Puresteel Paladin

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
New Phyrexia (NPH) Rare

Combos Browse all

Puresteel Paladin

Creature — Human Knight

Whenever an Equipment enters the battlefield under your control, you may draw a card.

Metalcraft — Equipment you control have equip {0} as long as you control three or more artifacts.

Puresteel Paladin Discussion

LilianaSavedJesus on Kitty Catbot

6 days ago

There is no need to run Evolving Wilds in a monocolored deck, it will only slow you down.

i have a few suggestions for equipment: Bloodforged Battle-Axe once you start hitting with it will copy itself, so you'll 2 then 4 then 8, this this will add up to a lot of commander damage fast and you will get a lot of cat tokens.

Whispersilk Cloak will protect your commander and make it unblockable

if you want to go the voltron way Mace of the Valiant could get a lot of counters from your commanders ability and hit with a lot of damage, but maybe it is too slow.

Fireshrieker will double the damage, from your commander.

if you want to make a lot of cats play White Sun's Zenith , that can get big with Coat of Arms or Cathars' Crusade if you have a lot of cat tokens on the board before you cast White Sun's Zenith you can sac them to Ashnod's Altar to double your cats.

Reconnaissance gives your creatures "pseudo vigilance", and allows you to remove them from combat if your opponent have some combat tricks you didn't knew about.

Sigarda's Aid lets you flash out equipments.

Puresteel Paladin and Sram, Senior Edificer are good in most equipment decks and they draw you cards which can be diffecult in white.

then there are all the "sword of..." which are good but expensive.

mex_mx on Syr Gwyn - Precon Upgrade

2 weeks ago

Hey Kehrmann15, here are some thoughts about the deck, especially how to improve it with cards we already have in our playgroup.

Creatures

Arvad the Cursed : In the current deck he probably has too few other Legendaries he can reliably pump. I would tend to replace him with a lord who pushes all the Knights. For example I could give you Benalish Marshal .

Kwende, Pride of Femeref : Similar to Arvad, there are very few targets at the moment. (Three Knights with Firststrike.) As a good replacement I could give you e.g. Aryel, Knight of Windgrace . Besides her respectable 4/4 vigilance (especially useful in multiplayer) she is a "mana sink", so she can use open mana even if you can't play hand cards. Specifically, she creates Knights tokens or destroys other creatures on each turn.

Belle of the Brawl and Skynight Vanguard would be shaky candidates for me, which could ideally be replaced by stronger Knights. Perfect would be for example Puresteel Paladin and Knight Exemplar . But both are not quite cheap and unfortunately I don't have them either.

Otherwise I'd rather go in the direction of 25 creatures, so maybe add two more value creatures. For example, I could give you the two: Kambal, Consul of Allocation fits well to your drain theme. Which you did to Neotopian and me last time. Sram, Senior Edificer lets you draw a card for each piece of equipment.

This brings us directly to the next topic.

Card Draw

Card Draw still seems to me to be the weakest point in the deck. Cards I can give you from my collection would be Read the Bones (e.g. as a replacement for Call the Cavalry , because you don't really play Go-Wide with the deck and hardly profit from it), Skullclamp and Sunforger (both equipment with which you have more synergies and absolute "must haves" in the deck). Especially Sunforger is crazy with your Commander, if you can fetch a CMC4 Instant for 2 mana and cast for free.

For the Sunforger to work properly, we need a few more instants with impact for <=CMC4.

Removal

Removal should be as versatile as possible ("target permanent" is better than "target creature") and as reliable as possible ("destroy" or even "exile" better than "x damage"). Therefore I would replace Integrity / Intervention by Utter End and Justice Strike by Swords to Plowshares (if any of us have it). Adamant Will is only good in special situations, so I would replace it with a good removal. I could give you Bedevil for example.

Tutors

In order to have Sunforger or other cards on hand at the right time, a few tutors would be helpful. For example, I could give you Diabolic Tutor from my collection. Open the Armory would also be a cheap tutor who fits well to your topic.

