|Commander / EDH||Legal|
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|Commander 2017 (C17)||Uncommon|
|Commander 2016 (C16)||Uncommon|
|Commander 2015 (C15)||Rare|
|Commander 2014 (C14)||Rare|
|Duel Decks: Knights vs. Dragons (DDG)||Rare|
|Duels of the Planeswalkers (DPA)||Rare|
|Tenth Edition (10E)||Rare|
|Ninth Edition (9ED)||Rare|
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Artifact — Equipment
Equipped creature gets +3/+0 and has trample and lifelink.
Price & Acquistion Set Price Alerts
|Have (29)||Ashy , maR2307 , geazykagar , Dr_Jay , , Jpegwun , Friedrice24 , cryptoplasm , frederiklw , mziter501 , orzhov_is_relatively_okay819 , TheBl0b , HR19 , GeminiSpartanX , golgarigirl , Tiddilywinkus , ironax , sonnet666 , GoldGhost012 , acbooster , mcstang1986 , Big-Foot , Sparky41 , TheAlmostHero , Va1mar , rockleemyhero , saj0219 , ShishkyBob , Wiggins|
|Want (3)||bradyofportdetroit , Ariumlegion , Va1mar|
Loxodon Warhammer Discussion
4 days ago
Cards I think are very good in this deck:
Blade of Selves, Sunbird's Invocation, Nahiri, the Harbinger - These synergize with your game plan of casting a bunch of big Angels and beating down with them. They're also just individually powerful cards.
Cards I would heavily consider cutting:
- Anafenza, Kin-Tree Spirit - While the deck has a lot of nontoken creatures, most of the counters will end up on utility creatures, not Angels, and you don't have any synergy with +1/+1 counters.
- Blaze Commando - You have 5 total sorcery spells that deal damage, and all but Disaster Radius and Meteor Blast kill all your Elementals (and probably the Commando). It just isn't a fit for this deck.
- Firemane Angel - This card is just a lot of mana for an underwhelming creature. It's recursive, but you already have Defy Death and Gift of Immortality to recur creatures, and you're running so many big creatures that it's not a huge concern.
- Firemane Avenger - I'm not super sure on this one (it might be alright), but it feels very low-impact, and if you can attack with three creatures safely, you're probably in a position where you don't need a free Lightning Helix. This is probably one of the last cuts to make.
- Flamewright - This card just isn't doing anything this deck wants.
- Fumiko the Lowblood - Maybe I'm wrong, but this just doesn't seem like an effect this deck needs, especially after cutting the Humans side of the deck.
- Glory-Bound Initiate - Again, just too low-impact for Commander.
- Goldnight Castigator - I misremembered this one - it's not as good as I thought it was. Probably too low-impact, and dangerous (it puts a big target on your head when you take double damage).
- Hanweir Lancer - Do you really need first strike when all your creatures are probably better than anything your opponents will likely have? It beats deathtouch, but so does indestructible, and that also protects the creature from removal. We can do better.
- Hero of Oxid Ridge - Are 1-power creatures blocking Angels that often? Probably not. Without that relevant clause, this is a 4/2 with battle cry - not very relevant for a big creature deck. And it's not on theme.
- Iroas's Champion - See Glory-Bound Initiate.
- Jareth, Leonine Titan - This card is okay, but we can probably fill this slot with a better creature for the deck. One of the last cuts, most likely.
- Jor Kadeen, the Prevailer - This effect is powerful, but we aren't heavy on artifacts, so metalcraft is unreliable, and we aren't a deck that can make the best use out of it.
- Odric, Lunarch Marshal - We can get something very similar with Angelic Skirmisher, which is an Angel and does something on an empty board.
- Shepherd of the Lost - See Glory-Bound Initiate.
- Skyknight Legionnaire - See you-know-what.
- Sun Titan - This guy is awesome, but he's not likely to bring back much of value in a deck filled to the brim with big Angels.
