pie chart

Sram, Senior Edificer | Equipment Voltron

Commander / EDH Aggro Mono-White Multiplayer Voltron

NensouHiebara


Description

July 19, 2017 - Hour of Devastation Update

The primary objective for victory is to deal 21 Commander Damage to each opponent with Sram, Senior Edificer


In the early game, Sram, Senior Edificer is cast as soon as possible (preferably Turn 2, Sram might wait if there are no Equipment in hand) for early hits and to draw off of Equipment. At the same time, I'm also setting up my board with any available ramp, utility creatures, and other support cards.

Once my board is built, further resourced are devoted into keeping Sram, Senior Edificer suited up, casting new Equipment or recurring destroyed ones as necessary. At this time, I'm also disrupting my opponents' game plans with removal and pressuring the opponents Sram isn't targeting with any available alternative threats.

In the event that Sram, Senior Edificer dies, if I don't have an alternative threat on board, he's recast and reequipped. If Sram is stuck with summoning sickness for that turn, other creatures may pick up the slack as to not miss any Sword of the Animist or Mirran Sword triggers, finish off Planeswalkers, or to at least keep the pressure up.

In the event that Sram, Senior Edificer becomes too expensive to recast, my deck's alternative threats take over and I attempt to defeat my opponents though regular damage.

This is my first Commander deck. I started building in October 2011, with Kemba, Kha Regent as the first Commander for her synergy with Equipment. The earlest builds of this deck were a Token/Voltron hybrids to benefit from Kemba's cats. Overtime the token support dwindled, as I no longer cared about the token aspects of the deck and desired to focus more into accomplishing Commander Damage kills.

In July 2013, Eight-and-a-Half-Tails, took over from Kemba as the second Commander shortly after the token support was dropped completely. 8.5 was much better suited for a Voltron strategy by using his protection to keep targeted removal off of himself and my Equipment and bypass blockers. 8.5 wasn't without his own issues. He's essentially useless early game and the occasional games with mana screw botched his effectiveness, but he was the best Commander available that fit my needs.

Aether Revolt gave this deck its third and current Commander, Sram, Senior Edificer, and Equipment synergy returned to the Command Zone. While Sram lacks the built-in protection Eight-and-a-Half-Tails provides, he makes this up with speed and card advantage. Sram is able to drop as early as Turn 2 and begin the Commander Damage death clock much faster than his predecessors while keeping my hand stocked.


Deck Development

Last Updated: September 16, 2017

Balan, Wandering Knight - Potential Commander. Can easily become a quick clock with little set-up.

Banisher Priest - A Journey to Nowhere effect on an easily recurrable, Equipment-wielding body.

Restoration Specialist - 2-for-1 artifact and enchantment recursion. Supports enchantment/Aura additions.

Basilisk Collar - Lifelink to boost my life, deathtouch to keep threats at bay.

Hammer of Nazahn - Another source of indestructible and free equips.

Inquisitor's Flail - Damage Doubler. Stacks very with double strike.

Mine Excavation - 2-for-1 recursion spell, brining back any of two artifacts and enchantments using conspire. Supports enchantment/Aura additions.

Field of Ruin - A Wasteland variant that replaces itself.

Reliquary Tower - In some games, Sram, Senior Edificer and Sword of Fire and Ice's forced card draw triggers can fill my hand faster than I can empty it. Not ideal to discarding cards for nothing.

Commander decks are dynamic and ever-changing. New cards replace the old, players adapt to each other's strategies, and opinions of cards can alter over time. What was yesterday's strong additions can become tomorrow's weakest links. No deck stays the same for too long.

The following cards are what I'm currently thinking about dropping, either because, they're no longer effective, I became uninterested in them, or they're being replaced with something better.


Angel of Sanctions - Placeholder. If a more desirable card becomes apparent, this card is a possible cut for it.

Argivian Archaeologist - With the idea of adding some Auras and support for them into this deck, Argivian Archaeologist's days are currently numbered. Recursion options that grab both artifacts and enchantments are more valuable than artifact-only ones. Adding one Aura won't affect its position, but if a few Auras are added or more enchantment-based Equipment support gets printed, it'll have to yield to broader recursion.


