Topan Freeblade

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Iconic Masters (IMA) Uncommon
Magic Origins (ORI) Common

Combos Browse all

Topan Freeblade

Creature — Human Soldier

Vigilance (Attacking doesn't cause this creature to tap.)

Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)

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Topan Freeblade Discussion

Austin_Smith_of_Cards on Brightest Day

10 months ago

Second the Fencing Ace suggestion; probably can replace Topan Freeblade. I've tried using Bracers before in a list that supported it, but I found it to be a poor mana investment. Bone Saw is another equipment that probably could serve better.

Mondo1212 on INS4N3PREDATOR

1 year ago

Tips on your White Soldiers deck Topan Freeblade is hella good take out War Falcon, go down to 18 plains or less your curve is pretty low if you go down to 18 and take out the Falcons you can add 4 Freeblades.

What happened to Captain of the Watch

Sideboards:

Addrum on Fellowship of the Towering Forest

1 year ago

Any commander deck needs at least 10 ramp cards, and you are in green, the premier ramp color in magic. Llanowar Elves, Elvish Mystic, Birds of Paradise, Avacyn's Pilgrim, Fyndhorn Elves, Devoted Druid, Priest of Titania, Wood Elves and Sol Ring (a must in every commander deck). I'd suggest to prioritize in creatures that add mana (over sorceries and instants) so you can later add a Nykthos, Shrine to Nyx and abuse of a ton of mana.

Try to remove cards that do nothing, like Ajani's Sunstriker, Fleecemane Lion, Sacred Wolf, Topan Freeblade and Watchwolf.

You'll also need answers to your opponent's plans. Swords to Plowshares, Wrath of God, Krosan Grip. Winds of Rath is perfect for this deck.

Quicksilver on Reyhan and Tymna Budget Counters

2 years ago

Get rid of:
Hooded Assassin its second ability is too situational.
High Sentinels of Arashin you'll never use its second ability, especially when the land Gavony Township is much more powerful.
Orzhov Advokist - You want the counters, not other players. Its soft lock ability is nice, but if you need the pillow fort ability, there are better cards for it.
Armament Corps and Sandsteppe Mastodon - Unless you can abuse ETB triggers, the abilities are a one off. The exception to this is Armorcraft Judge, as card draw is essential in EDH.
Topan Freeblade - Renowned serves no purpose whatsoever to the deck.
Revoke Existence - Fate Forgotten costs one more, but at instant speed, playing it when they cast an artifact or enchantment they'll have less mana to work with and are less likely to be able to counter you.
Herald of Anafenza - You're not running tokens, don't bother with this one.
Fleecemane Lion - No synergy with +1/+1 counters. The monstrous is good, but its ability doesn't really sync with the deck.
Creeping Renaissance - Really a dead card most of the time unless your running a graveyard based strategy.

Hope you find all this useful.

TheDuggernaught on Resistance Is Futile

2 years ago

It is a nice combo (Sphinx of Magosi and Righteous Authority). It is also extremely fragile as it costs a total of 11 mana and can be killed by something as simple as a 1 mana spell -- setting you back 10 mana. Most enchantments that buff your creatures are pretty meh for that same reason. For one card from your opponent, they can kill 2 cards and set you back a lot of mana investment. I have no doubt that combo could work in more of a tap out control/midrange style build. But I won't help you much in a tempo style.

As far as how to split creatures and non creatures, I would say it depends on your play style. You can certainly make a fairly spell heavy or creature heavy build work. But for what I am assuming is your budget, it would be better go to play around 20 creatures. Some of the tempo spells can run on the expensive side. I did a quick search through gatherer and came up with a list of creatures for you peruse. I did not look at prices for these cards, but I tried to exclude ones that I knew for sure would be expensive.

Aerial Responder, Spellstutter Sprite, Augury Adept, Sage of Epityr, Isamaru, Hound of Konda, Pride of the Clouds, Looter il-Kor, Mindshrieker, Lyev Skyknight, Court Hussar, Accorder Paladin, Master of Diversion, Fiendslayer Paladin, Daxos of Meletis, Soldier of the Pantheon, Azorius Herald, Arctic Aven, Quickling, Boros Elite, Stormfront Pegasus, Oreskos Swiftclaw, Surrakar Spellblade, Topan Freeblade, Jeskai Sage, Knight of the White Orchid, Mardu Woe-Reaper, Mentor of the Meek, Mirran Crusader, Mirror Entity, Reflector Mage, Silverblade Paladin, Squadron Hawk, Aven Riftwatcher, Banisher Priest, Fiend Hunter, Signal Pest, Azorius Arrester, Dungeon Geists.