- Thalia, Heretic Cathar - Is this an effect this deck really wants? If it is, Blind Obedience is an enchantment that hits artifacts instead of nonbasics, and also extorts (It is legal in this deck).
- Truefire Paladin See...yawn
- Victory's Herald - We're an ANGEL deck! We don't need to give our creatures FLYING! In all seriousness, this is very redundant with a deck made up of 30% fliers, 30% support spells, and 40% mana.
- Deathrender - This card is just kinda expensive and difficult to use, and it only lets us cheat out Angels we can just cast anyway.
- Banishing Light - This is a small upgrade, but Grasp of Fate is probably just better.
- Citadel Siege - This card draws a bunch of hate, but isn't so impactful it wins us the game (like Sunbird's Invocation). We can do much better.
- Curse of the Nightly Hunt - Like Fumiko the Lowblood, I'm not convinced we want this effect.
- Faith's Fetters - I'd rather run something more like Banishing Light as enchantment-based removal, because it deals with static abilities like, for example, Angel of Invention.
- Battle Hymn - This card is both really awkward (makes red mana when most of our expensive stuff is white) and not actually going to produce much mana outside of a token deck. We really don't need an effect like this one.
- Martial Glory - Our creatures are already big, so do we really need a combat trick to make them good? I don't think so.
- Ancient Amphitheater - We aren't running Giant tribal, so this is just a worse Wind-Scarred Crag 95% of the time. I'd rather run a basic, or a Reliquary Tower or something.
- Evolving Wilds, Terramorphic Expanse, Vivid Crag, Vivid Meadow - We're a 2-color deck - we really don't need to run what amount to tapped basics most of the time.
Cards I'm unsure about:
- The token cards: Adriana, Captain of the Guard, Sunhome Guildmage, Assemble the Legion, Cathars' Crusade - These cards are all great (and gave me an idea for a deck to build) but I don't think they're a fit for this deck. Either expand on the token plan, or cut these.
- Emancipation Angel - I don't think we need this? If it had flash, I'm all for it, but as it is I don't think we want to bounce our expensive creatures.
- Thalia's Lancers - I don't think we have enough legendary permanents that this is worth playing. If you end up adding more, then go for it.
- Meteor Blast - We're running white - we can get less expensive one-sided boardwipes, I feel.
- Nevermore - If we end up running ways to tutor up enchantments, this is a great silver bullet answer to almost anything, but even in that case, I think Gideon's Intervention is better most of the time. Maybe you run both?
Cards I recommend:
- "Voltron" cards - Since Anya can easily become indestructible and is already evasive, she's a good candidate for winning with commander damage. Loxodon Warhammer is already in the deck, as is Lightning Greaves, so we've got a head start. Some cards I'd recommend are:
- Swiftfoot Boots - Basically Lightning Greaves, but you can target the creature. If you intend to pile a bunch of equipment on Anya this is probably a better option.
- Grappling Hook - Gives Anya double strike, as well as helping you get rid of problem creatures (Remember Anya has flying, so a nonflier can't block her).
- Argentum Armor - Much like the Hook, this makes Anya a serious threat while helping deal with problematic permanents.
- Assault Suit - Get Anya attacking on everyone else's turns, too!
- Champion's Helm - Protects Anya while also making her big.
- Godsend - A bit pricy, but discourages opponents from attacking into or blocking Anya, and a combo with Grappling Hook
- Inquisitor's Flail - Anya's indestructible, so this card's downside is completely meaningless.
- Pariah's Shield - When equipped to Anya, this basically makes you invincible.
- Puresteel Paladin - If you go hard on the Equipment theme, this guy will put in work. Probably not the best if you stick with Angels, though.
- Stoneforge Masterwork - This one should be obvious.
- Steelshaper's Gift - Again, if you go deep with Equipment, consider this.
- Sword of the Animist - Ramp sword? Ramp sword.
