Pact Weapon

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Pact Weapon

Artifact — Equipment

As long as Pact Weapon is attached to a creature, you don't lose the game for having 0 or less life.

Whenever equipped creature attacks, draw a card and reveal it. The creature gets +X/+X until end of turn and you lose X life, where X is that card's converted mana cost/mana value.

Equip—Discard a card. (Discard a card: Attach this to target creature you control. Equip only as a sorcery. This enters the battlefield unattached and stays on the battlefield if the creature this card is attached to leaves the battlefield.)

AWebb on Tetsuo

1 year ago

I was thinking something like Mirror Shield, Ring of Evos Isle, or General's Kabuto with another equipment like Pact Weapon, Hexplate Wallbreaker, or Argentum Armor. Though General's Kabuto might not allow you to put any more equipment onto Tetsuo, I don't really know how that works. You would also have to get rid of the 2/2 rebel on Hexplate Wallbreaker to be able to put it on Tetsuo, and that might be more trouble than it's worth.

Licecolony on Goaded With The Sauce

1 year ago

I really like your manifest take on Jon. Consider Dulcet Sirens. It's a clever way to mitigate risk of having those horrible creatures for yourself. I'll definitely be adding Crawlspace and Endless Whispers to my list.

Suggested removals from deck Plague Reaver. While it's a nice card to give away, the turn you play it you'll have to sacrifice Jon Irenicus to Plague Reaver's trigger regardless of which order you put the abilities onto the stack. You'd rather not lose Jon.

Gisa, Glorious Resurrector. It's something you can't give away, which means it's good when you're ahead, but not great when you're behind,. Your mileage may vary, but I think getting something more immediately impactful on the board tends to be best.

Mirko Vosk, Mind Drinker. You're not running a mill strategy, you'll only be filling the graveyard of dedicate graveyard decks.

Taniwha. I love this creature and totally understand running it for the memes, but phasing triggers before your upkeep, which means that when you give it away, it'll be phased out for the first turn under your opponent, so they'll keep their lands and you won't draw a card from Jon's ability. The turn cycle has to make two full rounds before Taniwha does anything.

Tergrid, God of Fright  Flip. Unlike Sheoldred, Tergrid doesn't make the opponent do either of its effects. It's another creature you don't want to give away, and Jon makes cards unsacrificeable. It just won't trigger much unless you're against a sacrifice deck.

Ensnaring Bridge. The creatures you donate will often be quite big. Ensnaring bridge will prevent them from attacking your opponents and deny you card draw.

Chromatic Lantern. It's only good if you need the mana fixing. You don't need the mana fixing. Try something like Thought Vessel or Decanter of Endless Water or Midnight Clock instead.

Assault Suit doesn't goad the creatures itself. Often they'll swing at you if possible.

Dissipation Field. Not as good as it looks. Doubles ETB triggers. Anti synergy with cards like Endless Whispers.

No Mercy Jon just has better options for this slot. If you can replace a non-creature with a creature in this deck, you usually want to.

Grave Betrayal. That's 7 mana for a card that could ruin your game by forcing you to revive bad cards you do not want.

Diplomatic Immunity. You want instant speed protection and protection from board wipes. Something like March of Swirling Mist is more versatile offensively and defensively.

Dark Ritual. I'm uncertain what you're trying to ramp into so quickly that you would need this. Maybe I'm wrong.

Countersquall. You may as well play the one mana version in An Offer You Can't Refuse.

Redirect may be bested by Narset's Reversal? That's a matter of opinion.

AEtherize risks bouncing creatures attacking other opponents such as those you've goaded but want them to keep. Try replacing this with a more versatile effect like Reins of Power or a more aggressive effect in Illusionist's Gambit.

Damnation. Jon prefers sacrifice board wipes so that your opponents keep their shit creatures.

Overall I think you could run less counter-magic in favor of more proactive effects.

Cards to Consider Creatures Generally I want to focus on adding creatures that you can give away and then steal back later to win the game.

With Jon, you often want cheap evasive creatures to give out for early card draw with his ability. Right now you have 1 two-drop creature. Throwing in a Changeling Outcast or a Slither Blade can mean you can give a creature away for cheap and still hold up mana for other things. Slither blade wouldn't die to Heartless Summoning too.

In the two-drop slot, you can run creatures that are more defensive like Baleful Strix, or give you card draw like Sygg, River Cutthroat or just more powerful creatures like Flesh Reaver which is a goaded 6/6 that can deal 12 damage a turn or Wretched Anurid. Heck, you can even add a versatile two-drop in Dimir Infiltrator which can be given away in the early game or used as a tutor in the late-game.

