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

Latest Decks as Commander

Swiftfoot Boots Discussion

Metachemist on Omnath, A Song of Creation and Chaos

18 hours ago

Interesting, that may just be down to different play experiences then. In my experience the opponent who plays a Wheel almost always leaves me in a better position than I started, unless they are playing a Commander that gets fueled up by opponents drawing and/or all the cards hitting the graveyard.

I like Deflecting Swat but I can see several situations where it may not be able to save your board state. For example it wouldn't stop any sort of board wipe, and I really think Merciless Eviction is gonna be the boogey man to this deck. As for targeted removal you've got several flicker effects to dodge those.

However if targeted removal is especially heavy in your meta then instead of Deflecting Swat I would be more inclined to say run some Swiftfoot Boots or Lightning Greaves

FunReaper on Balan, one-punch woman

1 day ago

The Lightning Greaves could be swapped with Swiftfoot Boots as the shroud ability might not be as good as hexproof in this deck. It can cause issues when trying to attach equipment; if you temporarily equip the boots elsewhere to attach another piece of equipment you have a chance of being targeted whereas the Swiftfoot Boots can stay attached and protect Balan the whole time.

Monomanamaniac on Tyrolean Iroas

2 days ago

Great deck but I've got a couple suggestions for you. Boros Charm can save you in a pinch or be used to make a creature hit harder. Mangara, the Diplomat is decent card draw. Sunforger is good for tutoring answer cards. Arcane Signet is good mana ramp. Odric, Lunarch Marshal spreads the love around and Odric, Master Tactician Will let you decide how your combat works. Winota, Joiner of Forces is huge card advantage of you build around it a little. Sword of the Animist is amazing for mana ramp. Shadowspear is decent for turning off indestructible and hexproof. Chaos Warp is decent removal. Flawless Maneuver is free indestructible for your team. Brimaz, King of Oreskos makes a decent amount of tokens. Knight of the White Orchid decent land ramp. Myriad Landscape also good ramp. Swiftfoot Boots and Lightning Greaves to protect from spot removal. Vandalblast is good artifact hate. Combat Celebrant can exert you into more combat steps. Anyways, that's all I can think of. I like your build though, it's got just of what you'd expect in a deck like this

multimedia on conclave Exile

4 days ago

Hey, good start on a budget, several nice upgrades you've made.

Let me introduce you to Quartzwood Crasher and Garruk's Uprising; two powerful budget cards with Ghired that have excellent interaction. Crasher is good with Ghired because it can create huge Dino tokens to populate and these tokens along with Rhinos have trample. You don't even have to attack with Crasher to make a Dino token; any creatures who have trample who do combat damage to a player counts.

Uprising can do a lot for a three drop, but best of all it's a repeatable draw source whenever you create a Rhino. Any creature or token that's 4 or more power will trigger Uprising to draw. It also gives all creatures you control trample which has busted interaction with Crasher since then any creature you control who does combat damage to a player you create a Dino token.


The main area of improvement in the precon is ramp and lands. You've included several good land upgrades, but only 32 lands is not enough land especially because you want five mana to cast Ghired. My advice is go with 36 lands and include at least 12 ramp sources, more early game ramp sources. Cinder Glade is here twice.

Other budget ramp and lands to consider adding:


I see Eladamri's Call which is an excellent upgrade and this tells me that tutors are fine to play. Other budget tutors to consider adding:

Open the Armory can be a helpful tutor if you add some equipment and aura that can be repeatable protection for Ghired. Lightning Greaves and/or Swiftfoot Boots can give Ghired haste and protect him from opponent's targeted removal. Shield of the Oversoul can protect Ghired with indestructible and give him flying making it safer to attack with him.

I offer more advice about what cards to cut. Would you like more advice?

Good luck with your deck.

multimedia on Kaalia of the Vast

1 week ago

Hey, well done for your first deck from scratch.

Some cards within the current budget to consider adding:

Could add all these cards for about $26.

Cards to consider cutting:


Worldgorger Dragon is a tricky combo to assemble because Worldgorger needs to be in your graveyard to reanimate it with Animate Dead. You don't want to ever cast it from hand or cheat it onto the battlefield with Kaalia. Sneak Attack cheating it on the battlefield is fine because then it will end up in your graveyard and you get your permanents back. You want to get Worldgorger into your graveyard and the best budget card that can do that is Buried Alive.

Currently here Angel of Despair is the easy win condition with the Worldgorger combo by destroying all your opponents permanents. But what happens if Despair is disrupted or exiled? Kaalia, Zenith Seeker can be a more complex enabler with the combo needing haste for all the creatures you put into your hand and get onto the battlefield. Bogardan Hellkite can be another easy, even truer, win condition with the combo because it does damage to each player each time it ETB which will be infinite damage with the combo.

Good luck with your deck.

Afflicti on Bruvac's Filibusters

1 week ago

Lightning Greaves instead of Swiftfoot Boots? Lightning Greaves are just better....

Peoni on Nekusar EDH Cards for Everyone

1 week ago

kei1 So Niv-Mizzet, Parun is good because it is pretty much guaranteed to resolve on cast, rewards you whenever your opponents do things, and has a slightly better stat line. It is, however pretty mana intensive in requiring 3 blue and 3 red and it also requires some form of catalyst to access its card draw. Niv-Mizzet, the Firemind is a little easier to cast with 2 of its cost being colorless, and he doesn't need a catalyst to access his draw because it's a tap ability. It is only 1 card you get to draw from him though on his own, and his stats are slightly weaker. Overall I'd say Parun is probably stronger but there's nothing wrong with running both. Just improves your odds of finding one of your combo pieces.

