Puresteel Paladin

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.

Browse Alters View at Gatherer

Trade

Have (0)
Want (2) Exerti4 , coltonsama

Printings View all

Set Rarity
New Phyrexia (NPH) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Puresteel Paladin occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

White: 0.61%

Puresteel Paladin Discussion

Knixx on Arahbo, Xenagos... for Cats EDH

23 hours ago

Hey Spirits, I netdecked this deck and it's a lot of fun. This is mine, it's a little different but much the same

What are your thoughts on Kaheera, the Orphanguard?

I know I'm going to add it to my deck but I don't know if I should go the companion route or the 99 route.

For the companion route, the cards I run into issues (and my substitute ideas) with in my build are:

Archangel of Thune: Squirrel Nest combo part 1 - Earthcraft

Birds of Paradise: Emerald Medallion, Leafkin Druid, Mox Opal

Eternal Witness: Regrowth, Greenwarden of Murasa

Dryad Arbor: Forest [lmao]

Puresteel Paladin: Hunter's Insight, Lifecrafter's Bestiary, Momentous Fall, Snake Umbra

Spike Feeder: Squirrel Nest

Stonehewer Giant: Nazahn, Revered Bladesmith, Open the Armory, Taj-Nar Swordsmith


A lot of effort to get the companion online but an extra "commander" lord is pretty nice. Losing Birds is what hurts me the most I think but including Mox Opal is 15 artifacts total for Metal Craft.

Losing Eternal Witness kinda blows too.

Everything else I feel can have its functionality replaced at pretty much an even exchange, just maybe different hoops to jump depending on the card

Squirrel Nest combo is in-line with the Spike Feeder combo for the arbitrarily large wincon kinda thing but it needs a haste enabler like Concordant Crossroads or Finale of Devastation for 10+.

I was thinking that maybe Approach of the Second Sun is innocuous enough since it's a single card wincon and we have green to power into 7 CMC plus the draws.

Anyway, lemme know what you think. Once again, thanks for the list, I've been enjoying it a lot.

Gannonfodder on Good-Eye Kelsien. He taps, you scoop.

2 days ago

Martiallawe thanks for all the suggestions! I was trying to limit the amount of equipment because I didn't want a plug and play of my Zurgo deck but it turns out I might have to. Hammer of Nazahn is legit worth the $$. Puresteel Paladin is super good and I totally forgot it existed! Varchild's War-Riders is a flat upgrade, not being able to be attacked isn't worth the extra 1/1s or mana. Thanks again, my dude!

Martiallawe on Good-Eye Kelsien. He taps, you scoop.

3 days ago

I personally think Kelsien might work better with more of an equipment focus (and it seems like that might also be what you're thinking with the Stonehewer). It's a little bit up there in price, but have you thought about Hammer of Nazahn to give you free equips as well as indestructible on Kelsien? Along that same line, Puresteel Paladin would be a great addition for card draw and free equipment effects. I'm also a fan of Helm of the Host as it just snowballs out of control unless it's answered immediately. Maybe add a Darksteel Plate, Mask of Avacyn, or Mirror Shield for some additional protection if part of the reason why you are having issues getting experience counters is due to early removal on Kelsien.

Also, I'm guessing that the reason for having Varchild is to generate 1/1 tokens that you can snipe for free for experience counters, right? If so, you might want to consider Varchild's War-Riders instead since it would work much better with the deck's curve. You can drop it on 2, it makes a token on the upkeep of turn 3, and then you can play Kelsien & immediately snipe the token for a free exp counter - probably a bit quicker than having to drop Varchild on 3 and having to connect a swing to generate tokens.

SE336 on Zirda's Equipment

4 days ago

Hey jakeyuki12 thanks for the tips, really appreciate the insights, due to the long time between my playgroup being able to play I haven't used this in a group yet, just playtests on here so I'm sure it could use some tweaking. Might try to address some things just as I saw them when I was building it, but definitely let me know what you think.

  1. Land count-yeah the land count is a little lower than most of my decks for sure, but I included other sources, maybe I'm relying on them too much? I do have Path of Mettle  Flip which becomes a land with added bonuses, also cards like Seething Song and Soulbright Flamekin that can be used to ramp, the latter for 8 mana when I invest 3 mana with Zirda that can be used consistently (even on opponents' turns). As you mentioned I do have Sword of the Animist and Burnished Hart (which will definitely be awesome to crack for 1 mana!) I am also counting on cards like Teshar, Ancestor's Apostle and Sun Titan to recur those cards and even lands like Naya Panorama or Ash Barrens with the Titan. I also have cost reducers in addition to Zirda like Jhoira's Familiar, Danitha Capashen, Paragon, and Ugin, the Ineffable that all help on a lot of my cards in the deck, lots of legendary creatures, artifacts, and equipment.

