Trailblazer's Boots

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Zendikar (ZEN) Uncommon

Combos Browse all

Trailblazer's Boots

Artifact — Equipment

Equipped creature has nonbasic landwalk. (It's unblockable as long as defending player controls a nonbasic land.)

Equip 2

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Trailblazer's Boots Discussion

SkulduggeryP on Mary'O Kill and the Killbots: A Jazz Band

18 hours ago

How to play:

It's fairly simple: Tutor for Conspiracy, naming killbot, and then you can use Mary O'Kill to "sub out" any of your creatures.

On the bench, ready to sub in!:

Phage the Untouchable: I feel like I should explain this one first. I know that it looks like you should be grabbing Phage every time, but I encourage you to think again. First off, by the time any of you who are inspired to make this deck actually do so, unstable will no longer be legal in commander (unless you're ultra-quick and super-cool). Therefore, the only way you'd be able to play this within your playgroup is by Rule 13, which essentially states that you can use banned cards in a casual setting only if all members of your playgroup agree to it. And if you slam down Phage every time, they're gonna start to not like you. Sorry if this section went on too long, but it had to be said.

Ashling, the Extinguisher: This is mostly for if your opponents have a troublesome indestructible creature. Or also if you think that the art looks great.

Avatar of Slaughter: This one is for if you need straight damage, as it deals the most of any creature at 16. Maybe you're low on life and it has Loxodon Warhammer. Maybe you want to deal a ton of damage without killing them. I'm not judging.

Blightsteel Colossus: This one follows the same rules as Phage the Untouchable, only this one also protects against milling. Using this product may put at risk of winning, overzealous gloating and being banned. Administer at own risk.

Dragon Mage: Maybe you're secretly a group hug player. Maybe you're just low on cards in hand. Either way, this is a great all-around option.

Greater Harvester: It's like eldrazi, only you don't have to actually attack with it to trigger annihilator, meaning you also get some damage through.

Hellcarver Demon: An opponent is comboing out and you need to make one last defiant stand without actually winning. That's when you break out this boy.

Lightning Reaver: Why on earth did you sub in this! It's just in here because I like the art!

Lord of the Void: This is my go to benchwarmer. It makes you highly likely to win the game without actually guaranteeing it. My kind of card.

Necropolis Regent: This one actually works because +1/+1 counters stay between switches.

Rakdos the Defiler: Be sure to sub him in after declare attackers and blockers so that his attacking trigger won't activate, but his damage trigger will.

Raving Dead: If you want to do something but you don't want the game to end yet, this is a good choice.

Scion of Darkness: Because Ink-Eyes, Servant of Oni is more expensive.

Enemy forces and how to ignore them!

Now, subbing out is most effective if whatever you're replacing can get past the declare blockers step. Unfortunately, this is rakdos colors, so we don't have much in that respect. What little that's available is below.

Whispersilk Cloak: Definitely the best option we have. With evasion in both aspects, and the fact that equipment stays equipped makes this a favorable option.

Trailblazer's Boots: In commander, you can scribble out the existing text and say, unblockable. It saves time.

Prowler's Helm: If any of you frequenly go toe-to-toe with a wall tribal deck, please let me know, that sounds awesome. And if you want to make them happy, play this. They will be so proud of their soulless, empty defenders. They need the pick-me-up.

Panic Spellbomb: Yeah, it's not the greatest. Moving on.

Key to the City: Card filtering and unblockable? Please tell me the downside.

Hot Soup: Do not, I repeat, Not play this against a ping deck. It'll be like christmas came early for them.

Glaring Spotlight: I would tell you how great and good this option is, only I can't see the text from all this brightness.

Last random notes:

Gamble: Please don't use this to find Conspiracy. Just don't. It's not worth it.

Command Beacon: Activating this on turn 3 is actually not a bad idea if you put down a Despondent Killbot turn 2, you can switch it out for early pressure.

Sly Spy C: If you just want to mess around or really punish a player, sub this one out with Avatar of Slaughter.

Planar Portal: This is the one case where it's superior to Planar Bridge. You see, Mary switches things in your hand, not on the battlefield, so with the bridge, they get affected by summoning sickness.

Optimator on It's Good to be the Khan

4 days ago

Yeah, it's tough!! Cutting cards and balancing the ratios between creatures, buffs, utility, and removal is a delicate art.

I generally start with the "8x8" method; choose 8 things you want in your deck and choose 8 cards that do each. You have a great start so I'm not saying to scrap what you have.

It's not perfect but it's a great place to start when building or redoing a deck. One thing to consider is a large chunk of one set of 8 will be ramp and ideally another set will be card draw, truly leaving only 48 cards. There is also the part where several groups of 8 will be "creatures" if you want an aggro deck (which this is sort of a hybrid) so some creatures will fall into a "buff/anthem" category or a "card draw" category or some sort of utility category, throwing some numbers off.

Brave the Sands is the shit.

Removal is slightly more important for aggro and voltron decks than midrange or control decks (you gotta get through!) but you have a good amount.

I generally find combat tricks less useful than constant buffs, so were it me I'd take out War Flare for one of the considered cards.

In my experience with Zurgo, evasion is more important than extra damage, so things like Battle Mastery and Mardu Runemark are less desirable than something like Spectra Ward, which makes a creature nearly unblockable and untargettable. Something like Spirit Loop would be better (and strictly better than Congregate, in my opinion) since you don't get two-for-one'd with it attached. Even with the voltron aspect being played down, Zurgo always has a huge target on his back.

