Stone Haven Outfitter
Creature — Kor Artificer Ally
Equipped creatures you control get +1/+1.
Whenever an equipped creature you control dies, draw a card.
|Have (2)||metalmagic , gildan_bladeborn|
Printings View all
|Oath of the Gatewatch (OGW)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Stone Haven Outfitter occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Stone Haven Outfitter Discussion
4 weeks ago
Nearly forgot Stone Haven Outfitter will give your equipped creatures a nice bonus and lets them have the benefit that if they die you will at least get to draw a card.
2 months ago
Nice list! You might like these: Bottled Cloister, Palace Jailer, Ugin, the Ineffable, Mentor of the Meek, Lapse of Certainty, Ravnica at War, Indomitable Archangel, Leonin Abunas, Colossus Hammer, Argentum Armor, Bloodforged Battle-Axe (great with Puresteel and Balan), Stone Haven Outfitter, Taj-Nar Swordsmith, Heraldic Banner, Aven Mindcensor, Windbrisk Heights
3 months ago
I like it! Something to consider, Shield of the Pariah can make you almost unkillable when attached to Tajic. Stone Haven Outfitter, Sigarda's Aid, Heavenly Blademaster, Tiana, Ship's Caretaker and Nahiri, Storm of Stone might have a place in your sideboard. Keep it up!
8 months ago
That’s a good point. I was originally trying for more of a midrange-aggro plan that just happens to have an oops-I-win combo, but consistency would be baller indeed. I’ll probably replace the Stone Haven Outfitter because it’s often just a bear, which doesn’t cut it in Modern. I’ll make the change once the site gets fixed.
8 months ago
I'd encourage you to consider making this a more midrange-y deck, trying to outlast aggro with a sideboard to withstand control. I organized my suggestions by matchup so that you can decide what might fit best in the meta you're up against.
Whirza: Only Disenchant can hope to save you.
Creature-Based (humans, hardened scales, etc.): Godsend is a massive rattlesnake, Sword of Fire and Ice can kill a surprising amount of things, Novice Knight can eat a surprising amount of things, Leonin Den-Guard can block SO many things, and Kitesail Apprentice can get above most decks in modern. Worth noting that Stone Haven Outfitter can make trading just awful for your opponents. Path to Exile is kind of a necessity as well.
Removal-based (the rock, azorius control, etc.): Lightning Greaves and Swiftfoot Boots are decent protection, and Stone Haven Outfitter to make opponents hesitant to kill and to pump everyone, thereby forcing the opponent to bite the bullet, kill your fellas, and lose the card advantage.
Tron: Hedron Blade . No, I am not joking. Find your least relevant creature, trade it for the opponent's Wurmcoil or huge Eldrazi or etc. Definitely not ideal but tron is a tough matchup, especially in no-land-destruction white. Path to Exile is also really good in these matchcups.
You by no means want to include all of these, I understand that under half of these are likely to be relevant. But find the ones that are, and seriously consider incorporating them.
1 year ago
So for sure Drop:
EQUIPMENT POWER STUFF
1 year ago
Hey man, here are my thoughts
First, although I know your manabase isn't finished, I'd recommend running at 37 lands total.
Second, it's important to consider which equipment are powerful with this strategy, especially with Mirri. You'll likely need ways to keep her from dying. Since she has first strike, giving her deathtouch in addition will make it such that she will always kill the opposing creature before it deals damage, making her almost invincible in combat. You've already mentioned Quietus Spike, but other must-includes for this deck (imo) are Gorgon's Head, Gorgon Flail, and Basilisk Collar. You may also want to have ways to keep Mirri from dying to board wipes and removal. Darksteel Plate and Shield of Kaldra are both about 5 bucks, but they're pretty good. Cards that prevent targeting can be good, but hexproof is preferable to shroud. However, some shroud giving cards, such as Lightning Greaves and General's Kabuto. Mask of Avacyn gives Hexproof, but it's not a Great equipment.
Third, let's consider the equipment you're including. You want most of them to be strong enough to make a single creature into a threat on its own. You've already included cards like Argentum Armor, but frankly you don't really have enough equipment. I'm gonna list a bunch of equipment in various categories here that are worth considering (Sorry if some of this is already in your deck).
Fourth, let's look at your creatures. In commander, lower-impact things tend to be outclassed quickly. As such, you generally want your creatures to either be significant threats or utility. Some creatures that I feel are worth cutting are:
Jareth, Leonine Titan (Not a particularly good card. He's only got a good size when blocking)
Leonin Relic-Warder (He's likely to die over the course of the game. Long-lasting removal is better)
Oreskos Explorer (You're in green, so your ramp spells are likely to be land-focused)
Phantom Nishoba (You'll probably want something stronger for you 7 mana. It's basically a 7-mana 7/7 with lifelink/trample and a downside.)
Qasali Ambusher (This creature just isn't impactful on its own)
Sunspear Shikari (This one is also low impact. I wouldn't play a 2-mana 2/2 with both of those abilities natively in commander, and this card is worse than that.)
Don't get too attached to the cat theme. Have it be something you can take advantage of, but don't put in a bad card just because it's a cat. Additionally, don't be averse to putting in noff-type creatures when doing so improves your deck.
Let's look at some creatures that might improve your deck.
Eight-and-a-Half-Tails (Can help get your other creatures through for damage or protect them from removal. A tricky one to play with, but with high upside)
Sram, Senior Edificer (Card draw is A1 in commander, and this guy gets it for you while also carrying equipment)
Odric, Lunarch Marshal (Makes one threat into a whole team of them)
Leonin Warleader (Makes more vessels for the equipment, which have lifelink and benefit from tribal synergies)
Taj-Nar Swordsmith (Gets you what you need when you need it. Make sure you know what you're looking for though!)
Grand Abolisher (Gives you a lot more control over combat on your turn)
Leonin Abunas (Protects your equipment. May be unecessary, but worth considering)
Indomitable Archangel (As above, but it also has flying, which makes it even better.)
Brass Squire (Sneakily fantastic. Avoids the equip cost while also letting you move an equipment at instant speed)
Auriok Windwalker (As above, but it also has flying, which...huh, deja vu)
Mother of Runes (Good for defending from removal or getting a creature through combat)
Armory Automaton (Note: this can take your opponents' equipment as well. They can re-equip it, but not until they get back to their own turn.)
Alms Collector (This is a good cat. Worth including on its own merits. Takes stuff away from the blue player.)
Stone Haven Outfitter (Insurance for a board wipe. Your deck is weak to them, so keep an eye out for ways to protect your team.)
Mentor of the Meek (More card draw since most of your creatures are cheap)
Adorned Pouncer (Not sure about this one, but it has double strike and can come back from the dead, so that's something)
Mirran Crusader (This guy sees modern and legacy play for a reason. He hits hard and doesn't die easy)
Silverblade Paladin (The ability to give another creature double strike is fantastic.)
Steelshaper Apprentice (Weird card, but lets you get what you need.)
Emeria Shepherd (Another way to rebuild after a wipe. Consider holding this in hand w/ a few lands rather than playing it out.)
Jhoira's Familiar (Makes equipment and legendary creatures cheaper and has flying.)
1 year ago
Currently It's solid, except from that it desperatly needs some form of instant-speed protection spells.