Runechanter's Pike

Runechanter's Pike

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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

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Runechanter's Pike Discussion

ecmmyers on First commander deck (limited resourses

2 weeks ago

Looking good. I'll try to mention a few budget cards to help you out.

For evasion, Whispersilk Cloak and Trailblazer's Boots, Aqueous Form are reliable methods.

As for killing, Trepanation Blade, Fireshrieker, Bonehoard, Runechanter's Pike, and Inquisitor's Flail

With combat tricks, Tainted Strike is good for one kill when Lazav has 10+ power.

For better ramp, look at Dimir Signet, Tainted Isle, etc.

Remyth on The Untold Story of the Izzet Paragon

2 weeks ago

Pal00ka: While a good card, and probably a better option than Runechanter's Pike (which will most likely be replaced by something else once I acquire it), I don't think it really fits THIS particular deck. Thanks, though, and good luck with your Izzet-ing! I have 4 Meleks currently: normal English, foil English, promo English, and normal Japanese or Korean (not sure which).

FalahNorei on Puresteel White Equip (Modern)

3 weeks ago

Sunforger is insane with the puresteel paladin and leonin shikari... altering the deck around it might make Runechanter's Pike quite the overkill, its risky though.

kemba looks great on paper, but is actually quite worthless - you don't need the minions, and there's cards with better effects. chump-blocking is a thing, but noone attacks into a huge abomination of a monster with trample and vigilance. the enemy has to throw everything he has into stopping YOUR guy instead of you stopping HIS guys. so, it makes no difference if kemba is equipped, or your ornithopter - which has flying as a bonus. the brass squires that you already have in the maybe board are amazing, but make the archangel quite stupid since you can't target your equipment or artifact creatures. the steelshaper too is fairly useless, it buffs your other guys - while you only have one pumped up equipment carry. I'd also remove the darksteel relics and replace them with ornithopters or memnites.

Glint Hawk provides some carddraw with your free-to-play artifacts and puresteel paladins. they also fly, giving them great early game utility with an ogers cleaver and anything similiar - not as bad when your ornithopters die, you'll have 12 cheap throwaway creatures with fly if you count the kitesail apprentices.

the golem-skin gauntlets are amazing, you just have to run more equipment, something I'd recomend anyways. Barbed Battlegear is another nice one. norns annex isn't all that powerful, you should be able to deflect attacks anyways. take it out to make room for equipment and better cards, it doesn't help to kill the enemy which is what this deck wants, first and foremost.

Serendipitous_Hummingbird on Didgeri-Delver

3 weeks ago

Is there a place for Electrolyze? A 2 for 0 is an amazing play.

Also, how well are the swiftspears working out for you? It always feel weird in delver because the bulk of your instants and sorceries are usually cast on your opponent's turn. Maybe Gut Shot can help?

Runechanter's Pike can also be a huge late game draw.

mdunham on Unblockable Blues

3 weeks ago

what about using Runechanter's Pike to beef up your creatures? Invisible Stalker is really good too. Maybe less creatures and you could add some blue mill cards to mill yourself to get more instants and sorceries in your graveyard.

eroine on Double Trouble

1 month ago

checking down on all of your finished deck, the big glaring site that i see is your land count, i know i'm no great shakes at this either but, ultimatly your land count should be around 35-40 faster builds need more lands to keep up and more controlling decks can durdel about a bit.

i would consider editing Goblin Electromancer what does this do but lower the spell cost by one, i would rather add an effect that increases the odds of perfect man.

Adding a Chromatic Lantern it is basically the best card in any edh deck to make the perfect mana.

Unless the high spell count is important to you and this card is your win-con but, Runechanter's Pike seams like a two for one in progress. i think that this would be a great spot for adding a land i would recommend a blue producing land. your are also limited on your red lands. sense most of the permanents are blue i would recommend adjusting that first.

DarasuumKote28 on Infected

1 month ago

Hey JD! This is Karl, from Joe's. Mark told me you maybe wanted comments on this deck, and I love to help with this sort of thing.

First off, basically everything Mark said is spot on, especially about putting things into your yard. Outside of the cards he mentioned there, Tasigur, the Golden Fang and Jarad's Orders are good here, and for sheer card advantage Phyrexian Arena is always good as well. It's important to remember that not only does The Mimeoplasm utilize the yard, BUG is the best color combination to take advantage of it through recursion. Delve cards such as Treasure Cruise, Dig Through Time, Become Immense, and Murderous Cut are also easily playable if you fill your yard.

Now, there are generally 2 ways infect decks play, fast/aggro with pump spells, and slow/control with resource advantage. (You probably know this, but I'm just saying it this way for comment structure.)

The typical "fast" way can "cheese" wins by swinging in extremely early with small creatures, and then pumping it up to 1-shot someone. The problem is that this can be inconsistent and runs out of steam if its creatures gets removed. The Mimeoplasm is good here because when your creatures get removed, it can provide redundancy and get those last few counters in. If you want to go this route, I recommend adding more pump spells, as well as "permanent pumps"- equipment such as the various swords, Runechanter's Pike, or other things like Unspeakable Symbol.

Control infect almost plays like Stax sometimes. You establish a soft lock with discard effects (which is fine for you, since you love the graveyard) and counters/removal, then are free to chip away with a good beater, or proliferate. Your general is somewhat less important here, but can still do work to come in and finish off your opponent. This way does take more advantage of the color combination of BUG in my opinion. I recommend running more removal, discard, and counterspells if you wanted to go this route. Funeral Charm (honestly an auto-include either way), Thoughtseize and the like, Liliana of the Veil, and Bottomless Pit effects are some good examples of discard that are very efficient. (If you want more examples, check out (this)[http://www.mtgsalvation.com/forums/the-game/commander-edh/204260-the-stax-primer] guide to Stax in general.) Also, if you want to go this route, this is where a heavy proliferation theme with Contagion Engine and Inexorable Tide shines.

Finally, it's worth keeping in mind that it's not a bad idea to run a couple fatties for your general to eat for counters, especially if said fatties are just good on their own for various reasons. Terastodon, Avenger of Zendikar, and Consecrated Sphinx should probably be run in any EDH decks in their colors. (Somewhat related: if you're really feeling silly, you can run Phyrexian Dreadnought purely for +1/+1 counters.)

If you get to a point where you're looking to cut cards, some of the first things I would look to cut would be the most heavily overcosted infect creatures, as well as ramp spells. You're probably not going to need to ramp that hard as long as you run enough lands, and while I know that there really aren't that many good creatures with infect, you can get by with fewer if you run better support cards instead of mediocre and mana inefficient creatures.

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