87/100

Remaining Acquirable Foils: 5 | Unavailable in Foil: 8


Foils: 57

Prerelease Foils: 7

Buy-a-Box Promos: 1

FNM Promos: 1

Grand Prix & Pro Tour Promos: 4

Judge Promos: 5

Masterpieces: 5

Miscellaneous Foils & Promos: 7


Remaining Acquirable Foils:

Land Tax

Forsake the Worldly

Return to Dust

Mikokoro, Center of the Sea

Petrified Field

-

Unavailable in Foil:

Argivian Archaeologist (Reserve List)

Armory Automaton

Conqueror's Flail

Masterwork of Ingenuity

Flickering Ward

Grasp of Fate

Nahiri, the Lithomancer

Myriad Landscape


Please read my Notable Exclusions list before posting!

Not every card is going to be usable. Some have become obsolete, some are overall too weak, and some just don't fit the theme properly. Whatever the reason, there are some cards that I simply don't want in my deck.

I have no intention of using any of the following cards.


Additional 0-1cmc Equipment - I'm not going to add cheap Equipment just for the sake of drawing cards off of Sram, Senior Edificer. Chaff like Bone Saw and Accorder's Shield have no place in proper Voltron Commander decks. I see Sram, Senior Edificer's ability as a bonus for using already good Equipment, not an excuse to flood the deck with crap. I'm all for Equipment with low costs, just not the poor quality trash that accomplish nothing.

Equipment Tutors - I can't fit every tutor in this deck and most of them have become outclassed. Steelshaper Apprentice and Relic Seeker are too slow. Taj-Nar Swordsmith needs way too much mana at once. Quest for the Holy Relic has a very clunky hoop to jump through and is a horrid mid-late game draw.

Auras - Even though Sram, Senior Edificer is now the Commander, I still wish to keep this deck primarily centered on Equipment. Never expect a full-blown Aura suite. However, I don't mind using a select few utility Auras if they're worthwhile. Auras like Flickering Ward, that are great even without Sram, Senior Edificer on board, are the ones I'm looking out for. Not that interested in combat-oriented Auras like Angelic Destiny, as this deck would rather have an Equipment in the same slot.

Vehicles - Vehicles must have a crew cost no higher than 2 and have some form of meaningful utility for me to consider them (ie. Smuggler's Copter has crew 1 and looting). If a Vehicle fails to meet both of these requirements, I don't want to use it. I'm not interested in Vehicles that are just bodies.

Shroud - Shroud is a complete roadblock in Voltron strategies. Lightning Greaves and Whispersilk Cloak would force me to equip them to other creatures and leave my suited up creature exposed. Indomitable Archangel and Fountain Watch cause the same issues with my artifact creatures, and they effectively shut down Armory Automaton. In short, if it grants shroud, this deck doesn't want it.

Mana Doublers - Equipment decks will naturally incentivize heavier artifact hate, and non-Equipment artifacts will frequently end up as collateral damage. Mana doubler have their individual issues as well. Extraplanar Lens doesn't like a mana base with 56% Basic lands. Gauntlet of Power can double my opponents' mana. Caged Sun has a clunky mana cost.

Poison/Infect - Dying to poison counters is simply not fun. At all. It's an endless frustration for my opponents and a hollow victory for myself. Grafted Exoskeleton and Inkmoth Nexus would devolve the deck into getting infect kills. I want this deck to be an entertaining challenge, not a nightmare.

Mass Land Destruction Spells - I don't like them in Commander. They're either win-more when I'm ahead or useless when I'm behind. There's no middle ground. They also carry the stigma of ruining games. Not what I want for this deck.

Auriok Steelshaper - Doesn't do enough. Shaving off from equip costs isn't worth an entire slot.

Avacyn, Angel of Hope & Darksteel Forge - Both have very cumbersome mana costs and do nothing in the wake of the efficient exiling removal that's available nowadays.