As far as Thassa's Oracle and Jace, Wielder of Mysteries go, self-mill is actually one of the most powerful as most competitive win cons in EDH. It's extremely common for high tier cEDH decks to rely on cards like Thassa's Oracle as their primary win condition. Before Flash got banned, Flash Hulk decks were one of the strongest and most oppressive archetypes in the format because all you needed were flash and hulk in hand with the right cards in your deck and you could mill your entire library at instant speed and win with Laboratory Maniac. There are a lot of ways to mill your whole deck out there. If you wanted to do it in this one just take your Dramatic Reversal + Isochron Scepter combo and any X draw spell like Prosperity or Blue Sun's Zenith and there you go. Library gone. Alternatively, you could use targeted X draw like Blue Sun's Zenith to just mill an opponent to death. Primarily with your Isochron you're going to be wanting Dramatic Reversal imprinted on it. That's why Muddle the Mixture is a good transmutation here. :^)

You're going to want to keep your mana rocks cheap and efficient. Additionally you want to be ramping hard and fast, so 3+ cost rocks aren't really ideal for a deck that's wanting to be more than casual. Spend your first few turns ramping as much as possible, then by turn 4-5 (or even 3 if you ramp fast enough) you want to be making your plays. For example, let's say you have potentially 5 mana turn 3. Would you rather cast Nekusar with a Force of Will/Force of Negation ready or a Gilded Lotus? You don't want to be dropping rocks when you could be making plays. Plus expensive rocks like Gilded Lotus are going to be big removal targets. If you cast it and it gets blown up, you're gonna be set back quite a ways.

As for Cowardice you're mainly just going to want to protect stuff like Nekusar with your counters and as was mentioned before Swiftfoot Boots and Lightning Greaves. It's more important to just keep him on the field. And if it's the commander tax you're worried about consider this: how much mana are you going to be spending over the course of the game recasting Nekusar from your hand every time someone targets him with anything at all? Just make sure that when you cast him from your command zone you have the ability to make him stick on the field.

Finally with bounce keep in mind that sure you can bounce a card and then potentially wheel it out of their hand into the graveyard, but removal does exactly that anyway without the extra step or the risk of them being able to cast it again before you wheel. Keeping some bounce in isn't a bad idea like you said to potentially deal with stuff that's indestructible, but I would advise you focus on removal first and foremost and run bounce as a secondary thing. Don't take out Cyclonic Rift though. That card is almost an auto include (there are no actual auto includes, but this one is pretty close) for any deck running blue. Very good card. Plus if you took out some of your bounce you could run some cards more suited to your general strategy, like Notion Thief! Seriously though wheeling out your opponents and then flashing in a Notion Thief so they get 6 less cards than you is just dirty.

Hope this helps! Anymore questions just let me know. Always happy to help. :^)

kei1 on Nekusar EDH Cards for Everyone

1 week ago

Peoni Thank you for the suggestions.
What are your opinions on Niv-Mizzet, Parun vs Niv-Mizzet, the Firemind or both?
With Jace, Wielder of Mysteries and Thassa's Oracle is it realistic to try and win this way? I guess 100 cards seems like a lot to me compared to 60?
For Kederekt Parasite My only red permanents are Kess, Dissident Mage and Nekusar, the Mindrazer and Magus of the Wheel but I'm not sure if that really counts.
For 2 cmc rocks am I better off playing those rocks during turns 2 and 3 or playing other cards since most of my non-land cards are 2-3 CMC. Or if I should put bigger mana rocks in like Gilded Lotus to help my mana base later.
My thought with the transmute cards was that a lot of my cards are in the 2 or 3 CMC range. I can definitely see removing Dizzy Spell and Brainspoil since I also have other ways to tutor.
My thought with Diabolic Edict was that it gave me an extra option for sticking on Isochron Scepter. Maybe there are some better Isochron Scepter options here?

With Cowardice I was thinking that it could help protect my creatures and keep the cost of recasting Nekusar, the Mindrazer under control. Also with Minamo, School at Water's Edge, Shizo, Death's Storehouse, and Shinka, the Bloodsoaked Keep I can bounce opponent commanders. Also it would prevent opponents from using Lightning Greaves / Swiftfoot Boots or creature decks pumping up their creatures.
With the bounce sub theme my thought was that it put more cards in hands to be discarded and to hit with wheel effects and the it can also handle indestructible permanents (I'm not too sure how important that is in EDH) also with Warped Devotion it adds some extra discard.
I am definitely leaning into playing less creatures so that I can play board wipes more freely.



Caerwyn Thank you for the suggestions.
I hadn't thought about how the Day's Undoing end of turn effect prevents all the triggers.
For The Rack would you also recommend removing Quest for the Nihil Stone since it also operates on opponents having no/low cars in their hand? Although it hits all opponents and does more damage.
With Consecrated Sphinx and The Locust God it would be the highest CMC card in the deck except for Curse of Fool's Wisdom. Although I still don't have a good feel for EDH so I'm not too sure if 6 CMC would be too high?


I'm thinking Out:
Dizzy Spell
Brainspoil
The Rack
Diabolic Edict
Howling Mine
Font of Mythos
Day's Undoing

In:
Lightning Greaves
Mindcrank
Dramatic Reversal
Niv-Mizzet, Parun
Psychosis Crawler
Winds of Change
Grafdigger's Cage

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