In the three drop slot, I think your idea of adding Steel Golem is a great one to make sure the only creatures your opponent has are the ones you're giving them. It's a brutal card. Rotting Regisaur is a card you don't mind giving away early, and can take back later to win. Phyrexian Soulgorger can be donated to an opponent as a goaded 10/10. They won't have to pay the upkeep, but that's a great body to give someone as a political tool. Cephalid Facetaker is also worth consideration though I personally don't run it.

In the four-drop slot, like you mentioned, Grid Monitor is a proactive creature counter. Abyssal Persecutor can save you from death. Archfiend of the Dross is risky but fun (it comes back to your control after the opponent dies).

In the 5-drop slot, both of the evil-eye cards are absolute ALL STARS. They work so well every game I've drawn them. They can also replace some of your weaker defenses like No Mercy and Dissipation Field

As a sidenote, I also like Deep-Sea Kraken as an unblockable 8/8 that can win you the game with homeward path.

Removal I recommend running more sacrifice-based removal since it'll mean your opponents keep the crap you give them. Things like Tergrid's Shadow or Vona's Hunger or All is Dust (one of my favorites) or Killing Wave. I also prefer Toxic Deluge to some of your other removal since it goes through hexproof. Curse of the Swine is also an exile effect that can be selective and works really well. You can also run single-target removal like Reality Shift or Pongify if you'd rather instant speed interaction. Feed the Swarm is quality. If you really don't care about cruelty, you can run Torment of Hailfire, but that card is honestly always too boring for me to want in my decks.

Card Draw Jon has access to some great card draw that most decks can't take advantage of. Fateful Handoff is a card draw spell that also donates (though does not goad). Sygg, River Cutthroat works well with evasive threats you give away (though should not be donated). Verity Circle works great with Jon's ability since it donates the creature first, and then taps it down. Teferi's Ageless Insight allows you to double your draw triggers from Jon.

Equipment Remember that you can donate creatures while they're equipped and you still control the equipment so they can't re-equip it. Pact Weapon makes the attacking creature bigger, while ensuring you can't die, and will draw you another card whenever the donated creature attacks. Dowsing Dagger  Flip works effectively on evasive creature to get you ramped. Vorpal Sword is a win condition on your unblockable evasive creatures.

Goad Dulcet Sirens, Bloodthirsty Blade.

Misc Graveyard removal is king. Throw in a Scavenger Grounds. My favorite card to run is Reality Shift. Make an Avenger of Zendikar spawn a dozen Wretched Anurids. It's not GREAT, but it is always funny. Cultural Exchange is a fun time too with all your manifest and shitty creatures.

That is all. Hope it was helpful.

Michigone on Isshin for a Fight

1 year ago

Change Log 23-Feb-2023

Move to Maybe Board:

Move to Main Board/Add:

Michigone on Isshin for a Fight

1 year ago

Okay, I've had two cuts that have been on my mind. I finally played a game where I used Pact Weapon, and it was certainly... impactful! ;) Okay, that was some terrible word play, I truly apologize. In all seriousness, I've always been a little iffy on the card, as it can be a steep price to pay for card draw, and the game where I used it felt like that theory was correct. I was able to draw 4 cards in one turn off a Karlach, Fury of Avernus + Isshin + Pact Weapon combo, but ended up paying 11 life for it. And Pact was equipped on Isshin, which made him a 14/15 on the second combat swing, but he was chump blocked both combats. It took me down to 11 life, and all an opponent needs to do is remove it and I could be dead or very close to it. So the change I made to the deck was to put in Tome of Legends to replace Pact Weapon. Along those lines, Crow-Umbra has always recommended Tocasia's Welcome and that card is short listed for the same spot too. Keeping in the card draw discussion, I also cut Professional Face-Breaker for Battle Angels of Tyr, which I pulled back in CLB when I drafted with friends, but I'm much less confident about that cut, and would love anyone's opinion/input on why I should put Face-Breaker back in the deck. I don't love Battle Angels because it is a fantastic card for "catching up", but not really for pulling ahead in any metric except perhaps life total, and it doesn't trigger if I don't connect. Anyway, change log is below, but I'm very open to suggestions/walking back some of these changes.

Gilver on Tetsuo Rageblade

1 year ago

haydensmith423 Looks nice!

