|Commander / EDH||Legal|
Printings View all
|Commander (2016 Edition)||Uncommon|
|Masterpiece Series: Kaladesh Inventions||Mythic Rare|
|Duel Decks: Phyrexia vs. The Coalition||Uncommon|
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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.)
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Lightning Greaves Discussion
22 hours ago
just some suggestions you might like: Garruk Wildspeaker, Garruk, Primal Hunter, Asceticism, Lightning Greaves, Swiftfoot Boots Ezuri, Renegade Leader, Gleeful Sabotage, Tooth and Nail, Natural Order, Eladamri's Call, Martial Coup, Fell the Mighty, Austere Command, Beast Within, Swords to Plowshares, Path to Exile, Door of Destinies. Hope these help.
2 days ago
Helldozer is slow, but if he comes online he seems legit. you'll probably need to test him out in your meta.
Scourge of Nel Toth is just too expensive for my taste, but hey he is a flyin' Zombie..I could see it getting cut in favor of a more efficient card.
Diabolic Tutormy least favorite tutor, should be replaced by a more efficient one, like Vampiric TutorDemonic TutorBeseech the QueenRune-Scarred Demonor any other one. There are probably 8 more I can't think of right now. BtQ being one of the budget option.
that should give you some options to trade for. I would also check out the other Gisa lists on EDHREC for ideas, she is a very popular commander. Have Fun :)
2 days ago
I'd also recommend getting some Lightning Greaves. Yes, they give your creature shroud, but not having to pay mana to equip them make them worth it.
4 days ago
cf42 on Xenagos EDH
4 days ago
You're playing Red/Green, you have no reason to not run Guttural Response. Farseek does nothing for you when you are DROWNING in mana dorks. Natural State is pretty good also as it hits things like Lightning Greaves and Sol Ring, among others.
Also, Lightning Bolt. You have no excuse.
4 days ago
So with these suggestions, I really wanted to commit to thoughtful suggestions that compliment your playstyle, upgrade existing cards, and give your deck a chance to set itself up for success.
Starting with lands. I know I preach lands and basics, and part of the reason for that is a deck is only as successful as its mana base. Looking at the basic lay out, you have 35 lands, which is kind of on the low end. In a color-scheme that doesn't land ramp well naturally, so we will work to address this. Current stat, 13 out of 35 of your lands enter tapped, meaning that if you keep a hand of 3 lands, on average 1 will end up entering tapped and with a average CMC of 3.6, this means you might be waiting until turn 4-5 to play a first spell. So we will fix the mana base first. We will do this by addressing lands and mana sources that enter tapped or don't further your goal:
DROP: Alloy Myr; ADD: A basic Land. The reason is because it sits at the top of your curve and needs a turn to activate, thus being prone to a board wipe.
DROP: Rupture Spire and Transguild Promenade; ADD: Exotic Orchard and Myriad Landscape. These multicolor lands actually set you back a turn without realizing it, since you have to pay into them as well. Exotic Orchard plays into your theme and actually gives you access to other colors of mana in your opponents hand. Myriad Landscape can be used to ramp too.
DROP: The guildgates; ADD: The pain lands. Each one of Caves of Koilos, Adarkar Wastes, and Underground River. Great cards that offer mana fixing without a hit to a budget. They also enter untapped, which is the key.
DROP: The Ravnica Karoos; ADD: The Check Lands. Again, a situation kinda like Rupture Spire, this sets you back early game and is unfortunate late game when you have momentum. The check lands, each one of Glacial Fortress, Drowned Catacomb, and Isolated Chapel. They don't enter tapped provided you have a basic land TYPE (key word there). Again, they enter untapped which is important.
OPTIONAL DROP: One of each Basic Land; ADD: The Shock lands. These guys are phenomenal, seriously. If you can swing it, I'd recommend it bigly.
OK! Now that we have hit the mana base, lets look at upgrading some of the utility cards that allow your deck to get the gas it needs in play, things like your ramp spells and tutors, and just generally better versions of what you're running. Since we added and fixed your lands up a bit, we can slow down on all the ramp artifacts. So here are some suggested adds to get more bang for your commander.
DROP: Armillary Sphere; ADD: Darksteel Plate. We took care of the basic function of Armillary Sphere with Myriad Landscape, so this card seems overpriced and slow for the effect now. Expedition Map will fetch you a utility land/Mana fixer and is better, which you already have in here, so lets use this slot to get some protection for your commander. Sen Triplets draw hate by their nature, so having ways to protect them is important. Darksteel Plate keeps them around and forces people to play their board wipes different if they want your gals gone.