Trample and flying, or something like Trailblazer's Boots help more than Fireshrieker or Inquisitor's Flail in my experience. The damage bonus is still super good though. A balance is good, is that I'm saying. Although perhaps not as much if the voltron aspect is less pronounced... YMMV. Also, Inquisitor's Flail is probably better than Hero's Blade. Conqueror's Flail is great too but a little pricey. I noticed you have a couple of random expensive cards--I assume they're ones you already own? Seems like a budget deck at heart. One thing that's hard about making a strategy like Warrior tribal work is it usually takes extra cash to make up for the inherent lack of synergy (unlike goblins and elves, etc.).

Have you seen Assault Suit? It's literally perfect for Zurgo. Keeps him indestructible on any turn and prevents him from being sacrificed. The damage bonus is nice and since he attacks four times a round instead of once it's almost like quadruple damage. I know you aren't doing a full voltron thing but it's so spicy and Zurgo is literally one of the only decks you can conceivably run it in.

Anyway, check out my Zurgo deck (Khanate of the Golden Headbutt (Artifact Voltron)) if you have the time! More of a traditional voltron deck though.

dccrook27 on Medomai Master Rewind

5 days ago

Hello! The biggest thing right now is that Medomai is still getting killed quite easily.

If I may ask, why is Lightning Greaves better in this situation than Swiftfoot Boots? I guess I don't need it explained, I understand why, but I switched in Swiftfoot Boots because I've found myself in the same situation over and over again: I get Medomai out before any other creatures and once I get the Greaves on him, I can't beef him up any more. I don't plan on keeping Opal Palace, that's just a place holder until I can get Hall of the Bandit Lord.

That's good, I had a feeling all of those would work quite well in this deck.

I agree, the biggest reason I have Armageddon in here now is because I found the foil online for cheap, plus I had the mindset that once I have a decent setup for Medomai I could play it to slow down my opponents.

I actually bought Trailblazer's Boots quite a while ago and considered adding them, but thought against it for some reason. I'll take a look at that list sometime! I'm assuming you have it here on TappedOut?

Thanks again!

Pal00ka on Medomai Master Rewind

5 days ago

Hi! I guess my first question would be is where do you see tweaks being needed? Answering that will help myself and others give better suggestions.

With having such a high CMC and vulnerable voltron commander, you need an immediate payoff. Thus I'd highly suggest re-adding Lightning Greaves because it solves both of those issues. Yes, shroud can be arduous but that is a small-price to pay imo. I've never been a fan of Opal Palace so I'd invest in a better land like Hall of the Bandit Lord because it does exactly what you want.

Of the maybeboard I like Kira, Sun Titan, Illusionist's Bracers, Sphinx's Revelation, and Polymorphism's Jest. All are relevant to a voltron strategy.

Adding indestructible enchantments like Indestructibility, Gift of Immortality, etc. let you play wipes like Fumigate, Hour of Revelation, etc. with impunity. Also I'd axe your MLD for traditional wipes though this recommendation is biased because I personally dislike MLD. To each their own.

I brewed up a enchantments-matter-voltron list with Sram that was a lot of fun. A very under-played artifact that snuck in was Trailblazer's Boots for obvious reasons.

Ocelot44 on Feline ferocity budget upgrade

1 week ago

Ah yes. If you want more ideas for voltron, I love Prowler's Helm because people rarely run walls, and I love Trailblazer's Boots because people rarely run only basic lands.

I've got two different voltron decks if you want to check my page for ideas!

Bou on EDH Licia, Gladii, Sanguis, Valeria Victrix

1 week ago

I'm actually thinking of replacing Haunted Cloak, but the Haste / Trample are generally very useful. I might replace it with Trailblazer's Boots to add to my Prowler's Helm, which works amazing because literally nobody plays walls (with the exception of that blasted Mutavault). Whispersilk Cloak is very nice but I don't like the Shroud on it which blocks my Chandra's Ignition, Arcbond, or Shelter for example.

Rhox Faithmender is difficult. On the one hand he looks great because double life yay! The thing is, I really don't need more Life. I could use it more often maybe, but double the life only makes me more of a target. Alhammarret's Archive does the same, but I can easily get ~100+ Life without it. I will see how things go with Ad Nauseam in play, perhaps adding Rhox will be more practical then.

Don't underestimate Killing Wave haha! I usually cast it for 10+ and it works really well, if they do pay the life to keep a creature you can just swing with Licia (which we can keep because Life doesn't matter as I tend to keep between 50-100 Life and Licia gets it back for me anyway). So far, it's done everything I wanted it to do.

Grasp of Fate looks pretty good. Death Grasp would be amazing if it hit all opponents, but I recently re-added Lightning Helix and Warleader's Helix and this might fit in as well.

clayperce on Smashface Gardening with Rith

3 weeks ago

rockleemyhero,
Thanks again for the suggestion of Growing Rites of Itlimoc  Flip! Maybe pull the Druids' Repository for it?

pskinn01,
I definitely like the idea of Anointed Procession; thanks much for pointing it out! And though I've already got Parallel Lives, they stack really nicely, so I don't mind the redundancy. What would you pull for it though? Looking at the other 4-drops, maybe Vedalken Orrery? Though the threat of Flashing something is a GREAT deterrent in the early game (when there are still a bunch of players, so it's safer to just attack someone else), so idk ...

And yes, Trailblazer's Boots are awesome. But I've run the card since the earliest days of the deck (and I talk about it in both of the accordion spoilers in the description). Thanks though.

griffstick,
I love it too; thanks so much! :-)

pskinn01 on Smashface Gardening with Rith

3 weeks ago

Anointed Procession is higher than $5, but really good.

Trailblazer's Boots to help rith get through.

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