Bastion Protector - Too narrow. Only boosting Sram, Senior Edificer and nothing else isn't that great in games where I have to restort to my alternative threats. Indestructible is best given by Darksteel Plate and not a body that can easily die.

Iona, Shield of Emeria - Mean-spirited griefer card that unnecessarily hates on Mono-colored decks. Her entire purpose is to stop players from playing the game. Why is she even allowed in this format?

Leonin Shikari - Never liked it for this deck. Instant-speed equipping offers little utility when you want to attach everything to a single creature.

Ranger of Eos - I've tried using it and it doesn't work in this deck. I don't use enough 1cmc creatures and adding more would be forcing Ranger to work and clog up deck space.

Stone Haven Outfitter - Not a Voltron card. It's anthem isn't effective when I only want to suit up one creature. It's card draw trigger only works when I'm being set back and it doesn't trigger off of Sram, Senior Edificer returning to the Command Zone.

Elbrus, the Binding Blade  Flip - Comprehensive Rules 903.4 and 903.4c. Elbrus has a Colour Identity of . This deck can't use it.

Skullclamp - This deck doesn't have the luxury of on-demand, expendable X/1s to fuel it consistently.

Sword of Body and Mind & Sword of War and Peace - These Swords are the overall worst of the cycle. Body and Mind's milling is a weak back-up plan that gives free fuel to graveyard decks. War and Peace's triggered ability is incredibly lackluster and doesn't provide any significant value. They're not even worth using for the protections when there are other Equipment that provide more practical abilities.

Sword of Kaldra, Shield of Kaldra, & Helm of Kaldra - The Kaldra Set was in the deck before, but newer Equipment have antiquated them and it's too inconsistent to get all three out at once.

Banishing Light & Oblivion Ring - Not that great in comparison to newer cards with stronger effects or the effect attached to handy bodies.

Mass Calcify - 7 mana is too high for a creature-only sweeper and it instantly backfires against other White decks.

Dispatch - While metalcraft isn't too difficult to achieve, it's still a conditional removal spell. Compares incredibly poorly to Path to Exile and Swords to Plowshares.

Artifact Lands - Ancient Den and Darksteel Citadel don't provide any meaningful utility. Ancient Den specifically would often end up as collateral damage from an opponent's artifact sweeper.

Fetchlands - The main benefit of using Fetchlands is colour-fixing. As this is a Mono-coloured deck, I have absolutely no need for colour-fixing. Using them for "deck thinning" is a complete waste, as deck thinning is completely negligible even in 60-card Constructed. Fetchlands would essentially accomplish nothing and use up valuable deck space in the process.

Eiganjo Castle - Preventing 2 damage on a legendary creature is severely low-impact and completely superfluous in a deck with Equipment that can provide much stronger effects.

Flagstones of Trokair - Does absolutely nothing in the the vast majority of games. A land that replaces itself when destroyed has very limited applications and one land barely makes a difference after mass land destruction. This card just isn't useful and I have absolutely ZERO interest in it.

New Benalia - The lone scry 1 isn't worth the tapped land.

Temple of the False God - This card is a trap. It holds the promise to produce , but is completely dead without 4 other lands. This uselessness early in the game forces mulligans when in the opening hand and drawing it early game sucks. Later in the game, it has about the same impact as a late Sol Ring: nice to have, but not accomplishing much.

Updates

Hour of Devastation Additions:

All Is Dust -> Hour of Revelation

Drifting Meadow -> Desert of the True

-

Other Additions:

None


I'm always on the lookout for ways to lower this deck's average CMC. Equipment are expensive to play and maintain, so having everything else be as cheap as possible is ideal. Nothing gets as cheap and efficient as Hour of Revelation. 3 mana for an entire board purge is excellent, and the '10 nonland permanents' requirement for the cost reduction is very trivial in Commander. Hour of Revelation will cost only more often then not.

