Sword of Light and Shadow

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Masterpiece Series: Kaladesh Inventions Mythic Rare
Modern Masters Mythic Rare
Darksteel Rare
Promo Set Mythic Rare

Combos Browse all

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.

Equip

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Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) -6%

1.45 TIX $3.15 Foil

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Sword of Light and Shadow Discussion

UpsetYoMama on For Honor and Glory...but Mostly Just for Blood

1 hour ago

Hey DespairFaction, thanks for the suggestions! I'll go through and address each one quickly:

  1. I'm not really a fan of Mask of Memory, as you have to connect to draw.
  2. Skullclamp should definitely be in the deck, I agree. I had it in here at one point, but then took it out because I had taken some token generators out (i.e. Assemble the Legion). Since the addition of Monastery Mentor, clamp deserves a slot.
  3. People in my meta do play lots of board wipes, which is why I really like Sword of Light and Shadow. It also dodges the best spot removal with the pro white and black. Fliers are often most common in those colors, and I don't want to get chumped.
  4. Sword of Fire and Ice is obviously a good value card and I will consider it. I've never really liked Sword of War and Peace as I feel it's the most variable of the Swords. It also negates Boros Charm double strike (although some of the others swords do, as well).
  5. Conqueror's Flail is one I hadn't considered before, and it looks awesome. Dragonlord Dromoka is a powerhouse and having that effect on an artifact I can tutor is sick. One of the biggest problems I have is if someone counters Aurelia, obviously.
  6. I had Spirit of the Labyrinth in here and it was underwhelming. It also makes Wheel of Fortune a dead card in hand.
  7. Armageddon seems much more efficient to me than Cataclysm, but if I wanted another effect I've considered running Cataclysmic Gearhulk instead. The main thing I don't like about the cards is that they wipe my mana rocks. With Armageddon and multiple mana rocks, I can often still cast spells.
  8. Insurrection is very slow for this deck, and if it's countered, I'm in big trouble. I aim to win far before that with commander damage. It's also contingent on board state and can be a dead card in hand, so I'm not a fan.
  9. I tried Tajic, Blade of the Legion and cut him almost immediately. He usually ends up being a vanilla beater with an upside that isn't worth the mana investment.

Thanks for the suggestions! I'm trying to make Aurelia as competitive as possible :)

DespairFaction on For Honor and Glory...but Mostly Just for Blood

7 hours ago

Hey Im a long time Aurelia player. Here are a few suggestions for you. let me know what you think.

Mask of Memory and Skullclamp for more card draw. Sword of Light and Shadow is one of my least favorite of the cycle. However it can be good if you are running into a lot of board wipes, so just pay attention to how it is performing for you. Sword of Fire and Ice is awesome, but pricey. Sword of War and Peace is good for that blue player that likes draw a million cards. Conqueror's Flail looks awesome if you are facing counterspells. Spirit of the Labyrinth is great prison effect against a lot of people. Since you are not opposed to land destruction Cataclysm is great against decks that are trying to go too big or not commit threats to the board. Insurrection with Aurelia usually ends the game. Tajic, Blade of the Legion is good if you're on the token plan. Theres probably a ton more suggestions that I could make, but that seems good for now. enjoy!

sonnet666 on [List] The MTG Weapons Arsenal

2 days ago

Don't stop now. I believe in you!

ComboCrazy on Hope of Ghirapur EDH. Yes, Really.