TheVectornaut on Divine Intervention

2 years ago

Patron of the Valiant can currently only hit Herald of War, a renowned Topan Freeblade, and something that's survived a turn with Ring of Thune (the last of which I still think is too slow to be worthwhile). This means that the average result of the Patron's ability will be very meager. And even in decks like G/W outlast that can maximize +1/+1 counters, the angel ends up not doing enough for its cost. Seraph of the Masses is actually pretty similar. It requires a lot of creatures/tokens to be viable, and that's something this deck doesn't have a ton of. And again, even in the most creature heavy decks, the Seraph is unlikely to make the cut. The reason you'll only really see cards like these in commander is that they are too high-cost, low-impact for modern. Modern is a pretty fast format, even at most casual levels, so you usually don't want too many big cards unless you have excellent ramp or those cards are going to win you the game. So Serra Angel and Aegis Angel could be too heavy as well. Herald of War and Sigarda, Heron's Grace are cards that represent the other side of that coin to me. The first offers ramp for other big stuff and the second is a game-winning card if it sticks. If I was going to make a competitive human/angel deck, I'd run mostly humans with just a few angels on the top end to close out the game. I'm actually gonna whip up a first draft version tonight. I'll post it here when It's done so you can see my thought process at least.

GreenIsBae on I'd Tap Dat

2 years ago

Hey Chris, this is Ryan. For your first deck here, I like that you've chosen R/W, as its a color combo that is typically extremely aggressive because it has such a critical mass of low curve creatures that try to overrun opponents, and an excellent archetype for beginners.

I see that your deck has a sub-theme of tapping opponent creatures, which is typically quite a powerful effect, but usually in the context of mid-game board stalls rather than aggressive strategies. Tappers are typically used to disable attackers/blockers that are difficult to remove on their own, allowing your own board to attack in and/or stall until you find an answer. Aggro decks typically don't care about this, focusing solely on playing more creatures and attacking in, regardless of their ability to block. You want to be making aggressive trades and using removal/evasion to the fullest of your ability to reduce their life total to zero ideally before they can stabilize.

With this in mind, I would suggest not using tappers or your creatures with defender, finding in their place aggressively curved creatures that incentivize attacking. Things like more Boggart Brute, Master of Diversion, Voldaren Duelist, Topan Freeblade, Ember-Eye Wolf or Bloodmad Vampire (or anything similar to these really, things that like to attack, or help enable attacking).

Cut down on lands. 26 lands is a lot for a deck that is playing mostly 2-3 mana creatures and spells, and you definitely don't want to be drawing into them often when you need to apply pressure. Cards like Ray of Dissolution are extremely niche cards that don't often see much use in the maindeck, so I would set that aside for the sideboard. Find and play as many spells similar to Magma Spray as you can. Low cost removal spells are what an aggro deck needs to blow away the early 2 and 3 mana creatures the opponent will try to play to stabilize the board. Find removal in your bulk and use it aggressively.

Ofc, in the 2000 bulk commons/uncommons that you have, I'm sure adhering to the advice given will be difficult if not impossible, but do your best! This deck has the potential to be quite good, and as a general rule of thumb, try to play as many 4-ofs as you can, as that is the playset limit of any given card in a deck. Doing so will give your hands and game plan far more consistency, and you'll be able to see first hand how the deck should operate, and what needs improvement as a result. Hope this was helpful :D

TheVectornaut on Green/white casual counter deck

2 years ago

You have a lot of competing +1/+1 mechanics going on here. While they can certainly coexist and synergize, focusing in on 1 or 2 may make the deck more cohesive during play.

Strategy 1 is using the renown mechanic to make cheaper creatures into huge threats. Having some way to guarantee that damage will get through is something I'd personally add. Some cheap options are Whispersilk Cloak and Rogue's Passage. If you go that route, I'd up the number of the stronger renowned creatures like Topan Freeblade, Outland Colossus, Valeron Wardens, and War Oracle in lieu of running the maximum variety.

Strategy 2 is using the outlast mechanic and other stuff from the Khans block to create aggressive synergies with +1/+1 counters. In addition to Abzan Falconer, I'd want Abzan Battle Priest, Ainok Bond-Kin, Herald of Anafenza, and Tuskguard Captain. Some other supporting cards include Hardened Scales, Servant of the Scale, and High Sentinels of Arashin. Note that if you have a lot of targeting instants and sorceries like Reap What Is Sown, you can also benefit from the heroic mechanic with creatures like Phalanx Leader, Fabled Hero, and Hero of Leina Tower.

Strategy 3 is going all in on the big bad hydras with all other cards just being a foundation for the bombs. Despite how cool Phytohydra can be, I don't think G/W is the best color pair for a deck with this aim in mind. I'm a fan of going G/U for simic shenanigans, but mono-green works fine as well. Besides creatures with evolve like Simic Manipulator, blue gives access to cards like Lorescale Coatl, Zameck Guildmage, Fathom Mage, Sage of Hours, and Vorel of the Hull Clade. Green also has Gyre Sage, Hooded Hydra, Solidarity of Heroes, Polukranos, World Eater, Scourge of Skola Vale, Genesis Hydra, Vastwood Hydra, Lifeblood Hydra, and Protean Hydra. While much more expensive, Kalonian Hydra and Primordial Hydra tend to be considered the best hydras.

Well, that's all the stuff that comes to mind right now. If you have any questions, feel free to ask.

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