I'm not finished on the other topics yet, but here are my first notes on equipment, mana rocks and lands:

Equipment

Find a few stronger pieces of equipment to replace the following:

Mana Rocks

One or two more Mana Rocks. If possible <=CMC2, otherwise (if CMC3) only with additional use. In any case Manalith out and if anywhere findable Sol Ring in.

Lands

No Taplands without upside (Gates etc.). If we don't find better duals (e.g. the scry temples would offer a nice upside) replace them with basics.

Control_Train on Feather Redeems Boros in EDH [Primer]

3 weeks ago

Styms - I’m glad you like the deck and I hope you have as much fun with it as I do! Thanks for the typo tip also, I’ll fix that.

proterran98 - Thanks for the compliment! I think you’d have to rebuild the deck in one of two ways for Sunbird’s, but I love the idea. You could either make the deck entirely (or a huge majority) one cmc, so that every spell is bound to hit something unless it’s a land revealed, or build your deck with a Birthing Pod type of curve with more lean into the lower cmc spells. You could definitely make it work I think, and it’d be fun as hell if nothing else.

Matticusrex - Sunforger has a place, but it is highly mana intensive and you need to build around it heavily. One card you would require for a Sunforger package is Magnetic Theft . Some other possible additions are Auriok Windwalker , Brass Squire , and maybe even Puresteel Paladin to cheat the equip cost. You also need tutors for Sunforger, of which there are four or five reasonable ones. Other cards that I think make Sunforger better are Mistveil Plains , Canal Dredger , Epitaph Golem , Junktroller , and Reito Lantern so you can reuse spells you get that would go to the graveyard. Another notable inclusion is Settle the Wreckage as a tutorable one sided board wipe.

I originally had it in the deck, and considered adding it back in recently, but the slot efficiency is poor for the value you gain. Why it’s in such a high percentage of those decks is likely because the top decks on here have or had Sunforger for a long time, and it feels like a natural conclusion, even though it isn’t upon inspection.

If the package itself weren’t so expensive (tutors alone likely costing $30-$70 for maximum efficiency) I would say try it and see for yourself. A problem I often ran into with Sunforger was that it took way more resources to get and hold up Sunforger that could have been spent progressing my board or doing something worthwhile. It is a powerful card, but not one that I think truly fits here, even in a storm build.

For example: if you can manage to get all 3 instant speed equip cards, 3 graveyard to bottom of library cards, and hold up the mana to do all this, you could theoretically Settle the Wreckage on each players turn in a pod, rendering you unattackable. However, Intimidation Bolt has a roughly similar effect for about a dozen less card slots and costing around the same mana to hold up for three turns in a row.

TLDR; wouldn’t advise Sunforger, but if you want to include it certainly can be played well If built around properly

As an aside, if you’re just using it as a tutor, and not trying to build around abusing it, it might be reasonable there just to find Teferi’s Protection, Boros Charm, or Angel’s Grace in a pinch. Even then, you’re investing 8 mana to cast one spell from your deck, and a further 5 for each other spell you get with it. Hope this answer is in-depth enough to help with your decision making.

Rabid_Wombat on Pioneer Cheerios

3 weeks ago

I play Cheerios in Legacy so I really wanted the deck to work in Pioneer.

Sadly, with only one draw engine in Sram I just don't think it's viable in the format. Thoughtseize , Shock , Wild Slash etc.. can take him out before you get to draw even one card. And to make matters worse, there is no Pioneer equivalent to Noxious Revival , Regrowth etc.. for Graveyard recursion so once he's gone, he gone.

No Grapeshot wincon sux too.

If Puresteel Paladin is reprinted in a future set then maybe Cheerios could step up in Pioneer...we'll have to wait and see.

Tenshi41 on Very Unchivalrous

3 weeks ago

Look like a sweet deck so far. Love the creature/equipment selections. Also has a nice sweet of good single target removal. However, your board wipes look average, I would recommend Vandalblast , Austere Command and Merciless Eviction . These are very good board wipes in your colors.