- Sword of Vengeance - Give Anya every keyword ever printed on a creature. And +2/+0!
- Worldslayer - This one is just to silly to not bring up.
- Herald's Horn - Makes your Angels cheaper, and helps you draw them.
- Door of Destinies - This should be fairly obvious.
- Kindred Charge - This card will win you games, I guarantee it. Especially with stuff like Angel of Serenity.
- Vanquisher's Banner - Similar to Herald's Horn. Makes your Angels big instead of cheap.
- Angel of Sanctions - Banishing Light on a stick? That you can use twice? Seems good.
- Angel of the Dire Hour - Get 'em! Just don't play this on your combat phase.
- Angelic Skirmisher - Give your team some nice abilities, and on an Angel to boot!
- Archangel of Tithes - Makes life hard for token decks and discourages attacks.
- Aurelia, the Warleader - How are you not already running this? Well, whatever, I won't judge.
- Basandra, Battle Seraph - Prevents opponents getting tricky in combat, and helps deal with problematic utility creatures that are otherwise hard to get rid of.
- Exquisite Archangel - Saves you from death once, which damn well better be enough.
- Karmic Guide - Recurs your big threats which would otherwise rot in your graveyard forever.
- Linvala, Keeper of Silence - A hefty price tag, but an upgrade to think about. Completely shuts down powerful utility creatures and mana dorks (it doesn't care whether the ability is a mana ability).
- Platinum Angel - You literally can't lose. The purpose is obvious, although the target on your head is just as visible.
- Reya Dawnbringer - Basically a repeated Karmic Guide - who wouldn't love to make their Angels unkillable?
- Twilight Shepherd - Having this card sitting on the battlefield makes nobody want to boardwipe, since you just get all your creatures back anyway.
- Avacyn, Angel of Hope - Expensive, but well worth the price - it's really hard to deal with an indestructible field of anything, let alone big fliers.
- Hour of Devastation - Three mana boardwipes are quite strong, and this card almost always costs three mana in Commander. This one even hits artifacts, enchantments, and planeswalkers!
- Boros Charm - A versatile spell that can save you from a boardwipe, make an Angel a major threat, or just burn someone out of the game, if need be.
- Master Warcraft - Completely blowing out two opponents seems well worth four mana to me! If need be, it can even just be a Fog.
- Wear / Tear - Versatile artifact and enchantment removal.
- Return to Dust - Just like Wear / Tear. I put this one in basically every white deck I make.
- Swords to Plowshares - Spot removal that deals with just about any creature.
- Grand Abolisher - We wouldn't want any pesky blue mages countering our Angels, would we? Also has the upside of preventing combat trickery on your turn.
On the manabase:
I like that you put in so many mana rocks and lands (a lot of first-time deck builders might skimp in this regard) but the colors are a bit strange. You have more red sources than white, despite the fact you have more white cards than red. I would cut a few Mountains and replace them with Plains.
Obviously you can't run all of these recommendations, but pick the ones you like the best to fill the empty slots. Overall, I quite like the premise of the deck, but it could use a lot of polish.
1 week ago
Oloro, Skirge and Words of worship is an expensive combo. It's not worth running when you could get something else that does a much better job of gaining life than that. It requires an enormous mana base to be any sort of threat, or an infinite one if you want to make it lethal. Sure, it can't be countered by many cards, but counter spells are rarely seen in EDH, since there are typically more spells than one can be bothered with. A better combination would be Pestilence Demon and Loxodon Warhammer. If you give your creatures indestructible, it can give you massive amounts of life whilst wiping your opponents' creature tokens, mana producers, chump blockers etc off the board. Throw a Sunbond on it and suddenly you have an enormous swinger that can deal an absolute ton of damage for relatively low amounts of mana (Once you've gotten the cards out, of course)
1 week ago
xKitarux, would love to take a look!
