You may cast Aura and Equipment spells as though they had flash. Whenever an Equipment enters the battlefield under your control, you may attach it to target creature you control.
|Have (2)||, metalmagic|
|Want (2)||AzraelChimera , kirschwasser|
Printings View all
|Eldritch Moon (EMN)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Sigarda's Aid Discussion
2 hours ago
I was talking about him with a friend today and yeah, he's pretty crazy. 0 mana for a commander with a lot of abilities, just add stats lol. With white and Sigarda's Aid he would definitely beat some face.
1 month ago
With Zendikar release I recommend to use Fireblade Charger (synergy with the equipments and if get kill give you some extra points of damage) and Kargan Intimidator if you are going to use a more warrior tribal strategy (good stats and have some kind of evasion).
1 month ago
Now the big question.. what should I remove? I have a good amount of equipment because I added Sigarda's Aid which allows you to attach for free.
1 month ago
Most of my experience with infect comes from playing simic, but I have played the mechanic in all 5 colors. In terms of power, green is the most effective color to play by a very VERY large margin. You get access to the best infect creature in Glistener Elf (along with the slower and safer option of Blight Mamba), you get trample sources to push through damage with Ichorclaw Myr such as Rancor, Predator's Strike, and Larger Than Life, you get protection bundled with buffs in the form of Vines of Vastwood, Ranger's Guile, and Blossoming Defense, and you get the largest pool of very strong power boosts in the form of Mutagenic Growth, Invigorate, Scale Up, Might of Old Krosa, Berserk, Become Immense, Groundswell, Phytoburst, Noble Hierarch, and Pendelhaven. Since infect is an all-or-nothing sort of archetype, even when running the less aggressive versions, the most important characteristics that you need are speed, protection, and evasion. Green offers two of those things in spades but can struggle with evasion. This is why blue is generally considered the next best color to run. You get the insane threat of Blighted Agent, unblockable buffs with Distortion Strike and Aqueous Form, and protection from spells via Spell Pierce, Dispel, Turn Aside, and the odd Spellskite. Black is the next best. Plague Stinger's flying isn't as good as the unblockable on a Blighted Agent but it's still very powerful evasion as illustrated by the ubiquity of Inkmoth Nexus in every non-budget infect list ever made. Black also nets useful control tools like Thoughtseize, Inquisition of Kozilek, Fatal Push, Dismember, and Assassin's Trophy. White was considered the worst infect color for a very long time since its best option (Apostle's Blessing) can be used in any deck, but the recent introduction of Giver of Runes has breathed some life back into the color. Additionally, I've seen a lot of equipment lists popping up that use Colossus Hammer, Kor Duelist, Sigarda's Aid, and Kor Outfitter to see some success. Unfortunately, that leaves red as the current worst color to run in infect. It has some decent buffs but they pale in comparison to green's offerings. The result is that most red infect decks rely on gimmicks like using Razor Swine's first strike to wither enemy creatures, generating infinite mana to pump into an unblocked Ogre Menial, or putting Phyresis on something like a Spikeshot Elder to bypass combat altogether. Your instant tricks definitely fall in this category. That's not necessarily a bad thing though. If your meta is casual enough, red should still work and it will be much more interesting to play with / fun to play against than a more traditional deck. How competitive you want to be is always up to you.
To answer your specific questions, I would probably start by cutting a few creatures. Most lists run about 12 infect sources (and that's including a playset of Inkmoth Nexus). With Hand of the Praetors on your top end, running 16-20 isn't that unreasonable, at least as long as all of them are good. Infect creatures usually become "bad" when they cost more than 2. That's why I wouldn't usually recommend running Ichor Rats or Septic Rats. Both Necropede and Plague Myr are perfectly acceptable inclusions with very similar power levels. They'll rarely be better than Plague Stinger or Ichorclaw Myr but that's okay if you just want more guys to play. As for Vector Asp, it's honestly a pretty bad choice in most circumstances. While you usually won't need to activate it more than 2 or 3 times to win the game, that mana would be better spent elsewhere, and it doesn't even trigger the Hand. However, given the choice of it and a 3-drop, I'd probably take the snake, especially since it would be your only proactive play on turn 1 (barring the inclusion of Glistener Elf or Inkmoths). Better though would just be to run neither and invest in more buff spells to assist in combat and trigger Livewire Lash. I do like the idea of those spells having cycling in theory, but in practice, the mana needed to cycle can short you of the resources needed to close out the game. Plus, cycling spells tend to cost more to account for the added ability. Cycling lands on the other hand should be fine as long as they come in untapped, although it looks like that only describes Ash Barrens and Blasted Landscape. Just like with creatures, I wouldn't run any spells that cost more than 2 unless they can win you the game like Soul's Fire can. This will also allow you to run 20 lands or fewer, opening up even more slots for gas. I apologize if I'm repeating myself about the low-cost-high-speed thing but that is basically the reason the infect mechanic exists. If you prefer a slow and more controlling style, Rakdos wither built around Necroskitter is a fun option that has some overlap with infect.
1 month ago
Kor Outfitter is not there to be fast. Its there to get around effects like Stony Silence, or Collector Ouphe, which stop equipping artifacts, as equipping is an activated ability. Outfitter is essentially copies 5, 6 & 7 of Sigarda's Aid.
Also the deck's main goal is NOT to be as fast as possible.
As thats what causes the classic RW glass-canon version to be unplayable competitively.
This variant was built to be more resilient.
Losing to a single Fatal Push, or Lightning Bolt is simply not acceptable in modern. I attempted to solve the problem by:
1# rebuilding the deck in such a fashion that allows drawing a lot of cards, and thus replacing assets that get removed from the battlefield (Sram/puresteel + cheap artifacts)
2# have redundancy in key effects, be it Golem-Skin Gauntlets for the hammer, outfitter for sigarda's aid, or Sram for paladin.
1 month ago
You need cheap attach equipment cards you want to heavily consider for this strategy
Ones to strongly consider in deck Champion of the Flame Magnetic Theft Vulshok Battlemaster Heavenly Blade Kemba, Kha Regent Stonehewer Giant Balan, Wandering Knight Valduk, Keeper of the Flame Akiri, Line-Slinger Helm of Awakening
1 month ago
2 months ago
jakeyuki12 hey, glad you like the deck :)
Here's why I like it in the deck:
Firstly, Argentum Armor's effect can hit lands, and it is that one backup equipment in the deck that is sort of an answer to almost all your problems in a late game scenario, and is kind of a win condition if your Helms/Swords are in exile/graveyard.
Not gonna lie some games it'll be clunky but more than often you should have a window with Sigarda's Aid or Puresteel Paladin; not to mention it'll win you the game if it's in your graveyard/battlefield should you ever find yourself in a position with Nahiri, the Lithomancer on board after Obliterate or similar other board resets (destroy your opponents' lands lul).