I would cut Bloodthirster. It doesn't untap Tetsuo and is a wasted slot for 6 mana imo. You already have enough extra combat cards. Jin-Gitaxias, Progress Tyrant is also too expensive, yes the payoff is great but you would be better off to run something like Propaganda for more protection from go-wide decks, after all, you are not running lots of creatures and are going to be open for attackers. I am also not sure about Kaldra Compleat, sounds good on paper but has an high equipment cost and 7 CMC. You could slot in Blackblade Reforged, which can make him real strong.

Chandra's Ignition is a must-have card, can finish off opponnents when tetsuo has infect or you can end up gaining lots of life if he has lifelink.

Also have a look at Kediss, Emberclaw Familiar. Why not hurt the whole table if you are at it?

Another crucial card you are missing in this deck is Hammer of Nazahn. Not only does tetsuo gain indestructibe, but you ignore equipment costs. It is a huuuge advantage.

You can also go infinite with Sword of Hearth and Home if you have Akki Battle Squad out, it is a great equipment and one of the cheaper "Sword of X and Y" cards.

Inevitable Betrayal is also one of those suspend casts which you can cast for "free". It is a fun card so definitely include it if you find the space. Imagine stealing a Blightsteel Colossus from someone or an Eldrazi.

I am also not sure if Sword of Truth and Justice is a good idea to run in this deck. The card gives you protection from red, which makes it unable to be equiped with cards like Embercleave. The payoff is decent, can make tetsuo pretty beefy in the long run.

Finally, Jhoira, Ageless Innovator and Pact Weapon are nice to haves in this deck. Cheat out equipment and cheat death. Also maybe cut Solemn Simulacrum and slot in Sword of the Animist. You are playing an equipment deck so why not go for an equipment for ramp instead.

You can check out my list if you feel like it, would appreciate your opinion! I went for cheap equipments and try to win through commander damage and/or infect. Not really that much different from your list. If you have questions, feel free to hit me up :D.

https://tappedout.net/mtg-decks/tatami-gaeshi/

BishopAtavist on Abzan Graveyard Recursion Help

1 year ago

bushido_man96 I was on the fence about Dawn of Hope, and Pact Weapon has been in and out of this deck. I think replacing both of those with something better is a good call. I envisioned Pact Weapon being equipped to Nethroi, negating any of the life-loss from the card draw with his Lifelink.

That is an interesting perspective about cutting the lifegain sub-theme entirely. Gray Merchant of Asphodel was in the original build and I had/have a pretty decent devotion to black. So I added Sanguine Bond to capitalize on that. But I could definitely be open to replacing those cards with some more exciting creatures at lower CMC if you think that would be wise?

multimedia I had Llanowar Elves in the deck, but I decided to pull the mana dorks in favor of cards that put lands (which are harder to remove) onto the battlefield. Like Sakura-Tribe Elder. I will definitely consider Llanowar Mentor though! Creating multiple token mana dorks and being an additional discard outlet for dredge cards seems like a no brainer. Llanowar Wastes and Necroblossom Snarl also seem like good adds! I had considered adding more green sources since most of my ideal early card plays (Fauna Shaman, Ramunap Excavator, and Dryad of the Ilysian Grove) require green mana.

Thanks again for those suggestions!

bushido_man96 on Abzan Graveyard Recursion Help

1 year ago

Lots of good suggestions above. I'd consider cleaning up some of your card draw options. Dawn of Hope seems to mana-intensive and relies on life-gain. Pact Weapon doesn't seem like reliable card draw, either. For 4 mana, you could play something like Ambition's Cost that will guarantee you 3 cards on the spot. In a deck like this where you want to fill the graveyard with creatures, cards like Recycle and Null Profusion can really fill up the graveyard.

I play a Kathril deck that likes to have creatures in the graveyard, too. I run some cards that help mill, and I also run sac outlets to get creatures I play into the graveyard. You've got one nice sac-draw outlet, and I'd consider running a few more. Plumb the Forbidden is a good one, letting you hit multiple targets. Village Rites is also solid. Greater Good draws you card and gives you selection to fill up the graveyard, too.

I see a smattering of a life-gain subtheme to the deck. Personally, I'd cut that entirely. Some incidental life-gain is nice, but I think the cards you have here aren't doing anything but pulling you away from what your deck wants to do.

Also, Nethroi triggers every time it mutates. Running some more mutate cards could be helpful.

I hope this was helpful information.

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