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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
JuQ on Yasova EDH
7 hours ago
YYour Illusionist's Bracers, in this deck, will only work with Bazaar Trader, Sakura-Tribe Elder and Scourge of Skola Vale. You need to have creatures with activated abilities that are not mana abilites. Activated abilities will always be written in the form "Cost: Effect." You could try instead Strionic Resonator.
Insurrection is a bit redundant with Yasova, she won't allow many creatures to accumulate on the battlefield. Most likely the only creatures left in the battlefield will be the ones too big for Yasova to control.
I would include some counterspells (the low cost ones that don't do other fancy stuff) and Heroic Intervention because you will be geting a lot of hate from the other players when you are stealing and breaking their toys all the time.
Reality Shift good blue removal.
Decimate always amazing in multiplayer.
Runechanter's Pike perfect equipment for Yasova and your deck already has quite a few sorceries and isntants, first strike to compensate her low toughness and a lot of power to use with her triggered ability. On top of that Yasova already has Trample.
4 days ago
I second Runechanter's Pike and would add Grafted Exoskeleton to that as well. Also, given that you are mono colored and have mostly basics, I'd shave one for Rogue's Passage. Thassa, God of the Sea is another awesome card to help push damage through, among other things.
Looking at your list, I'd generally suggest cutting down on creatures/artifacts/enchantments and the like in order to keep your instant/sorcery count high as these spell types are where blue's advantage lies.
To give you some ideas, here's a voltron big blue brew I've been working on, though it is a different commander...Ocean chomp
4 days ago
Go more instant and sorcery heavy, then you can run cards like Runechanter's Pike to close games out quickly.
6 days ago
Since Ojutai is blessed with innate hexproof, you can drop a lot of the shroud and hexproof effects and focus on vigilance and untapping. Minamo, School at Water's Edge is amazing for this and only takes up a land slot.
Ring of Thune is amazing since it keeps Ojutai hexproof and grows him every turn.
In a control voltron shell, Runechanter's Pike provides a lot of power very cheaply.
Auramancer's Guise also works well if you want to play more auras.
1 week ago
2 weeks ago
The deck had its maiden voyage at my LGS's EDH event and managed to perform well, winning one game with Labman. The second game could have gone better but for a misplay on my part, but still, the deck proved highly resilient!
I may need some way to loot my yard, at one point I had no way of rescuing Laboratory Maniac.
Flicker effects with my various ETB's proved hugely beneficial and really helped me play around resilient threats. Flickering Venser, Shaper Savant was an all-star.
Azor's draw ability is awesome, but I'd like to make him a little more threatening... I will try to obtain a Runechanter's Pike and test it out!
2 weeks ago
3 weeks ago
I have never been a fan of bannign a particualr play style. I get that some players do not like combo, however banning it rather than forcing other players to adapt seems counter porductive to developing each player's skillset. But this is also an ongoing arguement that I don't think will be reseolved any time soon. So working within these guidelines:
I would look into cards like Runechanter's Pike nad Cranial Plating in conjuction with commander Damage. The benfit of a commander is that they are recastable and that commander damage sticks around. While volton isn't the strongest strategy in the world, you can devote a small card pool to making your commander do a lot of damage, which closes out games very quickly.
In addition to voltron effects, cards which let yo ugo wide are much more valuable than a single (non commander) beater. They are harder to remove and single cards let you buff your entire boardstate. For example, 10x 0/1 tokens (from say an Avenger of Zendikar) with a Dragon Throne of Tarkir lets you output 50 damage. that's two cards. There aren't many two cards big fatty combos that let you do that much damage. Not to mention wide is harder to block, gives you more options when blocking and is more resilient to removal. Obviously you can't run Avenger of Zendikar, but you can run Hangarback Walker, Myr Battlesphere, Myr Turbine as well as some of the other token producing cards you already have. Thopter Spy Network and Sharding Sphinx are both awesome here, I would keep them in the deck.
when it comes to counterspells, unless the spell is THAT good (Mindbreak Trap), cheap cost is generally better than lots of flash. Having to make the tradeoff between being about to play this turn or leaving mana open for counterspell sucks. So cheap spells are good. 2 CMC is the goal (for your meta at least) but ther are some good 3CMC ones. Dissipate, Void Shatter, Disallow are all awesome.