|Commander / EDH||Legal|
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|Core Set 2019 (M19)||Uncommon|
|Magic 2015 (M15)||Uncommon|
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Artifact — Equipment
Whenever equipped creature deals combat damage to a player, you may draw a card.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Rogue's Gloves Discussion
1 month ago
Hmmm, I could think of a few ways to up-tune this deck if you'd like your combat phase to be a little spicier.
Archetype of Aggression has three power so it can not be recurred with your commander. Since most of your creatures have 2 power giving them trample is not the greatest keyword ability you could give them. Instead I think Goblin War Drums could give your creatures more of an edge and damage output instead.
A better card for Ashmouth Hound would be Benalish Cavalry as it has one more toughness and it decreases the blocking creature's power as well. This makes the Cavalry better as it is much more likely to survive in combat unlike the Hound.
Attended Knight is alright, but a stronger inclusion would be Blade Splicer as it puts more power on the board for the same mana, and if the Splicer dies, recurring it multiple times produces bigger tokens than the Knight.
Battle-Mad Ronin can be a 3/3 for 2 mana, but when it's not blacked it doesn't do a lot of damage to your opponent, and sometimes you are forced to attack with it when it would not be preferable to do so. War-Name Aspirant would be more preferable, as you get a 3/2 with an added ability that makes it harder for your opponent to block it. It also doesn't have to attack each turn so you can use it to block if needed.
Capashen Knight is alright, but if you're short on mana to pump into him he can be rather ineffective. A reasonable replacement would be Knight of Grace which should easily be a 3/2 first strike if you or another player have a black card or creature on the battlefield. Having a constant 3-power first strike creature would be the equivalent of paying 4 mana into the Capashen Knight every turn. Plus the Knight of Grace has one more toughness and hexproof from black so it's much harder to remove as well.
Kiln Walker is a standard 3 mana 3/3, but a better card to run would be Nighthowler as having just 3 creatures in any graveyard makes it just as big all the time rather than when only attacking. In commander graveyards tend to fill up fast so the Howler will always be larger and larger as the game drags on.
Paragon of Fierce Defiance, Paragon of New Dawns, and Paragon of Open Graves do provide anthem effects, but since their anthems are limited by color of creatures you won't always get the paragon you need to buff up your whole team. Instead I would recommend running Angel of Invention, Ravos, Soultender, and Drana, Liberator of Malakir as they all can pump up your creatures regardless of color restrictions.
Rogue's Gloves does provide card draw, however; you may enjoy Mask of Memory more as the equip cost is cheaper, and drawing two cards then discarding one card can be more advantageous than drawing just one card.
Legion's Initiative only really buffs the attack of half your creatures which can be not as helpful if you don't have any red creatures out besides your commander. Leonin Sun Standard may prove better as it can pump all your creatures multiple times if needed.
Orcish Oriflamme can provide increased attack power for your creatures, but it's nowhere near as good as Glory of Warfare which provides more attack power, and it also provides more toughness when you need blockers.
You might also want to touch up on your mana-base a bit. Path of Ancestry works exactly like Nomad Outpost as it produces the same colors, but you can also scry with your commander off it. Command Tower and Ash Barrens also provide excellent mana fixing that you might want to look into. Other lands you may want to consider obtaining would be Wind-Scarred Crag, Tainted Peak, Isolated Chapel, Clifftop Retreat, Graven Cairns, Fetid Heath, and Rugged Prairie.
I hope you find these card suggestions useful to you.
1 month ago
Updated the deck after some absence - I cant remember all the changes, but I definitely mainboarded Danitha Capashen, Paragon and Valduk, Keeper of the Flame. I also switched Open the Armory for Three Dreams and changed something for Awaken the Ancient. I've been looking for some ways to fetch a creature and animating a land proved to be the best choice. This with Three Dreams can steal a win after a late game Wrath, considering that it can fetch a way to protect your 7/7 Mountain too!
1 month ago
Do you think dropping the goblin tribal is really worth it? I mean, Dire Fleet Daredevil, Dualcaster Mage, Flametongue Kavu etc. are cute, but the deck needs to go wide and goblin do that really well. Just asking, i still don't know what route take with my deck.
1 month ago
So when it works Militia Bugler is a great addition to the deck, but it seems like half the time I am either playing him and sending other important pieces to the bottom, or I have the Forerunner of the Empire already so I end up holding onto it so I don't lose those pieces and it becomes somewhat of a dead card in my hand. The more I think about it the more I realize that what you said about Otepec Huntmaster (which was true), could also be said about Militia Bugler. There's only one super important card we are looking for with him and only two other cards he could grab if he doesn't find it.
Now I am playing around with different card draw options to dig for the Forerunner of the Empire and/or Truefire Captain Currently I'm trying Rogue's Gloves (equipped to a Sky Terror) and Risk Factor.