  2. Card draw and ramp- always important for sure! I thought I had a good amount of rocks, time will tell if I'm right there, but I do have 1-2 more I could add if the rocks/other mana sources I have and my cost reducers aren't enough. Thanks for pointing out Mask of Memory that is a good one for sure! I have a couple card draw artifacts, creatures like Sram, Senior Edificer, (Ugin is a form of card draw too), a land, and one equipment in Rogue's Gloves that I can tutor for a couple of ways. I debated using Open the Armory but I have Steelshaper's Gift and I decided to go with Relic Seeker and because I could have a body to equip in a pinch and he could also be recurred with the methods stated above to tutor more than once. Sword of Fire and Ice is definitely out of my price range as awesome as it is. I've been on the other end of Smothering Tithe at too many tables to play it myself, it is helpful but as the name implies it's a little too salty for me to play.

  3. Creatures that have synergy with the deck- Thanks for the suggestions, Puresteel Paladin is on my radar for sure, just a little pricey I agree. Fervent Champion is nice and inexpensive, so I might look into him but he doesn't add too much on his own besides being 1 mana and being able to equip to himself. I could be wrong, but I think Balan, Wandering Knight and Heavenly Blademaster have better effects/stats for this style of mass equip strategy and if I'm going to pile more equipment on one creature it would be them or Zirda to rack up commander damage.

Thanks again, just wanted to explain some of my choices and see what you thought!

jakeyuki12 on Zirda's Equipment

4 days ago

Hiya! Long time Boros player here, I've got a few suggestions.

1) Your land count is rather low. I'd recommend upping it to 38 lands, especially considering your rather high mana-curve as well as the extra mana you have to pay for equip costs, even if reduced by Zirda.

2) You're lacking in card draw and ramp. I'd recommend putting in some more mana-rocks for the ramp (easiest fix). As for the card draw, since your deck is focusing on equipment, I would focus on equipment that lets you draw cards. Sword of Fire and Ice is kinda pricey, but one of the best ones that I don't yet see in your deck is Mask of Memory. As far as ramping and drawing cards with equipment, Sword of the Animist and Mask of Memory are the best. Having those as well as ways to tutor for them is the best way to ramp and draw cards in your deck. With that in mind, you're missing an important tutor in your deck, Open the Armory. And of course, on your wish-list when you have the money I recommend investing in a copy of Smothering Tithe.

3) There are a few really good cheap creatures that hold equipment really well. Puresteel Paladin is another of those to pick up when you've got the money or trades for it. A cheap one that's really good in equipment decks is Fervent Champion. For almost all equipment equipping to this dude is free. He's not expensive either!

I gotta say though, there are a lot of cool interactions I see in the deck. Cracking a Burnished Hart for only one mana must seem like the best feeling in the world.

Tzefick on How would you give white ...

1 week ago

TL;DR: The pre-text is LONG. Sorry about that, but there's a lot to unfold about the subject. If you just want to skip down to the suggestions I brainstormed, go below the first set of 3 lines.

It is no secret that the Commander community for a long time has regarded white as one of the weaker colors in Commander, especially as a monocolor. Many have pointed their fingers at how well the color achieves mana ramp and card draw/advantage.

White actually do have a small slew of card advantage and ramp cards or cards that in essence cheats the requirement for mana.

White has raw card draw in Mentor of the Meek and Dawn of Hope, although hidden behind a requirement in form of a trigger. Both are triggers that are fairly easy to achieve but not without costs. Not to forget Sram, Senior Edificer (and Puresteel Paladin) - but again behind a trigger requiring a very specific type of deck building. White has additional card advantage through regaining access to cards once lost, like through a Sun Titan getting back small permanents, or Nomad Mythmaker, Order of Whiteclay, or Bishop of Rebirth.

White has ramp in form of Knight of the White Orchid and Kor Cartographer and pseudo card advantage in good ol' Land Tax. The knight has a requirement that you need to be behind to actually ramp, and that aspect goes again in many of white's attempts to imitate ramp and card draw. White can only catch up, they cannot get ahead. These aspects are most recently seen through Verge Rangers (pseudo card advantage - not ramp, you don't get access to more lands than 1 per turn) and through Cartographer's Hawk. There's also Oath of Lieges but that is a symmetrical effect and may as well just benefit some of your opponents as much as it does you.

White can cheat the requirement for mana in a few instances, like casting Resurrection on a higher costing creature, an aspect they share with black and often a favorite when the two are paired. Where they differ is that black usually does it for less mana at another resource expense, and that black has different means to get those creatures out into your graveyard to set it all up. White has none of these opportunities/advantages.