4 days ago

Lifeline, Scarecrone, and Nim Deathmantle are all auto-includes for a Hope of Ghirapur deck. They allow you to brutally abuse its ability and recur it every turn, circumventing command tax. Metalworker, Copper Gnomes, and Ancient Tomb are also great cards, and I see a couple strict upgrades to fit them in. If you're considering Darksteel Forge, I'd add Mycosynth Lattice, since those two win the game with Nevinyrral's Disk out. (It destroys all permanents except your own) mycosynth also deals with pesky cards like Null Rod, and since you're using voltron, you'd likely win the ensuing mana-less battle. I'd also add Kuldotha Forgemaster as an additional tutor tool. Karn, Silver Golem also happens to combo with lattice to wreak havoc on lands, if that combo interests you. In a ramp heavy deck like this, I think Planar Portal would do a lot of good, especially since it actually cheapens Darksteel Forge and is a reusable tutoring engine. Also, Lightning Greaves is a strict upgrade over Swiftfoot Boots. Avarice Amulet is a very bad card, if you're looking for draw, Sword of Fire and Ice does the job better. Same deal with Vulshok Morningstar and Sword of Light and Shadow; it just does more.

CaptSillva on Olivia Voldaren: Twi-Hard With a Vengeance

6 days ago

Fair enough I suppose, though I personally feel like they released enough discard synergy to warrant the splash even if Mobilized for War isn't the commander.

On another note since you're already running Vampire Hexmage and Urborg, Tomb of Yawgmoth. Have you considered running the Dark Depths and Thespian's Stage combo? With both Hexmage and Stage that doubles your chances of getting the token and even if it doesn't pan out for some reason, Urborg would allow it to still be of use.

Also have you put any thought into running a more flushed out equipment package? Olivia is the type of creature that can get out of control really quickly and your opponent's are going to want to kill her fast. So the protection and extra value cards like Sword of Body and Mind, Sword of Feast and Famine, Sword of Fire and Ice, Sword of Light and Shadow, and Sword of War and Peace can grant you would make her quite formidable. Also Darksteel Plate is also an option for more budgeted decks.

g0regrind on Mono-Blue Artifact Ramp (Multiplayer)

1 week ago

@ Daedalus19876 Thanks for the advice!

  1. I switched Jushi for Renowned Weaponsmith.

  2. I have 4 Sol Rings in my three other decks, but they always get hate, so I am trying to stay mostly Modern legal in this one.

  3. Drift of PhantasmsCan fetch Sword of Light and Shadow, Treasure Mage or Grand Architect and if not, it is a flying body.

  4. That's why I have Mystic Remora, a slightly better card, since my group often pays the 1 mana of Rhystic Study

  5. Yes, and I found that infinite combos are too cheap a move and diminish the effort of deckbuilding and strategy.

I am currently considering a new card for Duplicant since it only get's the card's power and toughness, but not it's abilities like Flying, Trample etc., nor does it get any +1/+1 tokens etc. Any recommendations for 6+ cmc artifact creatures?

PayOneLife on Sure Hit

1 week ago

There are some really weird suggestions here, this thread has me scratching my head.

Firstly, I think your mana curve is a bit of an issue. You have 22 2cmc cards which is really too many. It means that currently you only have two cards in the deck to cast on turn one (Serum Visions) in an aggro deck which wants to race the opponent. That is a problem. Have a look at something like 8 whack - nearly the entire deck is 1cmc cards. It also means that you will usually be only casting a 2 cmc spell on turn three, when if you had a mix of 1cmc and 2cmc cards you'd be able to cast two spells. At the moment you go:

Turn 1: Land, pass.
Turn 2: Land, 2cmc rogue, pass.
Turn 3: Land, 2cmc rogue or 3 cmc card (you've got a 56% chance of hitting one of your 3cmc cards by turn 3 when you're on the play, so half the time you'll only play a 2cmc card).

You're on turn 3 and you have two creatures. If you increase your 1cmc rogues it will look like this:

Turn 1: Land, 1cmc rogue, pass.
Turn 2: Land, 2cmc rogue, pass.
Turn 3: Land, 2cmc rogue, 1cmc rogue, (or 3cmc card), pass.

You end up with 4 creatures in play on turn 3 instead of 2! This is extremely important if you want to get around your opponent's removal (and they all run a lot of it). It will also allow you to cast spells for their prowl cost a lot sooner.

