Sword of Light and Shadow

Sword of Light and Shadow

Artifact — Equipment

Equipped creature gets +2/+2 and has protection from white and from black.

Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand.


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Want (5) Galvinar , Zenog3 , braderus9 , macapp , OtakuGamerGeek

Printings View all

Set Rarity
Double Masters (2XM) Mythic Rare
Masterpiece Series: Kaladesh Inventions (MPS) Mythic Rare
Modern Masters (MMA) Mythic Rare
Darksteel (DST) Rare
Promo Set (000) Mythic Rare

Combos Browse all


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

Sword of Light and Shadow occurrence in decks from the last year

Commander / EDH:

All decks: 0.04%

Sword of Light and Shadow Discussion

Player3.14 on Sword of Body and Mind ...

1 day ago

Oh yeah, I used to have a Sword of Feast and Famine, and the discard wasn't really a problem (granted, this wasn't in commander). I traded it away a while ago, though.

The "Untap all lands you control" with two extremely relevant protections is very good.

I think Sword of Feast and Famine and Sword of Fire and Ice are the two best.

I know that this is the case, but I feel reluctant to shell out nearly $50 for each of these, as I currently own neither. The deck is good at tutoring out equipment.

In testing, I have been running
Sword of Fire and Ice
Sword of Feast and Famine
Sword of Light and Shadow

In testing, these all have good abilities, but something I've found to be almost as or more important is the protections, especially as I can easily fetch out a sword with protection from any relevant color.

Unfortunately, if I cannot use Feast and Famine, the only other sword with green protection is Body and Mind.

It's just that getting burned by the "mill 10" has been worrying me.

TheRealSpecialK on Want: 2XM Have: Binder

3 days ago


Looking for:

Chrome Mox

Sword of Fire and Ice

Sword of Feast and Famine

Sword of Light and Shadow


Have: Trade Binder: My binder here has been glitching out and can't be seen, so I'm linking my binder from Deckbox. https://deckbox.org/sets/2072029?s=i&o=d

I am also willing to add some cash if there is a discrepancy in price.

Let me know if we can make something work!

Art-n-Lutherie on Syr Gwyn, Ruiner of Friendships

2 months ago

I don't know what your budget is but a Stoneforge Mystic would fit nicely in this deck.

Also all the "good swords": Sword of Fire and Ice, Sword of Feast and Famine , Sword of Body and Mind, Sword of Light and Shadow, Sword of Sinew and Steel, Sword of Truth and Justice, and Sword of War and Peace.

They're an investment for sure, but super on theme with the deck (I mean, knights and swords go together like tuna and mayo).

DespairFaction on Combat as a Resource (Aurelia Warleader)

2 months ago

Hey its Commander Replay. I played about 7 games with the deck between your version and mine so ill share my analysis of everything. Ill start with the more general stuff, and then ill dig into card specifics.

First off the hate bear plan worked great against U/x combo decks. Had their combo lines covered early and easily. On the other hand I faced blood pod several times and that seems to be a pretty bad matchup. They have a ton of answers, and with Elesh Norn at the top end its just destroys this deck. It felt like they are doing the same thing but just way better cause of Gaea's cradle and green black tutors so that wasnt amazing. I had a chance to beat it in one game but missed some land drops and drew all the swords with the giant in play, and null rod down. Had i not drawn sinew and steel could have shot the null rod, reequipped jitte, and killed the kataki that followed. I also assume that any deck that is good against blood pod, will also be good against this list. Pyroclasm is real scary.

So the single biggest problem with this deck right now, and the single biggest opportunity for improvement is mana production. You are running very little fast mana and the land count was super low. This list was running 29 and your updated on moxfield was running 30. Both conceptually and in practice, this deck isn't going to win the game on 4 mana...its not flash hulk or consultation. So i think its begging for more lands. I was able to get my list to 31 lands but honestly I think 33 or 34 or would better. Again, this list isn't winning with 3 lands.

Following the land problem there is also not enough fast mana, and things to do with 1 mana. I noticed I was getting log jammed with 2 and 3 drops and was giving away a lot of precious time. And this sort of plays into mana curve issues as well, definitely need to trim back on the 4 drops. I was able to get down to 10, and as I mentioned Id still like to go lower.

So in short the curve was high, and the deck is mana hungry.

Two other smaller problems that I didn't elect to fix since they are matchup specific, but can be solved with a few card changes. Not a lot of removal for creatures. Again, soft to blood pod. Also no main deck pyroblast, REB and Angel's grace type stuff to prevent losing on the spot. Would like to see some answers main deck.

So here are the changes I made. I won't go through all the cuts, but ill mention the big ones. A few things were cut simply for deck space so I won't worry about those.


  • Helm of the host - deck isn't producing enough mana to get anywhere close to equipping this. Plus a huge blow out to instant speed interaction.
  • Stonehewer looks like the only possible path to victory with this.
  • Ruination - a worse armageddon. switch to static orb. its more abuseable.
  • Decree of Annhilation - high cost. but i think it could return due its hard to counter nature. went with static orb in place. the orb effects are more abusable IMO.
  • Elspeth - not enough impact at 4
  • Karn - bad card draw, slow. would rather just pay 1 to get some extra lands.
  • Aurelia Exemplar - I cut this one, but it might be worth brining back. I may have cut too much damage from the deck.
  • Angel of Jubilition - lot of good abilities, cut for deck slots. might return.
  • coalition relic - turn this into fast mana.
  • thrill of possibility - we can better than this.
  • faithless looting - I'm not a huge fan, but i know people like it.
  • glorybringer - this one may need to come back with better mana production. more damage and creature removal.

