Swiftfoot Boots

Swiftfoot Boots

Artifact — Equipment

Equipped creature has hexproof and haste.

Equip

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Printings View all

Set Rarity
Commander 2020 (C20) Uncommon
Commander 2018 (C18) Uncommon
Commander Anthology 2018 (CM2) Uncommon
Masters 25 (A25) None
Commander 2017 (C17) Uncommon
Commander Anthology (CM1) Uncommon
Commander 2016 (C16) Uncommon
Commander 2015 (C15) Uncommon
Commander 2014 (C14) Uncommon
Commander 2013 (C13) Uncommon
2012 Core Set (M12) Uncommon

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Swiftfoot Boots occurrence in decks from the last year

Commander / EDH:

All decks: 0.35%

Blue: 0.72%

Black: 0.72%

White: 1.33%

Green: 0.56%

Red: 0.91%

Golgari: 0.44%

GU (Simic): 0.98%

WU (Azorius): 1.55%

UB (Dimir): 1.26%

UR (Izzet): 0.88%

RW (Boros): 2.69%

GW (Selesnya): 1.08%

Rakdos: 0.51%

WB (Orzhov): 0.56%

RBW (Mardu): 0.82%

WUB (Esper): 0.5%

UBR (Grixis): 0.61%

GWU (Bant): 0.8%

Swiftfoot Boots Discussion

multimedia on Playfully Mutated

6 days ago

Hey, you really want hexproof with the creatures you want to mutate too because this protects the creature from removal in response or after mutating. It's pretty risky to chain a bunch of mutate creatures into the pile if the pile doesn't have hexproof. Without hexproof a single Swords to Plowshares by opponent will ruin your game and exile all the creatures in the mutate pile except Otrimi.

Swiftfoot Boots is a helpful equipment with mutate because then any creature can have hexproof before you mutate and keep hexproof for as long as Boots is equipped. When you mutate a creature who's equipped with Boots, Boots will stay on the creature during mutation and after.

  • Slippery Bogle
  • Gladecover Scout
  • Silhana Ledgewalker: if opponent doesn't have a flying creature then the mutated creature can't be blocked by that opponent.
  • Paradise Druid: has hexproof as long as it's untapped, good to mutate too while also using it as ramp before you want to mutate.
  • Troll Ascetic: also has regeneration which can protect the mutated creature from nontargeted removal that can destroy it such as a board wipe or from legal combat damage. Combination of hexproof and regeneration is powerful projection for the mutated creature.
  • Elusive Tormentor  Flip: for Insidious Mist, mutate Otrimi with Mist for 6/6 unblockable, hexproof, indestructible, trample that doesn't flip back unless you want it too.

Crystal Shard can be repeatable creature bounce for one blue mana of the mutate pile. This effect lets you mutate the entire pile again, protect all the creatures in the pile from being exiled or destroyed, change which creature is first mutated with Otrimi, etc. Buried Alive and Jarad's Orders can tutor for creature and put into your graveyard. This is good to setup your graveyard to recur a mutate creature when Otrimi does combat damage to an opponent.

Orders can do both, tutor for a creature to mutate too and a put a creature into your graveyard. If Otrimi is part of the mutate pile then the creature will have trample which can make Mask of Memory a repeatable draw two/discard mutate creature/recur mutate creature effect. Wonder is good when you can tutor for it or discard it because giving the mutated creature flying is better evasion than trample. Wonder is good with Buried as one of the three creatures you can tutor for and put into your graveyard.


There's a few of the better budget creatures with mutate that are missing here:

  • Sea-Dasher Octopus: mutate at instant speed with flash and for only two mana it's the lowest mutate mana cost, can be another source of repeatable draw when mutated creature has evasion.
  • Gemrazer: destroy an artifact or enchantment.
  • Boneyard Lurker: recur any permanent.

One of the worst parts of the precon is the manabase, which is not good with 11x Forests and 2x Island ratio. If you would like help with improving the manabase then I offer help in another comment.

Good luck with your deck.

SideBae on Steal, blink, run (Help improve)

1 week ago

Hey man -- I have a few suggestions. Feel free to ignore any/all of them, as you see fit.

The easiest way to improve the deck, as I see it, is to improve your artifact mana. Mana Crypt and Sol Ring are two of the best, so it's good you're already running them. However, Talisman of Dominance is almost strictly better than Dimir Signet and Talisman of Progress better than Azorius Signet, so I suggest upgrading. Same for Talisman of Hierarchy and Orzhov Signet. I've also never been a fan of three-mana rocks (like Chromatic Lantern), since they compete with your general and they are generally slower than alternatives. Arcane Signet seems better.

Freed from the Real and Pemmin's Aura allow you to untap your general in response to the activation and steal more than one creature at a time. Aphetto Alchemist is similar but also untaps rocks. If you want to go deep, Norritt.

Drawing cards is also at a premium in EDH. Things like Dig Through Time and Treasure Cruise work, as do more permanent effects like Phyrexian Arena. Mystic Remora is a widely unplayed card that is really good for this.

I think Lightning Greaves is worth serious consideration, and I think it is better than the Swiftfoot Boots in your MB. Being able to go turn two greaves into turn three general with haste plus whatever she steals with haste seems pretty good.

Hope this helps!

thebanana on thebanana

1 week ago

Hey guy's if you want me to make a deck/do a colour challenge you can just post what you want me to make here. Also Swiftfoot Boots is really underrated, because you're usually using it on your commander/biggest creature but if that dies you can put it on something else, the nightmare continues.

mrdehring on Playful Sultai Mutate

1 week ago

This deck leans really heavily on three drops. The mutate mechanic needs some lower cost creatures to get started. I see you have Slippery Bogle and Paradise Druid as low drop creatures that are hard to remove. You may want to find a few more. Gladecover Scout and Silhana Ledgewalker are good hexproof creature to add. Mana dorks are also good to mutate onto as well. Llanowar Elves et al. are fine, Birds of Paradise is probably better. I would cut some of your three drops to add some of these.

Cold-Eyed Selkie seems like a great inclusion. Dreamstealer, Cephalid Constable, and Needle Specter play with the same area in different ways.

Predator Ooze seems strong in this archetype. Creepy Doll, Darksteel Myr, Sapling of Colfenor, and Stuffy Doll might also give you some good indestructible options.

The balance between hexproof and indestructible seems like a challenge, but you kinda get both from Thrun, the Last Troll and Troll Ascetic. A few other higher cmc hexproof creature you may find interesting Witchstalker and Aven Fleetwing.

Teferi's Time Twist and other effects that blink creatures can make your single large "Voltron" creature into a small army.

Swiftfoot Boots is also a nice inclusion, but stay away from Lightning Greaves

irish_trunks on Dinos

1 week ago

You'll definitely want a lot of ramp and mana rocks to get Gishath out since he's so dang expensive to cast. I would also recommend running some protections for him like Lightning Greaves and Swiftfoot Boots. You also might consider a few more dinos to increase your chances of them hitting with Gishath's ability. Here's my dino deck if you want an example to run off of, it's been a pretty fun deck.

http://tappedout.net/mtg-decks/mega-soreass/

Romer on Riku's Replicants

1 week ago

Alright Forceofnature1, I swapped my Swiftfoot Boots for a Mystic Snake. I really do like the repeatable nature of that snek. Thanks again!

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