You have a good amount of ramp but only two thing that provides with land ramp. If someone blows up artifacts, you might just lose the game because most of your ramps and part of the deck is artifacts. I would using Solemn Simulacrum , Burnished Hart , Wayfarer's Bauble and Myriad Landscape to provide more land ramp. In addition, one of the best ramp in white is Smothering Tithe it generates so much value.

Another thing that seem a little lackluster is drawing cards. I know that commander provides a lot but if you do not manage to draw equipment or your commander is removed a few times you might be set back too far. I would recommend Phyrexian Arena , Ugin, the Ineffable , Skullclamp and Puresteel Paladin .

Overall looks like you have a great start. Good luck

Tzefick on White's issues in Commander

1 month ago

This thread is mainly concerning Commander and especially some of the issues that pertain to certain colors, this thread will focus on white. The color's strengths and weaknesses and what they share with other colors. If you just want to see the heart of the thread and skip the pretext, jump down to the segment named "The suggestions".

First of all I'd like to direct attention to TappedOut's Berryjon and his articles of Pattern Recognition concerning some of white's color pie identity in the following links. If you need to refresh or get a better understanding of what white is all about, please go read them, they are quite good:

http://tappedout.net/mtg-articles/2019/apr/4/pattern-recognition-105-white-crust/

http://tappedout.net/mtg-articles/2019/apr/18/pattern-recognition-106-zoo/

http://tappedout.net/mtg-articles/2019/may/2/pattern-recognition-107-lifegain/

http://tappedout.net/mtg-articles/2019/may/23/pattern-recognition-109-white-filling/


This is a brief summary of those articles;

White is the color of status quo and Balance . "No one should pull too far ahead , we should be equal" - that could be a motto for white.

It is a color of community and unity, as seen with Anthems , promoting going wide rather than green's strong. As an effect of this white usually has smaller creatures but they often have keywords like first strike, lifelink, vigilance, indestructible, and others. As a consequence, white has the largest collection of evergreen keywords as a primary identity, sitting at 7 keywords, where the next highest is blue at 5.

(source on keywords: https://mtg.gamepedia.com/Evergreen)

Most group-hug cards are also using white's color pie in some fashion.

White is also a color that desires lifegain for the sake of lifegain. Whilst a color like black likes to gain life to use it as payment for other effects, white simply hoards life for the sake of hoarding life. White shared this feature with green in the early days , but green has since moved on to something a bit different . In the earlier days white also had a variety of prevention mechanics but it got phased out, mostly because it wasn't a very good mechanic and caused nothing to happen in a match.

White is in many ways "peaceful" but can also be destructive. For creatures the destruction is total and symmetrical or very specific but at an alternative "cost" that is not exacted on you but rather benefits your opponent.

White loves and hates artifacts, as shown by some of their early cards and some they have retained throughout the years .

And the same is mostly true for enchantments. White has an affinity for auras, but as most know, auras have a glaring issue that so far hasn't been solved without pushing the auras extensively. White shares the love / hate of enchantments with green.


White's strengths can be roughly summarized in

  • Going wide and buffing wide

  • Large collection and occurance of keyword abilities on creatures

  • Gains life the most efficient

  • Destroys everything in equal measure, ensuring a "balance" (can be offset by granting indestructible or simply ghosting them away )

  • Can deal with pretty much any permanent

  • Affinity for artifacts and enchantments

White's weaknesses can be roughly summarize in

  • Little to no card draw, if there it is conditional

  • Little opportunity for interaction with instants and sorceries, meaning white often just takes the punishment, with some exceptions

  • Going wide often clashes with their desire for balance that blows everything up

  • Lifegain outside aggro match ups is often not that valuable by itself

  • Their spot removal is often not very efficient without having some significant kind of drawback , even though they are flexible


Of white's strengths, they share lifegain with black and green. They share mass destruction with black and red. Their removal options on creatures is general for all, but black does it better, and red can conditionally be more efficient but generally not for Commander. Red can perform better on the artifact removal and in the more flexible artifact/enchantment removal, white gets bested by green, especially at multiple spot removals. Blue (and to a certain degree red) can utilize artifacts better, and green utilizes enchantments better.