Not sure how much I like Boompile here. You don't mind bouncing creatures since you play so few but blowing up your own equipments could be really bad for you. I would stick to bounce spells like Evacuation, River's Rebuke, AEtherize etc... If you are worried about permanents that blue does not handle well, like enchantments, you could play cards like Chain of Vapor.
Hoversail shouldn't be needed since your commander is basically unblockable
Here are some other equipments/auras you may not have considered yet. Lu Xun loves effects that trigger upon combat damage since he is almost always unblockable-
Loxodon Warhammer>Butcher's Cleaver
Its always good to have "back up" voltron creatures incase Lu Xun dies too many times to be recasted efficiently -
Some other good stuff
If you are looking to trim some fat and reduce the price tag of the deck, I would cut Thran Dynamo, Top, Homeward Path, and Generator. That might free up enough funds to spread some love across some other upgrades.
Hope this helps some!
2 weeks ago
A good Sunforger package can be really great to have access to as well since you can tutor for Temur Battle Rage, Return to Dust, Ride Down, Crackling Doom, Wear, Utter End etc... Other good instants and sorceries could include cards that give you extra combat steps with Zurgo like Seize the Day, Savage Beating, Relentless Assault
Some other good equipments for Zurgo-
3 weeks ago
3 weeks ago
This deck looks pretty sweet, and I like the idea of buffing two commanders at once with all of your equipments, but in my opinion there are a bunch of cards that are simply out of place in this particular list.
First, all the 0-cost equipments are great in something like Sram, where they all cycle with your commander on the field. However, giving something +0/+3 and vigilance isn't really impactful enough to run, even with it giving Akiri +1/+0.
Second, all of the equipments that slowly give the creature +1/+1 counters over time are too slow in my opinion. Voltron decks are effective because they pressure opponents very quickly, giving them only a small window to deal with your commander before they die. In addition, Ring of Kalonia and Ring of Thune don't really fit with your commanders, as both of the commanders that they give counters to already have the abilities they provide.
Finally, you have several artifact-support cards that in my opinion are fairly low impact. Golem's Heart and Lifesmith take up a slot in your deck simply to gain you a few points of life here and there.
I'm sorry if this analysis has been fairly destructive so far, but here's something more constructive with some great cards that should definitely be found in equipment-focused decks.
First, some equipments. For some great ramp that initially doubles as an equipment to buff Tana, Dowsing Dagger buffs up something and then flips into a gilded lotus on a land. Hammer of Nazahn protects one of your commanders from removal and also makes your first equips of all your equipments essentially free. Loxodon Warhammer is a source of trample and lifegain for equipment decks. This last one is more of a fun inclusion than anything, but Bloodforged Battle-Axe promises some hilarious shenanigans as you attempt to make as many axes as possible.
Next, there are some insanely powerful equipment support cards that would be great in this deck. You already are running Sram, but Puresteel Paladin is another copy of this effect with further upside by making your equip costs free. Nazahn, Revered Bladesmith is a great equipment tutor, and if you add his hammer, he should definitely join the party as well. Sun Titan is an incredibly strong piece of recursion, bringing back a lot of your equipments or support permanents.
Finally, with your intense focus on equipments, the deck is a bit lacking in removal. While most of this should be standard, you definitely want to include some sort of land destruction, since Maze of Ith or the new Spires of Orazca can really stop voltron decks in their tracks.
Hope this wasn't overly critical, and helps you improve the list!
3 weeks ago
I ran Godo for the last few weeks.
My build focused on getting godo out as fast as possible using mana rocks and then tutoring for Blade of Selves. When Godo attacks it creates a copy that enters the battle field to tutor a new card Hammer of Nazahn sacrafice the copy. Hammer auto equips on ETB. Second Combat step. Attack, Create copy, tutor for Swiftfoot Boots it auto equips from the hammer, sacrafice the copy of godo. Next turn find Trailblazer's Boots or Prowler's Helm and something like the Loxodon Warhammer or Argentum Armor. Fireshrieker for double strike and your pretty much done. I went 4 for 4 with this deck last weekend in a 3 player game.
