|Commander / EDH||Legal|
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|Modern Masters 2015 Edition (MM2)||Rare|
|Rise of the Eldrazi (ROE)||Rare|
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Creature — Surrakar
Whenever you cast an instant or sorcery spell, you may put a charge counter on Surrakar Spellblade.
Whenever Surrakar Spellblade deals combat damage to a player, you may draw X cards, where X is the number of charge counters on it.
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Surrakar Spellblade Discussion
1 month ago
I guess that my quandry is that most of the 1/1s you have already have built-in evasion. These are the only ones that you have that don't (discounting Timestream Navigator because it's not there to attack).
- Eternal of Harsh Truths
- Master of Waves
- Raven Guild Master
- Salvage Drone
- Scroll Thief
- Shorecrasher Elemental
A quick gander at EDHREC shows some cards that are crazy when paired with Tetsuko.
4 months ago
I think your best bet for budget combo kill on turn 2, 3, or 4, will be infect-style decks, that seek to attack with one critter, and pump it up.
Some combination of Kiln Fiend, Nivix Cyclops, Blistercoil Weird, Stormchaser Mage are your threats. Back in Rise of Eldrazi standard, I had some success with Surrakar Spellblade, but this is probably too slow for modern.
When you attack, you pump your critters with Assault Strobe, Temur Battle Rage, Mutagenic Growth, Tainted Strike, Not of This World, Artful Dodge or whatever other instants and sorceries you can find that gives double strike, hexproof, and make the critter unblockable.
5 months ago
Surrakar Spellblade CAN be unblockable since it has a toughness of one. I was thinking about that card and forgot to add it to the maybeboard (I own a playset for some reason). But sometimes it is hard to turn on since we don't cast too many instants and sorceries. I will look into it!
7 months ago
xEleven Thanks so much for the suggestions! That was awesome! The main changes to the deck recently were only because I'm now building it in paper and I either couldn't find a few pieces or they were just a bit too expensive. I love the idea of Master of Waves and I think he could be a blowout in a lot of places. I totally agree with you on the cards that could be cut. I'm always really hesitant to put counterspells in Commander decks, but in this instance I think you're right. The deck doesn't really have access to a lot of targeted removal (except Reality Shift and eventually I will put Rapid Hybridization back in when I find one for sale), so it can't interact with enchantments or artifacts very well.
Surrakar Spellblade was a card I thought about for a long time, but I didn't think I had the critical number of instants or sorcerys to really abuse his ability. That being said, he's dirt cheap, so I'll definitely buy a copy and playtest him because, as you said, the payoff with the card draw is amazing. I really like the idea of Forbid and Commandeer, since the deck has so much card draw that I don't mind discarding too much. I was also considering Nezahal, Primal Tide as a finisher because I've been watching him being used on Commander VS and he performs so well.
I've actually got a Thing in the Ice Flip so I'll keep it in my sideboard and try a few matches with it. I've been looking for a Mask of Memory desperately but so far haven't been able to find one! It's such an important card for a deck like this, but hopefully I can find one in paper soon.
Thank you so much for all of your suggestions! I've got a few of the counterspells you mentioned just kicking around, so I'll keep a few to one side and probably end up sideboarding them in because otherwise I might get a bit stuck. There are several people in my play group that run Iona, Shield of Emeria and, if that resolves, I'm pretty much doomed!
7 months ago
MadMadison nope. Just an example ;p (I play it in my Jodah decl). I was looking through some cards and found some good ideas. See if any of these work? Maybe take out some clunky cards for it. BTW not checking to see if you already have these cards. If they are here, then they should be pretty good. 1. Commandeer? --> You have a bunch of draw power, so put it to good use! 2. AEtherspouts? --> Not too sure about this one. I'll test it a bit more and see. 3. Cryptic Command? --> Almost always a good card, especially in mono blue! 4. Cephalid Constable --> More Disruption. I stand by this card and think it's extremely valuable. 5. Latchkey Faerie --> Depends on if you are planning to go tribal heavy or not. 6. Master of Waves --> I think those 2/1s are gonna poke in for a lot of damage. 7. Nimble Obstructionist --> I think the cycle ability is great, but a 3/1 unblockable is also valuable. 8. Phyrexian Revoker --> Good card in general. Also unblockable. Disrupts tempo. 9. Rootwater Thief --> Helps disrupt certain cards in their combo. 10. Surrakar Spellblade --> Amazing for card draw. Also unblockable. 11. Thing in the Ice Flip --> Good card in general. I think you should use him as one of your finishers in case your board gets blown up. 12. General Comments: - I think you are too creature heavy. I think you can include soft counter spells. For example, Spell Pierce, Spell Snare, and Negate. I think you need less counter spells for creatures (speaking of, use Counterspell and Mana Drain), because the big damage will be coming from spells like Damnation, Wrath of God, Anger of the Gods, etc. I think counter spells will be useful to save your board state. And if a mass removal does resolve, a Thing in the Ice Flip would be great. Some examples are... - Cyclonic Rift is also great creature disruption with high versatility. - Forbid might be good if you need to dump some cards that u drew. - Stifle is also nice if a creature entered the battlefield and triggered mass removal, like Avacyn, the Purifier.
Another miscellaneous cards could be.. - Mask of Memory --> great card draw!
What you should cut... - Wild-Field Scarecrow - Temporal Adept - Shapesharer and Shape Stealer - Consider Siren of the Fanged Coast even though it did me wonders in that one match. - Courtly Provocateur
That's all I've got for now. Please remember these are just my suggestions. If you implement all of these, it becomes my deck and not yours. So remember, keep what you can justify, and leave what you can't. Incorporate what you see potential in, leave or test the rest. Good luck!
P.S.: I will be back to look at it some more. This deck really intrigues me!
9 months ago
Of all the commander available in Dominaria, this is one of the least obvious choices to build around, but one of the most interesting!
I would suggest Whir of Invention, not only as another artifact tutor, but to boost your Surrakar Spellblade and make another target for your Mystical Tutor. You could replace Deadeye Quartermaster for it. You are running just 12 total sorceries and instants and could maybe use another 1 or 2. Perhaps Wash Out for another instant, and one that can bounce threats while leaving your commander on the board. Evacuation is also good, as it leaves your equipment on the field and Tetsuko only costs 2 mana.
Well, that's all I have for now, but I think this looks interesting.
10 months ago
Hey there elfric, thanks for the upvote and comment!
This version is a bit outdated actually, here is the current version thats being tested: The Bant Hammer
I just had Augury Adept in that version, but decided to cut it just recently. Instead Im going to try out Surrakar Spellblade, who could be absolutely awful or another copy of Cold-Eyed Selkie.... we will see haha