Must Adds: Ok here are the cards that I think are must adds for the deck to compete in the competitive space. - Land Tax - find your lands. card advantage.

  • Tithe - find your lands. card advantage

  • Springleaf Drum - this is fast mana in a deck like this.

  • Chrome Mox fast mana, but card advantage problem. be sure to balance with draw.

  • Curse of Opulence - more turn 1 plays and fast mana.

  • Feast and Famine - bring this in from the Sb, its the best sword by a large margin. it also opens up combos with aggravated assault, and neheb.

  • Mox Diamond - if you have the $$, MTGO, or proxies legal.

  • Sword of the Animist - the ramp is very good, and the +1/+1 is relevant.

  • Smothering Tithe - broken cards are broken.

Other fast mana worth considering:

Card advantage tricks:

I still need to do some work in this area. Tectonic Giant needs more testing, but could consider Prophetic Flamespeaker instead. Its great with swords and you get both cards as opposed to always exiling one. no damage mode tho.

Win Conditions and Lock outs:

So this is where my deck was maybe a little thin, and Ill need to test a bit.

  • As mentioned I took Helm out because I just don't think its ever going to happen on the current mana production (but maybe if we figure out some mana tricks) so instead I went for Neheb, the Eternal Sword of Feast and Famine and Aggravated Assault. This is a favorite of mine, all 3 pieces are great on their own and game winning when together.

  • Winota, Joiner of Forces ridiculous with aurelia. Free creatures.

  • Winter Orb and Static Orb with Blinkmoth Well ghirapur aethergrid Sword of Feast and Famine and either Neheb. One sided mana production. Use Goblin Engineer to find any of the artifact pieces of the this combo, as well as sword recursion or shenanigans with the orbs.

  • Planar Chaos this is pet lock piece that I've been testing out. Haven't resolved it yet, but i can't imagine anyone is going to cast much into it.

  • Ive been strongly considering Possibility Storm with all of the rule of law type effects as an additional source of lock. You can still cast your commander, and generally that should win the game.

  • Helm of Possession is a fun trick I've used in some decks. good against decks where they really need their commander.

Miscellaneous Thoughts:

Given the absurd mana hunger of this deck I realized a massive difference in games with dockside extortionist and games without. That led me to thinking about more ways to get dockside extortionist. There are the 2 main recruiters, but I think goblin recruiter is worth looking at because you can put dockside on top, then kiki-jiki right beneath and copy it the following turn or anything else that might make sense (plus aurelia's untap)

testing out Crovax, Ascendant Hero this is to hose blood pod and green mana dorks. basically a second elesh norn. If the deck gets good at locking stuff or producing crazy mana, could look at Thalia's Lancers into Elesh Norn.

All of the 4 drops in my list require significant testing, feel free to cut any of them.

You should add Mikokoro to the main deck. Its solid.

Adriana, Captain of the Guard warrants testing. again for blood pod and other green decks...makes your team huge.

If mana production is good enough to warrant the return of Helm, also add Godo, Bandit Warlord for the additional tutoring and redundancy. Hammer of Nazahn is also pretty real. Could also consider cloud shift and ephemerate as protection and blink to further this combo.

Reanimation is needed. Could be a lot of things. Reveillark, Sword of Light and Shadow that one ajani, and Sevinne's Reclamation all come to mind.

Snowmen1 on Cabal Stoneblade

2 months ago

deck looks solid. maybe Shadowspear? I'd also say you should play some number of Collective Brutality in the 75. I am not too familiar with the meta post-companions, but you seem weak to burn and other aggressive decks. Brutality is a good general card that can help you stabilize long enough to get cards like Batterskull or Sword of Light and Shadow on the board (since you would probably need to use sfm in order to get/play these).

ImmortalDawn on Nethroi, Apex of Death

3 months ago

Not quite finished yet but I experimented a little with Nethroi, too. https://tappedout.net/mtg-decks/flourishing-mutation/?cb=1588974855

I'm sure you can find some ideas there, like Dryad Arbor, Season of Growth, Sword of Light and Shadow and The Great Henge.

psionictemplar on Black Infect Control

4 months ago

I think Runechanter's Pike could be swapped for a different equipment. My considerations are Sword of Light and Shadow or even Nightmare Lash to compliment the crusader.

Sword would give crusader protection from the last major color for removal purposes. The lash could hit turn 4 right after your t3 crusader for massive poison.

Another suggestion I could make would be to swap out a lot of the discard package for Aether Vial to get your battlefield developed quicker. Vial gives you good tempo to land creatures and removal at the same time.

Lastly I would trim a couple of the 4cost creatures for more lands and change Cathedral of War and Mortuary Mire into another couple swamps. You are an aggro deck that should be swinging with multiple crearures which would invalidate the exalted of cathedral. Not to mention a land coming in tapped really slows things down.

rfc1437 on A Better Teshar, Ancestor's Apostle

4 months ago

Well, there is Sword of Light and Shadow that gives a quite nice pro white/black to Teshar, or something else, and can recur a creature and get the combo started that way sometimes. But I think it is a bit too much on the slow side with cmc 3+2 - at that cmc, you mostly want to play a game ender or hard combo piece. And as fun as it would be to pummel people to death with a buffed Teshar, that's probably distracting from the main plan ;)

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