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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.
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Runechanter's Pike Discussion
3 hours ago
Hey, that makes a lot of sense you want creatures to use as blockers in the early game before Drakes. Another thing to consider is more mass bounce board wipes. Slivers rely on having an assortment of different Slivers in play each Sliver then gains a lot of different abilities. Bouncing the entire board of creatures breaks this interaction and slows your Sliver opponent down. This gives you more time to get Talrand into play without being pressured.
Bouncing the board of all creatures does hurt the game plan of Drakes because they're tokens, but you can recover from this. There's a few budget four and five drop bounce board wipes:
These bounce board wipes don't care if your opponents' creatures are attacking like AEtherize does. Engulf seems good vs Slivers because Slivers in the early game have 1 or 2 toughness and since you're playing a lot of Islands Engulf can bounce all Slivers at instant speed for four mana. Wash can bounce a bunch of permanents and not hurt you, just don't name blue.
Ramping into a fast Talrand is a good strategy. There's a few budget mana rocks that can help with this:
I always prefer two drop mana rocks over three drops. Playing a two drop rock turn two here gives you a good shot at playing Tarland turn three which is fast. Other than Sol Ring there's no budget 0 or one drop mana rocks they're all expensive Magic cards.
Sapphire Medallion is a powerful artifact with Talrand and it's the effect you're looking for. I consider it budget, but $5 is a still a lot. Baral, Chief of Compliance is also a very good creature with blue control. He doesn't help ramp for Talrand, but all spells that make a Drake are then reduced by one colorless mana. Getting to draw after countering something with a counterspell is also good.
Runechanter's Pike is another card to consider it gives you an alternative win condition needing only one Drake or even just Talrand. Give the Drake huge power and swing for a lot in the air or give Talrand huge power and swing for a lot of first strike Commander damage.
5 days ago
3 weeks ago
Runechanter's Pike seems like a good fit. If you decide to add it I would put in a few more contingency plans, and maybe one or two more creatures.
1 month ago
Runechanter's Pike is a great idea.
1 month ago
Lands: Avoid tapped lands in this type of deck. You don't have all the time in the world to win, and losing a turn because a land came in tapped, is a real feelsbadman. Sulfur Falls and Spirebluff Canal are both quite decent, and of course you could get fetches and shocks, if budget allows.
Spells: Abrade isn't really a modern card. And in a 20-land deck, Electrolyze is expensive, so cut that one back to 3 copies. Then add 3 Thought Scour Also: Why exactly these 5 counterspells? You could have gone with 2 Remand, 2 Spell Pierce, and 1 Mana Leak. I'd consider Magma Jet too expensive, but perhaps in this deck, the scrying is worth it. both Thing in the Ice Flip and Young Pyromancer would be a bit better with Mutagenic Growth.
Creatures: Never been a fan of Delver of Secrets and Thing in the Ice Flip in the same deck. TitI can a bit too easily end up bouncing your delver, and a turn 4 or 5 unflipped delver is really not worth much.
Also, you scry so much, that only very important and early spells need to be a full set. Anything after turn 3 doesn't need to be a 4-of.
1 month ago
2 months ago
Runechanter's Pike on theme.
2 months ago
Aura Thief: in a 4 player game (where let's assume that there is 1 zur player and 1 breya player), I have convinced the Breya player to shoot my aura thief to steal the zur enchantments. It is particularly potent against such decks (any esper deck, essentially) and is still useful as a utility creature (stealing a Sylvan Library and Rhystic Study is nothing to scoff at). Lastly it can (in certain situations) be used to stop Food Chain combo's (which is another prominent force to deal with). I will leave it in as a meta call.
Runechanter's Pike: it is most definitely cheaper than Batterskull and buffs clique's power more than jitte and potentially more than skull. Batterskull is one of the few "bombs" (I count 5 cards as 'bomb' in this list). When it is cast, it demands an answer or I will be in a winning position and killing people quite quickly. With this in mind: it is slow, abeit clunky, and otherwise unwanted in my opening hand. Lifegain is also unneeded (usually). Umezawa's Jitte does too much. In slower games, it slowly and surely eeks out advantage just by being on the field. It stops Hermit Druid (and other combo's relying on creature's toughness <3, looking at Laboratory Maniac). It also creates surprise wins with Inkmoth Nexus, which is very much relevant.
This leaves me with Runechanter's Pike (a card that I had completely forgotten existed, ty) and skull. I'll test out pike, results looking quite good, but will reserve judgment.
Edit: and yes I am very proud of my description(s)