DROP: Manalith; ADD: Lightning Greaves or Swiftfoot Boots. More protection for the commander. Manalith is redundant and weaker when compared to Darksteel Ingot, making it the subject of the pull. Nuff Said.
SUGGESTED DROP: Annex; ADD: Strionic Resonator. Now hear me out on this one Sen Triplets is a triggered ability, denoted by the "At the beginning..." in the card. Annex may net you a land or remove utility, but copying your commanders ability seems like its more your style. And targeting two players at once has obvious benefits that I don't have to overstate here.
DROP: Beguiler of Wills; ADD: Merieke Ri Berit. With only 15 creatures (after cutting Alloy Myr), the maximum effect you could get from Beguiler of Wills feels limited. The suggestion here is a straight upgrade, non-conditional creature steal. Just gotta keep her tapped. And with added protection from the new protection artifacts, thats easier to do.
SUGGESTED DROP: Memory Plunder; ADD: Stolen Goods. They sit at the same spot on the mana curve, however, and the reason I put suggested here, is the casting cost of Memory Plunder really eats into your colored mana available, whereas Stolen Goods does not. This is more of a preference call but one I wanted to make any way
SUGGESTED DROPS: Thrashing Wumpus + Charisma; ADD: Enchanted Evening + Aura Thief. This fits the comboo here in a similar fashion, however I'd argue the latter is much more powerful and fitting to your deck than the former. Adding a sac outlet like High Market which can be fetched by your Expedition Map ensures that you have your combo. These pieces aside, each of these cards can serve a purpose on the board separately as well.
DROP: Grand Arbiter Augustin IV; ADD: Supreme Verdict or Wrath of God. Now this is one where you could probably explain it a bit more to me, but it feels really out of place from the outside looking in. It unnecessarily draws hate when your commander already does that a lot for you. A board wipe here could help.
DROP: Sidisi, Undead Vizier; ADD: Dragonlord Silumgar. Sidisi lets you sac a creature you steal from your opponent, true, but if your commander isn't online or you don't have a large creature presence, its a dead draw. Adding Dragonlord Silumgar actually fits our fairly-heavy planeswalker meta well,or grabs a creature that a player has. Just imagine the look on Eric's face when you pay 6 mana for his 8 mana Ugin
DROP: Seizan, Perverter of Truth; ADD: Keiga, the Tide Star or Recurring Insight. This one could go either way, depends on preference. I'm recommending cutting Seizan though because its the third effect of Howling Mine and Kami. It lands turn 5 if you have it in your opening hand, and you don't get the benefit until it comes back to you. 2 extra cards is a big deal in our meta as the faster decks just got more answers to kill stuff before it comes back to you. Recurring Insight sits in a similar spot on the curve and allows interaction with another player, and Keiga is a great trap that sits with your "Theft" theme.
DROP: Damnable Pact; ADD: Blue Sun's Zenith. While Damnable Pact gives you a way to deal damage to another player, if you can't kill them with this spell then you just gave them a ton of answers to kill you with or combo out. BSZ performs a similar function, however can be done at instant speed, hit you or another player, and shuffles back into your deck. Another viable option here would be Sphinx's Revelation
DROP: Knight of the White Orchid; ADD: Solemn Simulacrum. Its conditional land search at 2 mana, versus unconditional land search at 4 colorless mana. Sad robot is stronger in this case. Plus, Weathered Wayfarer does the knights job better.
SUGGESTED DROP: Fellwar Stone; ADD: Deep Analysis. Card draw that comes back. With a stronger mana base, less mana rocks is viable. I picked Fellwar Stone because of its effect, however only a suggested drop because I know it plays into your commander's strength. So up to you on this one.
SUGGESTED DROP: Plea for Guidance; ADD: A card draw spell, or another Jank spell of your choice. Plea for Guidance is a nice card, but at 6 mana its almost tapping you out in a given turn to get cards you can't play that turn. You also have 4 other tutors in the deck that give you an enchantment when you need it, so use this slot to play a different jank card that fits your playstyle and theme better.
So this is all I've got for now. Just a few thoughts I had immediately combing the deck. Again, these are all just suggestions and I tried to be cognizant of your playstyle and commit to adding thoughtful suggestions that also wouldn't break the bank.
Some other fun cards I stumbled across that were pure jank when looking for upgrades are below:
Hope this helps!
5 days ago
5 days ago
Just start by saying love the idea. How many times have you playtested? Is it fun? I mean there is only one win condition and I'd be worried you would just get done by turn 3 or 4. Maralen of the Mornsong is a super easy target to kill. Would you consider Lightning Greaves?