Artifact — Equipment
Whenever equipped creature attacks, defending player reveals cards from the top of his library until he or she reveals a land card. The creature gets +1/+0 until end of turn for each card revealed this way. That player puts the revealed cards into his or her graveyard.
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Trepanation Blade Discussion
5 days ago
1 week ago
Fine, fine, I'll keep Swiftfoot Boots, twist my arm why don't ya. ;)
I would love a Reiterate. I'll look into it.
I don't think hoping for something with proliferate is the way to go. I think you're right that not leaning on the emblem and having other ways of getting my toys out would be better.
I like Faithless Looting and see it's worth, but it might not be next on my "fit this in" list. Trepanation Blade was my way of getting maybe a big boost and maybe getting rid of their nice cards, but you're right that it doesn't necessarily fit in with the rest of the deck. I'm indifferent on Dormant Volcano, and if I had another Chandra I'd put it in. I like Chandra, Fire of Kaladesh Flip more as a distraction. I feel that people are gonna really want to get rid of her, when that's likely fine by me if they do. But if I do happen to get her transformed, that's even better.
I'm interested in hearing your ideas for infinite combos here, but I don't think I'd enjoy winning that way. But that does bring up a point; I don't have a lot of abilities etc that I could pour a ton of mana into. Not that I've ever run out of things to spend it on, but it's just an observation....
1 week ago
Swiftfoot Boots are an EDH staple for a reason. If something you play isn't likely to survive a turn without them, you will wish you had them.
I fully agree with your other ideas. I'm actually not sold on the goggles being in a mostly colorless deck at all, though. I'd rather have Reiterate, which has greater utility and goes infinite with Mana Geyser.
If you want to protect Daretti long enough to get his emblem you will have to run control or else build up combos with proliferate artifacts like Contagion Engine... and in the latter case you're better off just comboing to win the whole thing. He draws a ton of hate, and even when people aren't trying to kill him, they will occasionally poke Daretti to keep him off that ultimate. Unfortunately mono-red control tends to lose friends.
I would consider using Daretti to set up combos rather than attempting to consistently ult him. I have found that a much more reliable strategy.
Also, definitely put Faithless Looting in here, it's a very good card. Take out Trepanation Blade. Your deck wants to be milled, not do the milling! I'd also take out Dormant Volcano, because the only good thing about the card is the lovely art. Chandra, Fire of Kaladesh Flip isn't very helpful in here either, her effect is much to small. If you want a planeswalker, run Chandra, Pyromaster instead. But I'd take a Krark-Clan Ironworks over either of those; sac outlets are awesome, especially when they make mana.
Are infinite combos something you're interested in? I can suggest a few.
1 week ago
Weathered Wayfarer keeps you from falling behind on land and can tutor for nonbasics.
Champion's Helm offers 8.5 +2/+2 and hexproof for low costs. In situations where you don't have 8.5 available, throwing around a +2/+2 boost for isn't bad either.
Fireshrieker offers double strike.
Masterwork of Ingenuity is a tutorable, one-mana Equipment clone.
Land Tax keeps you from falling behind on land.
Adarkar Valkyrie - OK creature to have if you want additional ways to keep a key creature alive or to steal one after a sweeper.
Austere Command - Use it again. It's one the better sweepers in the format, as you can sculpt it to your needs.
Cloudshift - A one-shot flicker effect isn't really worth it.
Devouring Light - Bad. Costs too much for what it does in comparison to what's also available for White (even though it has convoke). Only targeting creatures in combat makes it unable to remove problematic utility creatures that don't enter combat.
Kaldra Set - OK Equipment. They have been outclassed by other Equipment since Mirrodin block, but they're fun to use if you can consistently have all three out at once.
Hero's Blade - Not worth it. The trigger only matters if 8.5 isn't on the field or you have another legendary creature in your hand. A vanilla +3/+2 isn't great, even when it has been auto-equipped.
Mirran Crusader - A good creature that holds Equipment very well.
Oblivion Ring - Removal that can be reversed is not that great to use IMO.
Orbs of Warding - Worth it if your meta has a lot of 1/1 token spam and player-targeting effects.
Quest for the Holy Relic - Don't use it. It's ungodly slow and a horrid mid-late game draw.
Quicksilver Amulet - Not worth it. Cheating in creatures for 4 mana doesn't have a lot practical use when most of your creatures are cheap to begin with.
Return to Dust - Fantasic 2-for-1 artifact/enchantment removal spell.
Ring of Thune - A bit slow, but it's a cheap source of vigilance.
Treasure Hunter - OK artifact recursion.
Trepanation Blade - Bad. The +X/+0 boost is too varied and can't be controlled. The mill inadvertently gives free fuel to graveyard-based strategies.
2 weeks ago
I did something similar to this a while ago, but I didn't use Assault Formation. Instead, I play a bunch of zero-power creatures and equip them with either Trepanation Blade or Oblivion Crown - the former has the added bonus of milling the shit out of the opponent, while the latter is a surefire way to get your hand empty (which not only gets Ensnaring Bridge running, but also allows you to use Infernal Tutor). Doran is more like a secondary wincon in it.
3 weeks ago
Trepanation Blade for some combat morphing and lethal commander damage
1 month ago
Alright, so first, you're going to want the "core" of generally all competitive mill decks in Modern, which is 4x Glimpse the Unthinkable, 4x Breaking, 4x Hedron Crab, 4x Archive Trap, and a couple Mind Funeral. Those cards are pretty much a must.
As far as the landbase goes, Dimir Aqueduct is definitely too slow, and you'll want some Ghost Quarter which work well with Archive Trap. Fetches and shocks will definitely improve the consistency of the deck, but are not completely necessary.
Another thing is that you'll want to cut down on the number of creatures. As said before, 4x Hedron Crab is absolutely necessary. Duskmantle Guildmage and Consuming Aberration should be out, as by the time you have enough mana to use them, the game will probably be decided already. I personally don't recommend Wight of Precinct Six or Wall of Frost, but they can be useful. If you have the money, 2-3 Snapcaster Mage is amazing. Trepanation Blade should also go out.
I hope that I've helped!
|Commander / EDH||Legal|
Printings View all
- Blighted Agent + Trepanation Blade
- Szadek, Lord of Secrets + Trepanation Blade
- Dimir Infiltrator + Trepanation Blade
- Crosstown Courier + Trepanation Blade
- Stolen Identity + Trepanation Blade
- Aqueous Form + Szadek, Lord of Secrets + Trepanation Blade
- Trepanation Blade + Undead Alchemist
- Mirko Vosk, Mind Drinker + Trepanation Blade
- Thassa, God of the Sea + Trepanation Blade
- Altar of Dementia + Trepanation Blade
- Invisible Stalker + Trepanation Blade