Runechanter's Pike

Legality

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

Printings View all

Set Rarity
Innistrad (ISD) Rare

Combos Browse all

Runechanter's Pike

Artifact — Equipment

Equipped creature has first strike and gets +X/+0, where X is the number of instant and sorcery cards in your graveyard.

Equip 2

Runechanter's Pike Discussion

theplotthinnens on

1 month ago

@Control_Train I can see what you mean with veilstone. I'm going to lower my CMC in my SY - I've got an izzet build that can probably put some of the more decadent cards to better use for a grindier game - and it's telling that veilstone is actually cheaper tech for my deck, and I'm skewing too high anyway. I'm going to try it in the same sort of role as Mother of Runes I think, potentially being able to make use of it multiple times in a turn cycle if needed. Speaking of, did you find that MoR filled the same role as having a bunch of protection/indestructible cantrips? Do you find yourself missing them now? Does that provide enough coverage when you don't draw Swiftfoot Boots ? Or maybe it's easy enough to cycle through most of the deck with all the cantrips... Runechanter's Pike and Hero's Blade are too good of an opportunity to pass up on, Steelshaper's Gift or Open the Armory will probably find a home. Curator's Ward has been working well for me too, speaking of auras, as has Shimmering Wings .

That's a good point about the nature of SY as a voltron commander, do you mean more in that all the boosts are coming from Shu Yun alone? The */X fliers plan doesn't seem like a bad back-up. That's where a small tokens package seems like it could offer some adaptiveness too. What kinds of tables do you find your deck underperforms at?

I usually only get in two games a week, only about half of them lasting more than ten minutes (it's a 1-LGS town with a pretty competitive meta), so I don't get to test new tech or themes much. It's cool to see how other people are solving the same problems through other decks here though.

Dawn Charm does work.

xaarvaxus on Melek Big Dick Energy

1 month ago

Maybe As Foretold to gain some free casts so you can cast more spells each turn?

Its on the expensive side but Sensei's Divining Top so you can access more instants and sorceries to keep casting. On the cheaper side, Crystal Ball for the double scry to set up that top card of the library.

I don't know that you have enough dragons to make Dragonstorm worth it. I also wonder how effective Runechanter's Pike is in this deck. If your commander had some evasion built in then maybe.

skmbc on Mono-Black Control

3 months ago

I've been building a similar deck, http://tappedout.net/mtg-decks/the-gate-modern-4/

-I ran Desecration demon aswell when I first began building it, but usually got trampled by go-wide strats. Abyssal Persecutor is an awesome card with all the removal you're carrying it's easy to sac him to a gatekeeper or something.

-Vampire Nighthawk is another great card that helps with lifegain if you choose to run a few Phyrexian Arena, Sign in Blood or Night's Whisper.

-Funeral Charm is an awesome card for this type of deck, especially once youre able to get an Urborg, Tomb of Yawgmoth, you're able to have instant speed discard, removal, or sneak a few points of damage in with swampwalking or buff your creatures.

-Really try to get in some Collective Brutality in over distress, its awesome utility and if you decide to run some Bloodghast or Dakmor Salvage+Raven's Crime you get some extra value.

-I would replace mutilate with Languish and probably move it over to the side, you're pretty overstocked on removal often a sweeper shouldn't be a big deal.

-Nihil Spellbomb is great budget GY hate for black.

-Fatal Push Cast Down Geth's Verdict are all great alternative sources for removal. I like running atleast one geth's because Thrun, the Last Troll is a card that I see often.

-Pithing Needle is awesome against resolved planeswalkers and other activated effects like manlands.

-Vampire Hexmage is great aggresive planeswalker hate

-Pack Rat is a nice win con that dodges removal and plays with your board wipes

-Runechanter's Pike works pretty awesome if you have enough card draw to get through and dump a bunch of sorceries

Hope this helped keep rocking the mono black!

TheSurgeon on U/B Mindcrank

3 months ago

I would definitely replace your Thought Erasures with another Dimir Infiltrator, And one more of each of your combo cards. Need 4x of each of your combo pieces. There's nothing more frustrating than waiting to draw or the right moment to tutor your winning piece.

It also beefs the Transmute mechanic. Allowing you to use Muddle the Mixture as a badly needed counter, instead of a tutor.

Delver of Secrets  Flip feels weak in this deck. It doesn't add to your archetype, and relies on revealing your instants and sorceries, for a 3/2 flyer that dies to Shock. Consider Thing in the Ice  Flip, to make the spells you cast controlling the tempo of the game work toward a boardwipe and alternate wincon. Remember, the less your opponent knows about your weapon, the better.

Runechanter's Pike and Vendilion Clique also feel a bit out of place. Clique is just an expensive Thoughtseize, and Pike doesn't win you games. I would suggest more hand hate: Thoughtseize, Duress, Despise

Or more digging: Augury Owl, Opt

Hope this helps!

hotschmalz on Firesong (13.10.18)

4 months ago

Also find room for Righteous Confluence Fiery Confluence Rune-Tail, Kitsune Ascendant Blaze Commando Radiate Jaya Ballard Braid of Fire Dictate of the Twin Gods Runechanter's Pike Dualcaster Mage Dual Casting Reiterate

TheMagicMafia on Espero delver

6 months ago

I don't like Runechanter's Pike. In a deck like this, you want to play one cheap threat and then stop everything your opponent's trying to do. The pike just makes one of your six creatures a little bigger. I'd replace it with card draw, removal, or a counterspell. Geist of Saint Traft seems like it's too expensive, because you're playing esper and Thought Scour, Gurmag Angler or Tasigur, the Golden Fang seem good here. If you won't play those two cards, I'd suggest cutting Thought Scour for Opt.

