|Commander / EDH||Legal|
Printings View all
|Masters 25 (A25)||None|
|Commander 2017 (C17)||Uncommon|
|Commander Anthology (CMT)||Uncommon|
|Commander 2016 (C16)||Uncommon|
|Commander 2015 (C15)||Uncommon|
|Commander 2014 (C14)||Uncommon|
|Commander 2013 (C13)||Uncommon|
|2012 Core Set (M12)||Uncommon|
Combos Browse all
Artifact — Equipment
Equipped creature has hexproof and haste.
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Swiftfoot Boots Discussion
15 hours ago
Were I building the deck I would probably do the following:
Vorel of the Hull Clade -> Coiling Oracle: Vorel is a 3 drop with no ETB and a slow activated ability with a that ties up 2 mana. He has exactly 3 targets on your side he could hit, and for -1/-1s on opponents creatures he's a pretty poor assassin. Oracle hits the board and immediately replaces itself, either by putting you ahead a turn or putting a card in your hand, which gives it added value as a reanimation tool.
Odric, Lunarch Marshal -> Angel of Finality: Odric is highly board dependent. For him to be effective you need your commander and multiple creatures out, and you're not particularly creature heavy. Yeah he spreads the goodness of Atraxa around, but he doesn't spread infect which is what you really need. Angel of Finality comes with evasion and attacks your opponents resources whether or not your commander or anything else is on the board. If it turns out you need more evasion to connect with infect you're probably better served with Archetype of Imagination or Wonder.
Fuel for the Cause -> Corrupted Conscience: See above for my opinion regarding counterspells in EDH, least of all counterspells that cost 4 when you aren't playing a control or combo deck. Effects that steal creatures are incredibly valuable in EDH as they remove an opponent's threat and give you one with a single card, giving them infect is icing on the cake.
Evolution Charm -> Cyclonic Rift: I wager in most cases Charm brings a creature back to your hand or gives a creature of yours flying, both of which are pretty unimpressive effects. Rift can reset everyone else's board, gets around indestructible and hexproof, and in a pinch can bounce a blocker for 2 to get your creatures through.
Any Signet -> Chromatic Lantern: There are a grand total of 8 symbols in your deck including the commander, and the only double is a 7 drop. In terms of mana fixing you're way better off with the Lantern.
Steady Progress -> Tezzeret's Gambit: The instant speed of Progress doesn't give you any huge advantage since you're not playing control and doing the same amount of proliferating between your turns either way. Drawing a single card only replaces itself, it doesn't really give you more than what you put in in terms of card efficiency. If it said "Kicker Pay 2 life: Draw another card" you'd pay it every single time in EDH, which is what Gambit gives you. You don't even need a blue source to play Gambit.
Glistener Elf/Swiftfoot Boots -> Wrath of God/Damnation: Wraths are invaluable card advantage in EDH. Glistener is practically useless outside of your opening hand, and I find the haste shoes are often disappointments.
But I'm not building the deck, so you do your thing! It's all judgement calls and only you know your meta, so it's really all up to you. Good luck!
18 hours ago
Also Danitha Capashen, Paragon makes equipment cheaper, and if you wanted to go all in on voltron without necessarily relying on your commander, you could run Valduk, Keeper of the Flame, Champion of the Flame, or Kemba, Kha Regent. Those are just my suggestions though.
1 day ago
Hey there! Looks like a sweet deck!
First of all, I'd recommend adding a few more cheap artifact creatures so you can tutor with Arcum easier - Myr Retriever, Silver Myr, Hedron Crawler, Manakin, and Myr Sire are all great for this. Some of them also count as ramp as well.
Finally, some generally good cards that I'd recommend adding include Seat of the Synod, Cyclonic Rift, Swiftfoot Boots, Lightning Greaves, Voltaic Key, Buried Ruin, Darksteel Citadel, Sensei's Divining Top, Thousand-Year Elixir, Counterspell, Padeem, Consul of Innovation, and Staff of Domination.
Hope this helps!
2 days ago
might wanna consider the Sanguine Bond and Exquisite Blood combo as a another win con, as both are very powerful on their own. Also Exquisite Blood and Aetherflux Reservoir is another win con. I also suggest Serra Ascendant and Ajani's Pridemate, as they are very strong in decks like your that maintain a high life total. Also because your very invested is killing everything, I suggest grabbing Swiftfoot Boots and Lightning Greaves, as alot of decks have removal for the same reason, except everything but your stuff is already dead. To get around the boots on your opponent's side, try running Arcane Lighthouse. Also another good finisher is Rise of the Dark Realms, although it could be not very good since most people will still have their board wipes, for most threats are dead. Painful Quandary will help you keep a lock on the game. ooo and Grave Betrayal shouldn't require any explanation.
2 days ago
My biggest and only problem is always the 2v1 and the annoying Admiral Beckett Brass my pure hatecard. The most loses are triggered from my own cards when she theft them.
if you have some ideas go on :)
2 days ago
I would recommend running more wheel effects. Cards like Whispering Madness, Windfall, Reforge the Soul, Dark Deal, and Winds of Change can produce incredible damage while also disrupting your opponents' strategies.
Alongside the above, Library of Leng is quite useful--you can use a wheel effect to discard the cards you do not need, but ensure you retain the cards you will want to use post-wheel.
Helm of the Ghastlord combos well with wheel effects--opponents discards their card and are forced to discard every replacement they draw. This can easily win a game by locking your opponents out of having cards in-hand. Like Curiosity, it goes pseudo-infinite with Niv-Mizzet.
Sigil of Sleep is a great card in Nekusar, turning every wheel into a mass bounce spell.
I would recommend cutting Font of Mythos. Cards like this seem like they should be good with Nekusar, but I've found their lack of built-in punishment quite counterproductive.
Imprisoned in the Moon and Deep Freeze are strong removal cards in EDH. Unlike more traditional kill spells, these enchantments do not cause an opposing commander to change zones. As such, your opponent does not have the option of returning their commander to the command zone, so the removal spell is permanent.
I second kamelyan's suggestion to use infect. A single wheel effect and they're dead on the next draw step.
Nekusar should be focused on winning as quickly as possible once you've got him on the field. Your assorted Persuasion cards cost far too much mana and do not contribute to your primary victory conditions. As such, you should cut them from the deck.
Finally, Unmake's colour identity is Black and White--as such, it is illegal with Nekusar.
3 days ago
4 days ago
Oh and I don't like Lightning Greaves in this deck. Ya it's so important to protect Shu Yun, the Silent Tempest but shroud is not good in this deck. You need to target Shu Yun in order to win most games and shroud does not let you do that. I would replace it with Open the Armory, that will let you fetch up Swiftfoot Boots, any other equipment or even something like Aqueous Form for the unblockable. If you find you like Sunforger, Open the Armory is good for finding that.