All Is Dust was the cut for Hour of Revelation. Trading a 7-mana sweeper for a "3-mana" sweeper is a no-brainer. This swap also adds more hard artifact removal to the deck. Though I appreciate that All Is Dust spares my Equipment, it also leaves behind my opponent's mana rocks and other utility artifacts. My heavy aversion to stronger artifact hate lead to issues in my removal suite. Blowing up everything equally is better than leaving long-term problems behind.

-

Drifting Meadow has been replaced with Desert of the True. While it's seemingly odd to be replacing a card with a technically inferior one, Desert of the True is available in foil. I'm trying to foil this deck out as much as possible and there's no guarantee cards pre-Urza's Legacy will be reprinted in foilable sets.

-

Commander 2017 is just around the corner and Ixalan isn't too far off. The annual Commander sets always has something to tinker with, though I don't have high hopes for Ixalan. From what was leaked on that rare sheet a little while back, there's nothing notable to use and my expectations on anything remaining are currently very low.

Comments View Archive

Gleeock says... #1

Hmm. I've actually enjoyed spells like Cataclysmic Gearhulk in my sram deck, I personally prefer Divine Reckoning by far. But the "choose one" option has made for some fantastic mismatches even when I destroy my own crap; usually I keep a lynchpin equipment + enchantment (argentum armor...swords) & just combat trick em to death once there wall is turned to crap

July 16, 2017 8:33 p.m.

NensouHiebara says... #2

@Stefouch

Stonecloaker - Never been too sure if I really want this card. It always feels like something I'd end up cutting if another Equipment support creature gets printed.

Scroll Rack - I took it out for Smuggler's Copter back in February. I seldom had both it and Land Tax out at once, never wanted to burn tutors to assemble them, and didn't really use Rack by itself that much. I'm a lot happier with Looter Scooter. It triggers Sram, Senior Edificer, it loots, can take chunks out of Planeswalkers, and also pairs well with an active Land Tax.

I'm fully aware of the issues Sword of Light and Shadow causes, but I bite the bullet and deal with it. Sword's protection from both creature removal colours and creature recursion is too invaluable to drop.



@Pallino

This deck has an ever noticeable artifact hate issue, and it's been causing many problems.

Actively avoiding heavier artifact removal so that I don't destroy my own board has been a detriment. It has allowed my opponents to get away with the game with utility artifacts and extensive artifact-based ramp. Cataclysmic Gearhulk was the first attempt at adding more artifact removal, as it at least spares by best Equipment. I also added Forsake the Worldly to patch up remaining gaps in my removal suite. While these additions are fantastic, it's still not enough. I'm planning on dropping All Is Dust for Hour of Revelation to add another hard artifact sweeper.

July 16, 2017 8:48 p.m.

NensouHiebara says... #3

Wow!

Well now...

August 7, 2017 8:19 a.m.

Stefouch says... #4

Is the word "all" a problem?

August 7, 2017 8:40 a.m.

PartyJ says... #5

Should this cat make a claim for the Commander seat in this build?

I think there is no easy answer... would you consider a solid draw engine to be put in the 99?

Mid/endgame Baral has way more Voltron qualities, but denies solid card advantage.

My personal opinion leans towards this cat being the commander and Sram as one of the 99, with a solid pack of available ramp.

August 7, 2017 8:46 a.m.

PartyJ says... #6

... not to mention the newly dropped equipment. This new commander product might storm several ranks of decks like these ;)

August 7, 2017 6:34 p.m.

Gleeock says... #7

Cerainly will change the landscape of Sisay, my Sram too, (That hammer) free equip hits like a ton of bricks in my Sram deck

August 7, 2017 8:41 p.m.

Stefouch says... #8

New Toys!

The german-one is a Bonesplitter that copies itself whenever dealing combat dmg to a player.

August 8, 2017 3:57 a.m.

NensouHiebara says... #9

Hammer of Nazahn is definitely going to be added. More sources of free equip triggers is always welcome.

The Axe is too gimmicky. Not interested in it.

August 8, 2017 8:32 a.m.

Gleeock says... #10

Haha, we agree on something... The axe could be great elsewhere; I MAY use it but not as excited about it as other people are, I'm also a little bit lazy to want to manage a billion tokens in a non-token deck. Would be fun to see Bane of Progress drop after those axes have been copulating... That hammer though :)....