SynergyBuild on Talrand the Control - An Offer You Can't Refuse

6 months ago

Okay, lets start, Talrand, Sky Summoner is the wincondition, right? If the goal of the deck is to drop him fast and early, Kindred Discovery is a great way to use him to draw cards.

Commonly control loses card advantage in 1 to 1 trades, because there are two opponents who didn't lose cards, but you did, if for each trade you make, you draw a card, the trade is a 1 for nothing. It is straight gravy. Honestly it is a 2 for nothing, since you got a drake. 2 for nothing is absurdly powerful.

The issue is blue doesn't have the best tutors, and that will mean you won't get this level of gravy often, but we can try to optimize the list to survive until you can, or until we find another card drawing engine.

There may be a problem here that you have noticed, you still spend the mana of each card you cast. We have to make sure your answers are very cheap for you to win. I want 0 mana spells, 1 mana spells, and 2 mana spells as your answers. If they are any higher, they have to either:

A: be castable for a alternate cost to make it cheaper (Force of Will, delve spells, etc.)

B: draw a card (Into the Roil kicked, Cryptic Command, etc.)

C: hit multiple threats (Whelming Wave, Cryptic Command, Evacuation, Reduce to Dreams, etc.)

D: get back there mana (Unwind, Snap, etc.)

If all of that is done, we need to talk card draw, outside of engines, engines are great, but we can't just run engines, they are slow, clunky, and few-and far between. You run plenty of the next point, cantrips. Let us take the best option, Brainstorm. It is absurdly powerful, one mana to dig 3 cards, at instant speed, using up mana that otherwise would have been wasted, if you held up mana on the opponents turn. It helps find the answer or counterspell you need, all in response to the Food Chain you can't let resolve.

You run a number of cantrips, even some bad ones I would switch, like Telling Time, it may look like an Anticipate, but being forced to top a card sucks. I would run Anticipate over it any day, but you already run that, so toss in a Preordain, I promise, it is worth it tenfold. Quicken would be another drop, toss in Kindred Discovery over it or something.

Cantrips are nice, but good card draw, like Fact or Fiction, you know, a way to get more cards in your hand than you had, they do cost mana. 4 mana is topping it off, and it has to be instant speed for me to consider it at 4 mana, but FoF fits the bill. Windfall should be run, as the control player, before an engine hits, you need to spend more cards than your opponents do to keep threats of the field. Windfall gets you the new hand, and tosses out whatever cards your opponent tutored out.

Rebuild is a great card I suggest, it can be cycled, so you don't have to worry a ton about the specificity of the card, but it sweeps out many players. Run it. Drop something like Wash Out for it.

The trick with sweepers it to hit as much as possible, and be 4-2 mana, or do other great things. Cyclonic Rift is an example of a great removal spell, that occasionally can double as a sweeper, but shouldn't be held back for that effect. Whelming Wave is pretty good at sweeping opponents, I would drop Inundate for it.

Most of your creatures I could drop for more tutors and answers and card draw Solemn Simulacrum isn't worth it, as it doesn't have flash, it wastes a turn and doesn't win you the game, you could lose it if an opponent combos out because you couldn't answer it. Toss in a Mana Leak or something in it's place.

Others I would suggest dropping for basically the same reason are as follows: Archaeomancer, Burnished Hart, Chasm Skulker, Docent of Perfection  Flip, Duplicant, Fatespinner, Kira, Great Glass-Spinner, Phyrexian Metamorph, Portal Mage, Sower of Temptation, Thing in the Ice  Flip, Trinket Mage, Vedalken Shackles, Mindslaver and Runechanter's Pike.

All of these drops will allow for more space for answers, card draw, and a little bit more ramp, such as Fellwar Stone, Sky Diamond, Coldsteel Heart, etc. More answers like Pongify, Mindbreak Trap, Snap, and other answers can allow for exponentially more ways to stop your opponents.

Not all answers are great though, Boomerang is a card I would drop for a better hate-piece like Pithing Needle, Grafdigger's Cage, or any other decent hate-piece, like Silent Arbiter for a meta in which beat-down is regular, or you see a lot of Tymna the Weaver lists. Damping Sphere against storm, or whatever else you need.


In conclusion, I'll probably write up a rough list for this style of game, and good luck!

Ashmed on You, You and You Shall Not Cast

6 months ago

Love a good Talrand deck! I recommend the following: Coat of Arms to pump all the drakes, Runechanter's Pike to pump Talrand and possibly hit for commander damage, Swiftfoot Boots and / or Lightning Greaves to protect Talrand, Isochron Scepter to have a repeatable counterspell or cantrip.

Feel free to check out my deck Talrand and His Minions of Flying Doom!

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Runechanter's Pike occurrence in decks from the last year

Modern:

All decks: 0.0%

Commander / EDH:

All decks: 0.01%

Blue: 0.07%