Trepanation Blade

Trepanation Blade

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.

Equip 2

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Trepanation Blade Discussion

jackanukealty on Lazav, Dimir Mastermind

2 hours ago

Animate Dead, Trepanation Blade, Whispering Madness, Whispersilk Cloak, Geth, Lord of the Vault, Psychic Spiral. Hex isn't that good. If you play Lili with a few well stocked yards, a) you're never going to get her to ultimate. b) You'll be public enemy number 1. I'd say go with Rise of the Dark Realms instead. Good luck

meatman on Blue/Black Zombie Mill Deck

2 weeks ago

Looks fun! Some cards I would suggest for beatdown mill are first off Consuming Aberration is a beast in this style of deck and combos hard with Phenax, God of Deception. Also Trepanation Blade is a really good cheap option and buffs the mill and damage of any of your creatures, I used it with my Zombie Alchemist deck back in the day.

AvacynAngelofHope on Sharuum Artifact EDH

2 weeks ago

Conjurer's Closet can bounce your commander and return many artifacts you lose over time, also combined with Ashen Rider can be devastating when exiling lands. Lightning Greaves is a good card to keep your better cards shrouded. Trepanation Blade is a good commander damage killer (and miller).

ccarmell on Dragonlord Silumgar's Lair!

3 weeks ago

To go with your mill mechanic, particularly Undead Alchemist and Consuming Aberration, I would recommend Trepanation Blade.

taural on Sygg, Deck Destroyer

1 month ago

Like the look of the deck.

If you are angling towards a more creature-based deck then you might want to consider adding Trepanation Blade.

PookandPie on Alternate play mode for commander

1 month ago

The tutor limit would prevent cards such as Vampiric Tutor, Demonic Tutor, etc. (any, "Search your library" spell) from finding things such as Cabal Coffers or any other land while being Strip Mined. "Find any card" tutors should still be able to tutor any card (otherwise they are made weaker for no reason), but it gives away important strategic information by simply allowing your opponents to know which deck you're searching.

If you search the lands 'library' with Demonic Tutor, that could be a clear sign to your opponents that you're mana screwed, thereby giving them information they would not have in normal Magic: The Gathering, which could easily cause you to be the target of multiple Strip Mine/Wastelands, simply because they would have the most impact being used against you in this situation (also, it could be very easy to see when someone is going for their Gaea's Cradle or Cabal Coffers, which is information you would not normally have). Similarly, should your opponents be destroying lands and you use it to search the spells 'library', then they know you're either stopping whatever is causing lands to go to the graveyard or your hand is full of lands, meaning you are not scared of them (which is information the opponents would not normally have).

One of these instances hurts more than the other, but it is a loss of what typically makes black tutor-alls powerful. It eliminates the guessing game of, "What exactly did he go grab that can stop me?" and replaces it with, "He grabbed nothing to stop me since he checked the land library."

Sometimes, you need to Intuition for three lands. Sometimes, you need to Green Sun's Zenith for Dryad Arbor. Sometimes you need to spend an Arcum Dagsson activation to grab a Darksteel Citadel. Deck size restrictions stop fun combos from functioning with Ad Nauseam, notwithstanding, Ad Nauseam would either be overpowered as a 5 mana draw 30 for 0 life, or it would be reduced to being half-worthless.

Coiling Oracle either draws a card, guaranteed, ramps a land, guaranteed, or it does both depending on which library it can check (making it significantly more powerful than before, since it required topdeck manipulation to always get your desired result). Countryside Crusher either does nothing or gets 30+ counters immediately. Druidic Satchel, Courser of Kruphix, Erratic Explosion, Erratic Mutation, Fathom Trawl, Goblin Machinist, Explorer's Scope, Into the Wilds, Nissa, Sage Animist, Abundance, and more, become either significantly weaker or stronger. Other problem children were mentioned above, like Goblin Charbelcher, Mind Grind, Trepanation Blade, Mind Funeral, etc.. Cards like Selvala and Woodvine Elemental would be guaranteed value, while Treasure Hunt and Scouting Trek do nothing. Hermit Druid and Avenging Druid become guaranteed, giving Hermit Druid decks a leg up as they no longer are required to have a Wasteland weakness.

Honestly, I just don't see why you don't begin the game with an Abundance token on the battlefield. Keep the 1 library setup, but if you need lands, get them until you are satisfied. Using lands is integral with tons of cards in MtG, and segregating the libraries seems unnecessarily messy. What you want to do is guaranteed by Abundance, so why not just start with a token of it in play if it's really that important? Seems like it would break fewer things and be a more elegant solution than "Some tutors work, some don't, some cards work way better than they used to, a fair number don't work at all." Sure, the guy with a dubious starting hand (no colored mana producing cards, but all combo pieces) can keep the hand rather than shipping part of it away, but that still seems like a better solution, to me.

Problem summary:

-Loss of strategy when tutoring in multiplayer games
-The sheer number of cards that don't work, are now guaranteed value, or are significantly weaker is not worth this library split. Abundance does what you want, begin with a token of it in play (or in the Command Zone, if you don't want to ever let it get destroyed).

Take my skepticism with this, however:

Grain of Salt

1empyrean on Alternate play mode for commander

1 month ago

DudelRok that does't help either. There are just too many cards that deal with lands in library or hand that trying to fix the rules to let them work is essential if you want it to work. However, cards like Mind Grind, Trepanation Blade, Goblin Charbelcher etc. are either going to win the game or do nothing.

If you like the idea of having 2 separate libraries, I like how "Legend of the 5 Rings" did it. That game has a ton of issues, but it split creatures and non creatures into 2 equally sized decks. you didn't put creatures into your hand, but rather they were cast from zones that could be attacked and destroyed (one way to win was to destroy all the zones used to cast creatures).

All that aside, changing so much means it really isn't magic anymore.

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