I like Rogue's Gloves because it is repeatable and somewhat reliable. I have mixed feelings about Risk Factor. It's really good on paper, but maybe not the most reliable way to draw cards. If someone played it against me the only way I would let them draw three cards would be if I had less than 6 life or so. It is a really reliable way to deal four damage to your opponent for 3 mana, if it doesn't, oh well, at least you get three whole cards out of it.
With that in mind, I am not super worried about doing early damage to folks, since the combos we're trying to hit kind of don't care what your life total is when they fire off. So maybe Risk Factor isn't the solution I need.
My next idea would be to run Tormenting Voice. I kind of feel good about it. We'll see how it do.
1 month ago
Bludgeon Brawl is a fun card if you are playing a lot of rocks
You're missing the absolute best equipment for kalemne, Umezawa's Jitte
3 months ago
Knight of the White Orchid seems good for ramping into your spells ahead of curve. Your mana curve is pretty stacked at the high end. I would move Knight of Grace to the side board and put Knight of Meadowgrain in its place. Honor of the Pure over Always Watching .
I would also add a fourth Novice Knight and cut Blackblade Reforged and/or Rogue's Gloves for Runed Stalactite
3 months ago
I understand that aura's are generally bad because of the two for one potential, and would almost never play aura's in any non-bogles constructed deck, but for me Curious Obsession is just so good that it breaks that rule. It costs 1 mana, and can give you immediate value. You play it turn 2, they take extra damage, you draw a card. This means that it replaces itself already, and you just spend 1 mana for 1 damage and baited a removal spell worst case scenario, that is already good in my opinion. Also, if your opponent casts a removal spell turn 2, it would mean they tap out for it most likely, basically giving you an extra turn. In most scenario's, you will be able to get an extra 3 damage in with obsession and draw 3 cards before its dealt with. It is especially great because you guaranteed get both damage and the card draw because of your creatures being unblockable. Curious Obsession is even so good that it is seeing play in the modern UW spirits deck. My main issue with Rogue's Gloves is that you have to spend 4 mana in order to get value out of it, and then the only value you get is the card draw.
I like the idea of Throne of the God-Pharaoh, it is very cheap and will get value for sure in this deck. However, it is a card that just requires testing, it difficult to tell how good it is. If its turn 5 and you have 4 unblockable creatures, you can get 8 damage in a turn with Throne of the God-Pharaoh, while Trumpet Blast In that scenario would deal 12 damage. Throne of the God-Pharaoh deals damage every turn you attack, while Trumpet Blast has a suprise factor to it and might not be played around. All these pro's and con's should be tested.
3 months ago
Hey Struyk, what an awesome deck! I didn't realise that there were so many unblockable creatures in standard at the moment, it really opens the way for all these fun decks.
I immediately thought of buffing those unblockable creatures to deal massive damage while spells like Dive Down, Curator's Ward or Shalai, Voice of Plenty together with Siren Stormtamer would most likely offer you a lot of protection and a way to close out the game quickly. Standard doesn't give great access to hexproof creatures at the moment which is the other way this might work, just like the modern bogles deck, the best one being Slippery Scoundrel which is very unreliable.
The one enchantment I really love in this deck, and doesn't even require any protection since it doesn't put that big a target on itself is Curious Obsession, in my opinion the strongest aura in standard at the moment. Put it on a one drop unblockable turn 2, and get a card out of it immediately. The on disadvantage of aura's is that they tend to be 2 for 1's if your opponent can just kill the creature, but with Curious Obsession drawing you cards, that downside is minimalized. Prodigious Growth is a rather funny one, but probably not good in this deck since you have to heavily splash for it since it costs double green.
Other than aura's that have their disadvantages, you can also look at equipements in order to increase the power of your unblockable creatures. Torch Gauntlet, Marauder's Axe and Forebear's Blade are very basic equipment that just increase the damage a lot. Rogue's Gloves just gives some some nice value, but is inferior to Curious Obsession in my opinion. Some equipment that do both are Prying Blade and Dowsing Dagger Flip, especially the Dowsing Dagger Flip is great since your opponent can't do anything with the creatures since yours are unblockable.
So in conclusion, I would cut the creature count down to around 20, and keep the ones that don't need other ones to be unblockable. This would probably mean that I would cut Combat Celebrant, Warkite Marauder and probably Tetsuko Umezawa, Fugitive. I would also cut Ovalchase Dragster. Then I would add around 8 Buff cards, 4 Curious Obsession and then some equipments, and fill all leftover spots with cheap anti-removal like Negate. This way your deck can definitely race other decks, while not giving your opponent a lot of room to interact. You can also consider Trumpet Blast or some other mass team buff spell. However, this changes the deck a lot, and doesn't have to be better. If you would like to stick to the current iteration of this deck, I would still advise Curious Obsession as well as perhaps some team buff spells and/or some more counter spells, probably not anti-creature counters, but anti-spell like Negate. The burn spells in the sideboard are a good idea, I would add some extra creature removal there.