Serum Visions is also not a good choice for an aggro deck as card selection is far less important to your plan than having threats. I think the first thing you should do is drop Serum Visions and possibly Morsel Theft or Inkfathom infiltrators for four Slither Blades. I would also consider playing Faerie Miscreant, as it gives you an evasive body with a minor upside. It can block fliers which can sometimes be necessary to staying alive. If you choose to play Miscreant you'd need to play the full four. If you were just going to play 2 and keep the Morsel Thefts then you'd be better off with Triton Shorestalker as previously suggested (Gudul Lurker is terrible though, not close to worthy of consideration).

I'd also cut Fireshrieker. I get that it gives you double triggers for combat damage, but it's just too slow! You can't equip it until turn 4, and if someone kills the creature you equip it to then you've just wasted all of your turn 3 mana and half of your turn four mana for no benefit. Cards like Sword of Fire and Ice and Sword of Light and Shadow are far more powerful and don't get played in modern because they don't do anything straight away. I like the idea of a single copy of Earwig Squad. It will usually cost you three mana (especially if you take my advice on bringing in the 1cmc creatures) and it's enter the battlefield effect is very strong against some decks in modern. Ad Nauseam combo only runs two cards as win cons, and storm combo usually only runs three. These decks use different cards to win so that they can't get beaten by stuff like Cranial Extraction, but Earwig Squad doesn't make you choose cards with the same name. If you resolve Earwig Squad against these decks you literally win. It's also a 5/3 on turn 3 which is pretty darn aggro AND it's a rogue!

Another card I think could be good is Smuggler's Copter. It helps cards like Frogtosser Banneret and Royal Assassin get in real damage and the looting efect is pretty handy. Also its name fits perfectly with rogues :P

I'm not sure about most of the cards in your sideboard, how did you decide on these? As for suggestions, I would substitute Terror for Doom Blade, which is strictly better and 25c to buy. I also like Faerie Macabre, which is a great uncounterable response to reanimator decks, Snapcaster Mage, Tarmogoyf and Delirium amongst others. It's also a rogue with evasion for the times you don't end up needing to hate on the graveyard. You might also consider Tormod's Crypt because dredge and reanimator strategies are going to be the decks most likely to outrace you. A few Dispel would help nicely against burn decks, Collected Company, Ad Nauseam, Chord of Calling, Cryptic Command and to counter your opponent's counterspells! Having two Negate and two Dispel will help a lot against burn. I would drop Diabolic Tutor, Inquisitor's Flail and Hands of Binding for some combination of the cards I've suggested.

Hope this has been helpful :)

yenithia on Avacyn's Hopeless Beatdown

1 week ago

Sconed - Thanks for the comment! Sorry it's taken me a while to respond! I haven't really thought too much about budget options, but so far I've found a few different ones! Naturally, they may make the deck a little more slow and clunky, but that is sort of expected.

Endless Horizons in place of Land Tax ... It's still a way of guaranteeing your land drops, and it helps thin the deck a bit as well. It hurts a lot if it gets removed, and it comes down later than Land Tax normally would.

Cradle of Vitality in place of Archangel of Thune ... This is clearly a trade off in which Archangel of Thune is better, but that's the difference between the value in those cards. This still lets you get creatures bigger, and also helps with Herald of War, which is another reason for Archangel of Thune.

Semblance Anvil in place of Urza's Incubator, or any other mana ramp card ... This is definitely slower, and I personally wouldn't recommend it just because there may not be a card that you want to toss to activate it. It is certainly an option though!

Umezawa's Jitte and Sword of Light and Shadow can be replaced with just about any other equipment, though the options provided by Jitte are really awesome. The recursion provided by Sword of L&S is great, as is the protection, but it could be replaced with other hexproof things, or even Spectra Ward

Other than that, the suggestions provided by Gleeock are also pretty solid ones!

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