There's a lot of white's strengths that they share or can be found in another color. As such white is a very flexible color but the old saying is also jack of all trades, master of none.

However the biggest strike white has in Commander is the lack of resource acceleration, this can both be mana ramp but to a larger degree it's card advantage. Blue is obviously master of straight card draw, black has a long list of trading something for card draw, green can get it through dropping creatures (or enchantments ), having many creatures or in rare occasions to off their own creatures , and red has recently been getting a push for temporary card draw or card draw while at a disadvantage . White is still kinda stuck on having mostly cantrips and a few weak conditional card draw engines . Other than that, they have to rely on artifacts for their card draws.

This combination of master of none and no real card draw is one of the reasons why white struggles in Commander as a singular color.

The Command Zone produced an analysis of over 300 games of mostly 4 players, and white came out as the color with the least win rating. And not just monocolor, but decks that contained white.

(Link to a Reddit-hub for said analysis, showing both data and video analysis: https://www.reddit.com/r/EDH/comments/9r4emn/full_data_dump_from_the_command_zone_statistics/)

However this data and analysis is incomplete and cannot be used as a definitive way to compare the colors, as the amount of games is only 316, differing power levels may occur and some conditions may apply to the play groups. However differing power levels and soft-bans is also part of what Commander is, it is first and foremost a casual format.

I've seen a few people argue that white could look like that because one of their stronger archetypes, resource denial, is frowned upon or directly banned . I don't quite agree and frankly I understand the reasoning behind frowning on effects that grinds the game to a halt. If you can lock and kill your opponents easily with Armageddon , then I don't mind it as much. But I would rather not just wait around for that player to slowly grind the rest of the players out. And there's no bearing in "well, you could just concede" - which is basically saying you might as well not play.

As such I really hope white's multiplayer strength does not have to come from mass land destruction, but instead that we can find ways to make white better in the format.

We have recently received Sevinne's Reclamation which some have speculated could be a way for white's color pie to indirectly gain mana ramp through lands, by returning low CMC permanents from the graveyard.

Now, that was a lot of pretext to get to the heart of this thread:


The suggestions:

White in Commander or perhaps multiplayer in general needs some way to gain card advantage. Every other color has come up with ways to achieve it and white is kinda still stuck.

So far white's card draws have been conditional on doing something else that results in a card draw.

Mentor of the Meek , Dawn of Hope , Puresteel Paladin , Kor Spiritdancer , and Sram, Senior Edificer are the only real card draw engines in white. They are all quite narrow or have a cost associated with it. I don't believe white should just get straight card draw, but they need something less constricting/more generic to help out white as a whole.

Suggestions on card draw Show


Another issue I see with white is how they have a lot of cost expensive cards but no real mana ramp outside artifacts.

Green is obviously covered, black usually cheats mana costs, red is not that heavy on costs but do have some rituals to grant quick mana and in some scenarios the Braid of Fire . Blue has been getting a lot of mana boosting through non-mana artifacts with Urza, and they tend to untap their permanents, generating mana. White is again getting the short end with less to show for direct mana ramp.

As mentioned before, we have recently gotten Sevinne's Reclamation (and Brought Back ) which could be an indirect source of mana ramp, by restoring lands from your graveyard. I think this would be a fine way to utilize white's color pie and their ability to restore permanents.

Let's get to some suggestions

Suggestions on land ramp Show

So with all that said and done. What is your experience with white in Commander? Can you recognize these issues? What do you think needs to be done?

And of course, you're more than welcome to share your ideas and suggestions of cards and mechanics that can help white in multiplayer formats and Commander.

Moosh528491 on Does this look infected?

1 month ago

Sideboard could use some beefing up - maybe some graveyard hate ( Grafdigger's Cage , Rest in Peace , Surgical Extraction )? Also, 4 of of Ornithopter is maybe unnecessary. I know you want to get the ability off of Puresteel Paladin but even so 4 is a lot, you could probably cut it down to 2 and be happy with 2 extra mainboard slots.

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Puresteel Paladin occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

White: 0.61%