|Commander / EDH||Legal|
Printings View all
|Commander (2016 Edition)||Uncommon|
|2012 Core Set||Uncommon|
Combos Browse all
Artifact — Equipment
Equipped creature has hexproof and haste.
Price & Acquistion Set Price Alerts
|Have (11)||raymaverick97 , DudeMan1031 , PTsmitty , Swamy , pskinn01 , RubyStrings , tragic_slip , mentor6 , MoJoMiXuP , gildan_bladeborn , Mousemke|
Swiftfoot Boots Discussion
3 hours ago
Hey pal few suggestions:
(I'll be operating under the assumption you plan on switching to Surrak Dragonclaw later down the road)
Equipments can be good, but not really as much in this deck. Surrak doesn't just want the equipped creature to get through, he wants all your stuff to go through. That being said, some equips are good, like Swiftfoot Boots or Lightning Greaves as they can provide protection for your key pieces in the way of shroud.
There are many great ways to ramp up your available mana early game, and I'd strongly suggest you use a bunch of them for all your mana-hungry creatures. Rampant Growth, Cultivate, Kodama's Reach, Explosive Vegetation, Sprouting Vines/Seek the Horizon, and Oracle of Mul Daya are all pretty good in EDH. I'd say to take out Untamed Wilds, Unbridled Growth, and Map the Wastes among a few other cards to slot this good ramp in. Also, I'd suggest using the Signets instead of Fire Diamond and Izzet Cluestone. (Last second, throw Boundless Realms in for Nissa's Renewal. you have way too much going on at the 6 mark to be ramping)
Horrible Awful Creatures
I can't really think of much to add here, just a bunch of things to toss so here it goes!~
Tromokratis: A touch too expensive for my tastes. If he's there to get your guys through, he's doing a real bad job at it because you already have trample on them. Really just a waste at this rate.
Sphinx of Magosi: Similar problems with Trom. Real pricey, not super big or game-changing. While he'll draw you a few cards, there are a bunch of better cards out there for that.
Sagu Mauler: He's pretty good if he's all you have. I mean, Slippery Bogle is a modern staple for a reason. But I think that your creatures at the 5/6 slot should be a bit more than a dodgy 6/6 trample.
Prophet of Distortion: He's just bad. You only have 5 sources of the colorless mana he needs in order to work. He's not a good body, he won't draw you many (if any) cards, and he is frankly undeserving of a slot in this deck.
Phytotitan: I'm half and half on this. A 7/2 that sticks around a bunch could be good, depending on your meta. This one is up to you.
Pack Guardian: It's just bad. A 4/3 vanilla that lets you turn a land hand into a 2/2 vanilla. Wooo~
Oran-Rief Hydra: You don't have enough forests to have the best of him. Not really super great when you compare it to other things at the 6 slot.
Harbinger of the Hunt: Too pricey to board wipe with, too expensive to be a 5/3. Not very good.
Frontier Guide: You should have much better things to do with 4 mana. Isn't even big enough to consider swinging with if you've used all you mana MP1 or don't need more ramp.
Flamewake Phoenix: It's really just an annoying little bird. if anything, it'll get your big guys hated out so you stop pinging your opponents for 2 in the air every turn.
Right now, as far as actually finishing the game goes, I see 3 things in the deck that you might be able to win with. Avenger of Zendikar, if you can dump a bunch of lands on the board in one turn, Ulamog, the Ceaseless Hunger, and Hydra Broodmaster. I'd suggest finding a way to throw in any combination of Overrun, Pathbreaker Ibex, Beastmaster Ascension, or Craterhoof Behemoth.
Sorry about the long post, I'm just trying to help you in the only way I know how.
4 days ago
Kaalia is awesome. She was my first build too, been about a year more or less. If you are playing multiplayer I suggest adding an eff ton of artifact o regular fetch cards and an eff ton of artifacts with shroud or hexproof; depending on your budget: Steelshaper's Gift, Enlightened Tutor, Vampiric Tutor, Demonic Tutor, and even Open the Armory are all just amazing to have in an opening hand. As for artifacts that grant shroud or hexproof I go overboard in my deck; Lightning Greaves which is almost an autoinclude in every EDH deck, Swiftfoot Boots same as Greaves, Whispersilk Cloak which has the added bonus of granting unblockable and Darksteel Plate. I even add more because there is nothing worse than losing Kaalia. Maybe two other suggestions are adding more artifact ramp in place of some of your lands like Sol Ring autoinclude, the Signets like Boros Signet, and Chromatic Lantern. Last suggestion and the most difficult is rounding out your creatures. There are sooooo many excellent angels, dragons, and demons and depending on your budget each one impacts the game the second it lands. Remember your goal is to get Kaalia out fast and protected and drop game changing creatures. Hope this helps! You can check out my deck here: Kaalia's Monster Mash, I'd appreciate any and all feedback.
4 days ago
4 days ago
4 days ago
4 days ago
Novisius while Necrotic Sliver is good, it is its own downfall, since it gives all slivers that ability one of the slivers in my deck can do the same and kill off necrotic when you destroy mine at the same time. Constricting Sliver relies on the deck not using its draw power to get Swiftfoot Boots so again is a good move but has its counter. as for Quilled Sliver it wont affect my slivers and I can just give Darksteel Plate to any of the other creatures to keep them alive. There are other ways to deal with them in the deck but that was the first thing that came to mind. Also with the Crystalline Sliver, that was in the deck but I took it out as per some comments above, it is a bit of a double edged sword as your slivers gain shroud too. So with that in mind, it will come down to who can draw what they need first, either way it would be an interesting game.
5 days ago
Yeah, I feel you on the timing front. My Ertai deck doesn't get really effective until then, either. The thing that helps get started strong the most is consistency of the mana base (or lots of low-cost tutors), which it looks like you already have. As is stands, your mana acceleration is non-existant, so you can't play CMC 5 cards before Turn 5, period. You've got a lot of the 3-drop enchantments that can slow opponents down early game, which is really good.
I'd recommend more effects that encourage opponents to attack other players. As it stands, Esper Wizards don't do well in two-player games against aggro decks. There just aren't many ways to slow creature heavy decks down by Turn 4 without bringing their attention onto you. They are out there, you just might have to be creative or look at some more cards outside of Wizard tribal.
Speaking of tribal, The Bones To Build Your Tribal Deck has some cards that you might add in order to increase the effectiveness of Wizard tribal.
1 week ago
Thanks for the comment, Grantley91.
As I said earlier, this deck is still going through some changes. It is going from a somewhat Voltron build, to mostly Voltron.
I started out early on trying to pillow fort Omnath, but ended up moving away from that strategy and more toward protecting the mana he's storing rather than Omnath himself. I do think I'll take your advice though and add Darksteel Plate, and maybe Lightning Greaves and/or Swiftfoot Boots to the build.