August 8, 2017 9:27 a.m.

Stefouch says... #11

I wonder.. why playing Smuggler's Copter instead of Mask of Memory?

Smuggler's CopterMask of Memory
Cost Cost
Crew 1Equip
Draw 1, discard 1Draw 2, discard 1
Needs attack to trigger.Needs contact to trigger.
Not a creature at end of turn.Stay equipped.
Not good with other Equipments.Stay equipped.
Evasion (Flying).No other abilities.



Aside, here is a new equipment:

Heirloom Blade

I think Equip for +3/+1 is nice. Bonus: the creature is (almost always) replaced if killed.

August 10, 2017 4:13 a.m.

NensouHiebara says... #12

@Stefouch

Smuggler's Copter doesn't have to worry about summoning sickness after the turn it's played, can also trigger off of blocking, gives my utility creatures the option to "attack" without putting them in danger, and is an evasive body to divebomb Planeswalkers.

Mask of Memory is completely overshadowed by Sword of Fire and Ice. Mask of Memory also offers absolutely nothing outside of card draw. No P/T boost and no keywords? No thanks.

Not interested in Heirloom Blade. Equipment with death triggers will almost never trigger off of a Commander's death, the creature types in this deck are too varied, and the lone +3/+1 boost is... boring.

August 10, 2017 5:11 p.m.

gzusvictory says... #13

Wowowow! Hey! Remember me!? Probably not. I still run 8.5. I am very new to your change to SRAM! A few questions:

What do you consider your starting game plan with Sram? Let's say you have a few equipment tutors, what equipment do you search for and what order? You mentioned with Eight-and-a-Half-Tails, you search for Swiftfoot Boots first or Sword of the Animist if you are short on lands. Did this change for Sram, Senior Edificer?

No! You chopped Ghostly Prison? And the 2/3 flyer with the same effect? What did you replace them with and why!? (If you can remember.)

How did Grasp of Fate make the cut? I thought you did not like Oblivion Ring-esque effects? Does multiple targets make t worth it? Why not run Quarantine Field at that point? Too much mana? A chance for more targets on the same opponent also though.

What did you cut for Forsake the Worldly? If you can remember.

Last question, ever think about switching back to Eight-and-a-Half-Tails? Sure, he does literal nothing early, but you become SO invulnerable in the late game, which you can reach pretty easily considering you are playing with 3 other players. Do you ever miss it? Or are you 100% satisfied with the change? I do like the touch of keeping him in your deck. How did your play group/meta respond to the commander change? With relief? I can imagine Sram, Senior Edificer often gets under rated at first glance.

August 11, 2017 5:10 a.m.

NensouHiebara says... #14

@gzusvictory

The starting game plan is to drop Sram, Senior Edificer on Turn 2 and ride the card draw. An early Equipment tutor is usually spent on the either one of those two. In fact, Sram, Senior Edificer makes Sword of the Animist better as he's a consistent early game body to equip.

Ghostly Prison and Windborn Muse were replaced with Grasp of Fate and Armory Automaton respectively. I needed space for Armory Automaton and leaving Ghostly Prison by itself wasn't going to be that effective anymore.

Grasp of Fate is an exception as it hits multiple permanents. No interest in Quarantine Field. It's way too expensive and doesn't work with Sun Titan.

I cut Karmic Justice for Forsake the Worldly. Quality exiling removal is constantly being printed, which erodes Karmic Justice's effectiveness.

Never switching back to Eight-and-a-Half-Tails and I absolutely don't miss him in the Command Zone. Sram, Senior Edificer's been amazing since the change. Eight-and-a-Half-Tails is only still in the 99 due to the lack of Leonin Abunas variants without shroud. He still has his issues in low mana situations.

My Commander is mostly irrelevant. It's the crazy plays I sometimes perform that cause groans. I got extremely lucky once with Argentum Armor and a Masterwork of Ingenuity copy both equipped on Turn 5.

