Steelshaper Apprentice


Format Legality
Pre-release 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
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Darksteel (DST) Rare

Combos Browse all

Steelshaper Apprentice

Creature — Human Soldier

(White), Tap, Return Steelshaper Apprentice to its owner's hand: Search your library for an Equipment card, reveal that card, and put it into your hand. Then shuffle your library.

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Steelshaper Apprentice Discussion

ezigrelnos on Tutor Chain Option Sram

1 week ago

The Tutor Chain is really a sub-theme-mirror to the whole decks overall-theme, "Option Sram". This list was never meant to revolve around the Tutor Chain, more that it grew organically from the deck itself and just fit really well into the overall puzzle.

You are correct that the blade is slow, and the creatures are slow as well, but for things like Relic Seeker, issues like these are easily fixed with Prowler's Helm & Swiftfoot Boots equipment or any of the redundant pieces. Its not a game-winning combo, nor is it meant to be, but it adds consistency and reliability.

Also with mana-fix, Steelshaper Apprentice can tutor multiple times a turn. The main concept is how these cards all interact with the existing frame-work, and how you can squeeze every ounce of value out of them with mana-fix and equipments.

Imagine losing your relic seeker, heartbreaking, but now your opponent is down removal, and you got a free creature in your hand. Could be a back-up Tron Hero, could be more tutors, that value is endless, and again it mirrors the concept of how we win with Option Sram: Card Advantage, or simply put having more options.

As far as finding the blade, you can easily tutor this item out, any time, with any of the ten other tutor options in the deck. If that doesnt happen, all the innate draw in this deck will more than likely pull out this item.

Sure, you cant protect it outside Darksteel Forge, but the concept of Option Sram is what this combo all about you have the option to tutor it out, which allows you the option to tutor creatures. The option is there, available, if needed.

How consistent/reliable that is depends on the match, but in a vacuum its 100% creature cycle. It will almost never happen like that in a real match, nor is it intended to, but the fact of the matter is that the options are there, even if they are not all there. If anything, Elixir of Immortality helps keep the chain alive feeding creatures back into the library.

Ive thought about Deathrender as well, and I am still not sure about taking a slot for it. I am not sure if I want focus on the tutor chain any more, as the deck is about Sram and not Heirloom blade, though I do love the fact that Heirloom blade works so well with Sram and the entire deck on multiple levels, in a way that I have not seen any other Sram deck do, without adding in any other combo pieces.

Every card in this list really works on it's own, and that's something I value greatly for Sram. Drawing dead combo pieces is lame.

I might toy around with it more, and put more emphasis on the tutor-chain or swap out creatures, but I am still play-testing my local meta as we speak and I want to make sure the core mechanics of the deck are more refined before I change around the tutor style.

As far as cost reduction ramp - My play group does not play highly optimized Tier 1 cEDH decks, though they do run aggro decks like Edgar Markov so there are tempo issues to consider. In my local playgroup Sram is the target of the board, and more often than not multiple opponents stack dedicated hate to try and stop him. This only really "slows" Sram down, as more often than not once I hit a board wipe and follow up with mana-fix I can normally play out Sram and my entire hand and swing in lethal instantly. Its happened multiple times, and its insane how well mana-reduction, equipments, Sram, and mono-white work together.

As far as how many turns, I would say atleast 7. My group has run into 5+ hour matches before, but I do not plan on that long. Once you get any form of mana reduction, you really can snowball. More draw, into more fix, into free drop and draw completely. This is critical mass, and how quickly you reach it depends on the board, though if you are playing against multiple turn5 win decks then you're probably going to need something better than a Tron deck as I hear they are not top-tier.

This was mostly made just because my group had one of every mono-color EDH decks except white, and Sram works way too well with equipments and mana-reduction.