4 weeks ago
I focused on Lost Leonin and the power of the Eminence trigger with him. Ajani, Caller of the Pride is perfect with him to win, but I also found Duelist's Heritage (Works good with most other cats too!) and Berserk (Works with double strike cats or to remove an opponents creature), both make him more powerful. The nice thing of Duelist's Heritage is that it can be tutored with Enlightened Tutor or Idyllic Tutor or other like Academy Rector whatever your preference.
In my testing too I found that good cats over lots of cats was more efficient, thus why I play Sylvan Tutor, Eladamri's Call and Worldly Tutor which pull either Lost Leonin or Felidar Sovereign for the most part. I also run Green Sun's Zenith usually pulling Rhonas the Indomitable or Fleecemane Lion, another viable good target would be Birds of Paradise which can act as another CMC 2 mana ramp, but I haven't got that in just yet, still testing.
I also found Triumph of the Hordes to work good with the Cat + Eminence theme. I have a Sword of Feast and Famine in my binder, but chose not to include it for now because the protection prevents the Eminence trigger, but it's a good sword, if you have something to do with the extra mana. The problem is for Arahbo, Roar of the World you can overload the cats and then still play during post-combat main phase. I don't run a cat horde/token synergy so that's why I choose not to run it.
Rhonas the Indomitable is awesome, 5/5 indestructible deathtouch and he can attack with ANY cat + eminence trigger! Talk about Aggro tempo for . Darksteel Forge is pretty expensive, and I dont think the artifacts are the key to winning with Arahbo, Roar of the World in my opinion. Puresteel Paladin is amazing for the draw! Keep him! Trailblazer's Boots I'd honestly rather put more trample enablers instead, but I've seen other deck play the evasion angle too.
I'd rather have some more draw, like Hunter's Insight than a VERY High CMC Jareth, Leonine Titan. Only gets the +7 when blocking, so not really the greatest. I know he's hard to remove, and has the built in evasion, but too much.
I've had good success with Chameleon Colossus, his built in ability means you don't need to cast Arahbo, Roar of the World and he can proc well with things like Duelist's Heritage, Ajani, Caller of the Pride, Berserk and Equipment. I elected to go Stonehewer Giant over Stoneforge Mystic but won't discourage you there, she is awesome.
Don't see a lot of abilities, like Mirari's Wake in your deck, so not sure the need for White Sun's Zenith what some 2/2 cats are going to really accomplish for you, except with maybe a Triumph of the Hordes or something. I'm trying to work Metallic Mimic back into my deck, In testing I found him too slow for my taste, but he would be good with White Sun's Zenith as well.
I find Loxodon Warhammer better than Behemoth Sledge because of the extra offense, but with Felidar Sovereign I play both, also like the Basilisk Collar just hate doesn't have any +X to the power, but the deathtouch helps with the evasion factor anyway.
I've had others question my use of Pride Sovereign, I'm undecided on him right now, just lack of Cats with real utility why he remains pretty much. Puresteel Paladin + Bloodforged Battle-Axe is an awesome interaction, but in testing I found Bloodforged Battle-Axe was a little too slow without him around for me.
I don't play as much control, which is why things like Godsend don't make the 99. Cat's aren't here to block, unless you run a Qasali Ambusher most can't even block flyers Skyhunter Skirmisher obviously being an exception, and let's be real, noone is going to walk into an unfavorable blocking situation and have anything of value exiled with Godsend. Accepting cats dont block well, it means it's your opponents choice which creatures to get exiled or not, It doesn't hit opponents commanders, and unless they are playing a unburial type deck, with commander format being singleton it's not stopping recast of anything in the majority of circumstances. Anyway just my thought on that.
Best of luck. I'm always continuing to develop, so hopefully with have some better insights in the future. +1