This thread mainly aims to discuss white getting card draw/advantage in the Commander format and how they would achieve it to fit their color identity, but we can talk about the Commander format in general as well. To clarify, the topic is aimed at discussing how white could get card draw/advantage and not really whether or not they should - do feel free to voice your opinion for or against but please keep it limited and instead focus on how card draw could fit into white's color identity. It doesn't necessarily have to be from a place within the current color identity, but could be exploring new design space that hasn't been seen before.


Let's examine how other colors achieve card advantage:

Blue is super easy and the main color that achieves it, they usually do it straight as an investment for the specific purpose of gaining more resources; Concentrate. Blue also has access to looting options where they draw cards and discard cards (or the other way around); Merfolk Looter / Tolarian Winds. Blue also has the largest collection of cards with Flashback, so even once Blue uses a resource from their hand, they can do it again from their graveyard; Deep Analysis - although these cards are usually more costly than their non-flashback peers.

Black is also relatively easy as they imitate blue's investment but at an additional cost; Night's Whisper. As previously stated black can also access their graveyard like white and reuse mainly creatures that have died or otherwise put into the graveyard (from say an Entomb) by using Animate Dead or Zombify. Black's ability even goes beyond their own graveyard and dip into their opponent's graveyard. Black also have some aspect of self-discarding, usually as a symmetrical effect that aims at harming their opponents while still being able to access the cards they lost themselves; like Cunning Lethemancer.

Red is relatively new on this block, as they have for a long while had many of the same issues as white. Red did however have cards that looted (drawing and discarding cards) in the concept of picking up the strongest of a larger selection of cards - this is also called card filtering as you don't get an advantage in resources, only the selection. However red also has a selection of cards with flashback or activated or triggered abilities from the graveyard. With the introduction of impulse draw - so named from Act on Impulse, where red exiles a number of cards from the top of their library for the ability to play those for a limited time. Thus red has achieved temporary card draw.

Green is one of the richest colors in the color pie at the moment, having access to a lot of control cards, protective measures, card advantage, ramp and swingy plays. It is no wonder to me how green is one of the stronger colors in Commander. Green has access to some very strong card advantage cards that fits right into the slow format of Commander. Rishkar's Expertise is a favorite as it combines the Commander format's slow pace, green's affinity for big creatures, and a powerful swing in resources, all in one card. Another is the ability to draw from creatures being cast or entering the battlefield. Outside the slow Commander format, you don't really see these types of cards, but within the format they are strong and valuable. Green also has access to the most flexible way to reuse cards from the graveyard through Eternal Witness, Greenwarden of Murasa, Road of Return - road and Myth Unbound are even commander specific benefits that makes casting your commander cheaper, within the color with the most access to mana acceleration. So the color that needs it the least has ways to reduce their mana demand on casting their commander. I would argue this aspect should have been placed within white and/or blue more than in green. Black is getting in on it with Netherborn Altar, so in the future we might see the other colors circumventing the commander tax in some fashion.

White has very few card draw cards (the best of which are mentioned above) and all are locked behind some kind of condition that is not insignificant, compared to something like Beast Whisperer.


It would seem white lacks behind quite a bit in this aspect. When a color cannot do something itself or not very well, they usually seek toward artifacts to fix their issues. Here you can utilize Mind's Eye or Loreseeker's Stone or Arcane Encyclopedia or Book of Rass or Endless Atlas or Skullclamp or Tome of Legends to name a handful of the better variants. What most of these have in common is that they are expense to cast or maintain or require some specific deck building choices to function.

If the general consensus of Commander players are to be taken into account along with the perceived strength of each color, it would seem these artifacts are not enough to help white overcome its lack of card draw. Furthermore white's other strengths doesn't seem to have enough impact to offset this lack.

The general argument I have seen against providing white with card advantage is; it breaks the color pie, white can utilize artifacts to fix their weaknesses to some extend, white's strengths comes from mass land destruction, taxing (Thalia, Guardian of Thraben) and hatebears (Aven Mindcensor). Again I don't really want this thread to be overshadowed about arguing for/against White getting card draw into their color identity, let's just assume white eventually will get card draw - how would that look like?

Brief discussion on the counter arguments Show

I really like the way WotC incorporated card draw into red, as impulse draw feels red but it is card draw and it helps red smooth out some edges it may have in especially multiplayer formats, such as Commander.

So, if we assume white is eventually going to get card draw, how would it look like? Here's a couple of ideas for concepts on how to incorporate a card draw mechanic with white flavor.