stevend11 on Daxos Artifact Voltron

2 months ago

In advance sorry for the length and for any duplicates. Ardent Recruit Armament Master Armory Automaton Auriok Edgewright Auriok Glaivemaster Auriok Steelshaper Auriok Sunchaser Brass Squire Etched Champion Etherium Sculptor Grand Abolisher Ironclad Slayer Kemba, Kha Regent Kitesail Apprentice Kor Duelist Kor Outfitter Leonin Den-Guard Leonin Shikari Lumengrid Sentinel Master of Etherium Militant Inquisitor Myr Adapter Myrsmith Puresteel Paladin Relic Seeker Riddlesmith Skyhunter Cub Soldevi Machinist Stoneforge Mystic Sunspear Shikari Training Drone Angelic Armaments Armed Response Armory of Iroas Auriok Survivors Auriok Windwalker Avacynian Missionaries  Flip Avacyn's Collar Balan, Wandering Knight Basilisk Collar Blade of Selves Bladed Bracers Bladed Pinions Bloodforged Battle-Axe Broodstar Butcher's Cleaver Captain's Claws Carry Away Champion's Helm Conqueror's Flail Dispatch Dowsing Dagger Empyrial Plate Enlightened Tutor Ensoul Artifact Explorer's Scope Ghalma's Warden Golem-Skin Gauntlets Illusionist's Bracers Indomitable Archangel Infiltration Lens Inquisitor's Flail Leonin Abunas Lightning Greaves Loxodon Punisher Masterwork of Ingenuity Neglected Heirloom  Flip Open the Armory Padeem, Consul of Innovation Paradise Mantle Quest for the Holy Relic Ring of Thune Shield of the Avatar Shield of the Righteous Shuko Sigarda's Aid Sigil of Valor Skullclamp Spy Kit Steelshaper Apprentice Steelshaper's Gift Stone Haven Outfitter Stonehewer Giant Swiftfoot Boots Sword of the Animist Sword of the Meek Taj-Nar Swordsmith Trailblazer's Boots Treasure Mage Trinket Mage Trophy Mage True-Faith Censer Umezawa's Jitte Vedalken Archmage Vedalken Infuser Veteran's Armaments Vorrac Battlehorns Whirler Rogue Argentum Armor Argivian Restoration Assault Suit Darksteel Plate Diviner's Wand Efficient Construction Elspeth, Knight-Errant Elspeth, Sun's Champion Ensouled Scimitar Fabricate Fireshrieker Godsend Grip of Phyresis Hammer of Nazahn Haunted Plate Mail Heartseeker Helm of Kaldra Loxodon Warhammer Magebane Armor March of the Machines Moonsilver Spear Nahiri, the Lithomancer Norn's Annex Open the Vaults Pariah's Shield Quietus Spike
Remember the Fallen Scytheclaw Shield of Kaldra Sickleslicer Slayer's Plate Stolen Identity Sword of Kaldra Tatsumasa, the Dragon's Fang Tezzeret the Seeker Thopter Spy Network Thoughtcast Trepanation Blade Whispersilk Cloak Worldslayer Cheers!

t3hdarkness on Knights, soldiers, and stuff

2 months ago

The enchantments that only give +1/+1 can probably afford to go for the sake of equipment cards and cards that add bigger buffs like Door of Destinies or pull double duty like Vanquisher's Banner

Rogue's Passage helps keep Balan from being blocked Knight of Dawn and Pentarch Paladin have some flexibility.Pentarch Paladin is also pretty funny with Eight-and-a-Half-Tails too. Buried Ruin, Sun Titan, and Emeria, The Sky Ruin help you get back your used up cards. Steelshaper Apprentice, Steelshaper's Gift, Stoneforge Mystic, Quest for the Holy Relic, and Stonehewer Giant help get you pieces to make Balan stronger but running all of those is overkill, so just use the ones you like.

Mirrorworks makes it so you don't have to spend as many spots in the deck on equipment to get a big result. Argentum Armor, Heirloom Blade, Loxodon Warhammer, Sword of Vengeance and the Kaldra pieces are good on the cheap, but feel free to add Sword of X and Y as your budget allows.

Since you run so many instants, an Isochron Scepter might not be half bad.

bigcraig666 on Can Voltron Deck Itself Out?

6 months ago

I'd take out some of the more useless creatures like Nyx-Fleece Ram, Vanguard of Brimaz(you have nothing to target it with) and put in things like Stonehewer Giant or Steelshaper Apprentice to find equipment. Sun Titan, and Auriok Survivors to get things back when they get destroyed. I'd cut some enchantments and put in more equiment. I enjoy getting Sword of Kaldra, Shield of Kaldra and Helm of Kaldra together.

Take a look at my list:

Xenephrim on

10 months ago

KALE434 Can't say I'm a big fan of O-Naginata. The power buff isn't bad but without increasing Zurgo's toughness it falls short when compared to Tenza, Godo's Maul. That's just my opinion. Sunforger isn't a bad idea. I've got one lying around, I might be able to find enough of a use for it. Mask of Memory feels like another Infiltration Lens. The draw on damage seems less useful than the card draw on block that the lens provides, given that Zurgo may very well end a game in the turn he isn't blocked.

Stoneforge Mystic would be awesome, but it's a bit too expensive for my taste. Stonehewer Giant on the other hand would fit perfectly in here. Steelshaper's Gift is really good too. I'm mixed on Steelshaper Apprentice. Four mana for a 1/3 that requires another mana to activate his ability seems a bit too costly.

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