feedback.