Taxing

Good ol' taxing. We already have Smothering Tithe, so something similar to Rhystic Study could be a possibility. It could be an aura you put on a land, so whenever it is tapped that opponent pays mana or grants you card draw. It doesn't necessarily have to be mana that is taxed, it could also just be the action/trigger itself that is the tax.

A taxing example Show



Warring / "spoils of war"

White is the most militarized color that deals in organized military strategy, being the main color for the creature types Soldier and Knight. White is often associated with combat and attacking as well. Perhaps it should be used to its advantage and provide some means to acquire card draw - figure it a substitute for roleplay wise gaining lands / trade routes / power / intelligence.

Example of war "spoils" Show



Trading

I actually really like the idea of this one, although it may be harder to properly accomplish.

White has before had trades happening like Armistice and Bargain. There's also the advocates and Benevolent Offering but they are not unique to white and is a set mechanic. It's been a while since this was part of white's color pie, but it could be again.

Example on trading Show

The flavor is there, as white is a color of community and peace, so trading seems like a natural byproduct. I really like the political aspect from this mechanic when considering multiplayer formats.



Divination

An alternative to direct card draw; you choose a card type (instant, sorcery, creature, land, artifact, enchantment, planeswalker) and then look at top X cards of your library, you may reveal a card of the chosen type and put it into hand, put the rest on the bottom of your library in any order.

This reflects the Commune with Nature (which is a green card I know) but it seems to fit white's color pie as the more religious color, to ask the gods/divine/faith for a boon and maybe it is answered, maybe not. Obviously you can deck tech to increase your chances but the idea is a card draw that is not guaranteed. Under the right circumstances it can be stronger than a card draw as it may filter.

Example on Divination Show



Honor the ancestors

I really wanted to create some kind of mechanic that allowed white to dump cards into their graveyard, to synergize with white's inherent ability to generate card advantage through recurring permanents, especially low CMC permanents. As it stands white needs to cast those smaller permanents and have them put into the graveyard from the battlefield - thus making these recurring effects a lot more narrow than their black and even green brethren, who can more easily set up these beneficial plays. But it doesn't seem very much like a white thing to self-mill, ala Surveil, nor do they discard. For white to have this particular synergy you would have to make them gain it without much prior precedent.

One thing that seemed sort of within the flavor of white would be to honor the ancestors, remember the history, keep to the traditions. I think you could work that flavor into some kind of mechanic that could work to white's advantage.

Examples on Honoring the Ancestors Show




Anyway, that's just what I brainstormed for. Like I said before I really liked the flavor on red's card draw and I want white to get something similar. Do you like any of my suggestions or think you can refine them? How would you give white card draw that is flavorful?

RNR_Gaming on Mardu | Hammer and Anvil | 6

2 weeks ago

Not sure what budget you're trying to stay in but some good pick ups/things to trade into if given the opportunity for this deck would be

Stoneforge Mystic - grabs anything you could ever need in an equipment deck and has an ability that gets around counter magic but being unbanned in modern made this stupid expensive. Relic Seeker does an okay impression for much less though

Knight Exemplar - $13 bucks was almost bulk before this commander was spoiled but its arguably the best lord for knights

Puresteel Paladin - $17 mostly spiked because of modern cheerios builds but its basically the glue that holds most equipment decks together. Providing both card draw and utility.

Swords to Plowshares - $2.5 currently the best removal spell in white and slots into any white deck with ease

Corpse Knight - the drain is a nice way to get around a clogged board state

Suns_Champion on Z-Man the Butt-Kicker *Primer*

4 weeks ago

Looks pretty good, only a few suggestions.

More ramp. Zurgo on turn 4 is a million times better than Zurgo on turn 5. And since you're running only 33 lands. Arcane Signet Rakdos Signet Talisman of Indulgence Mind Stone will round out your ramp package.

Next, draw. Necropotence, Ignite the Future, Read the Bones, Puresteel Paladin... there's a ton of options, I'd take out Gwyn and add 5-6 more draw spells.

I'd add Giver of Runes to help make Zurgo unblockable or just protect him when that's not needed.

Remember a key concept of voltron: only 3 numbers matter. 7, 11, and 21. Three hit clock, two hit clock, one hit clock. Zurgo is 7 power. If your equipment aren't making Zurgos power 11, They aren't helping. I personally think Doublecleave effects are better than equips for Zurgo. Duelist's Heritage or Assault Strobe.

Cuts:

  • Syr Gwyn, Hero of Ashvale
  • Moonlight Bargain
  • Sublime Archangel
  • Monastery Mentor
  • Shatter the Sky
  • Some equipments

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