Though I'm been happy with Sram, Senior Edificer, his days in the Command Zone may be numbered. Balan, Wandering Knight from the Commander 2017 decks has my complete attention right now. The Cat hits like a truck with little set up.

August 11, 2017 10:11 a.m.

Noctem says... #15

I find it surprising that you would be willing to trade the card draw from Sram and the early game presence he gives for a 4CMC 3/3 with first strike that needs 2 more mana to do something relevant. I think Balan should be in the deck, don't get me wrong, but I don't think he should be the commander when Sram seems much more useful to get things going. I think the same logic you apply to not running 8.5 as the commander anymore can and should be applied to Balan.

August 11, 2017 10:42 a.m.

TCG-Player says... #16

Hi Voltron Fans

I'm a huge friend of Balan as well. He does so well with the new Bonesplitter-Like axe. Once he hit with double strike he gets 2 more axes he can equip straight away by paying 2 mana. You can basically do this turn 4 - 5 (don't forget he can equip himself with things like Swiftfoot Boots).

August 11, 2017 5:08 p.m.

NensouHiebara says... #17

@Noctem

Balan is the kind of Commander I've been waiting for since I first built this deck in 2011.

This deck's primary strategy is to defeat all opponents with Commander Damage though boosts from Equipment. Balan has a better base body than previous Commanders, benefits from being equipped, and circumvents equip costs. He's able to be a 2-Turn clock with minimal set-up and can bounce back from creature removal fairly easily.

August 12, 2017 12:01 a.m.

Noctem says... #18

True, but Sram gives you early game presence and functions as a card engine for doing what you would be doing anyway. He lets you draw into your win conditions which imo makes you more competitive vs other decks. This might be a difference in perspective. That's ok, playtesting will tell us more.

August 12, 2017 6:53 a.m.

@NensouHiebara - you and I definitely diverged a bit over the past couple years with card choices. Likely due to meta and playtesting (I have 13 decks now...). But I believe that we're in sync on Balan, Wandering Knight being the best thing since sliced bread for equipment commanders. I opted for Gisela, the Broken Blade for a time for the keyword soup. It's nice to have an option that doesn't get double punished for commander tax and equip costs and is more than viable as a threat himself. Very much looking forward to him taking Gisela's place.

Hammer of Nazahn is another welcome piece to the arsenal. Can't wait to make use of it.

August 12, 2017 7:41 p.m.

NecroWyrm124 says... #20

Hey I basically copied this deck minus a few of the more expensive cards (looking at you batterskull and Petrified Fields) was an absolute ton of fun to play. Sun titan with stripmine is just nasty . I love the amount of recursion you can work between the swords, titan and revilark.

It's a great deck and looking forward to playing with it for a while .

August 29, 2017 10:47 a.m.

Kurisuto says... #21

Hello good sir/ma'm, I have been in love with this deck since it was Eight-and-a-Half-Tails. With your recent changes you are testing... Do you think Silverblade Paladin still finds a home in the list, I only ask because I see you cut Fireshrieker for Inquisitor's Flail (which is absolutely absurd with Balan, Wandering Knight... DOUBLE STRIKE DOUBLE DAMAGE!)? Next, I see you swapped Darksteel Plate out for the Hammer, but the Hammer isn't indestructible itself, and I feel that to be a little unsettling with catch all board wipes like Hour of Revelation be played where the plate would survive. Also, is Reliquary Tower still being considered now that we lost the draw engine of Sram, Senior Edificer? I feel the hand will empty pretty quick now without him at the helm. Your response is greatly appreciated, this deck is amazing and I appreciate any and all feedback to my comments.

September 1, 2017 4:39 a.m.

NensouHiebara says... #22

@Kurisuto

Silverblade Paladin is another card I'm planning on replacing, but with what is still up in the air. I'm waiting until after the full Ixalan spoiler before I start finding potential additions.

-

Hammer of Nazahn is an immense upgrade over Darksteel Plate for Equipment Voltron. The power boost and free equip trigger is well worth the loss of Plate's own indestructibility.

-

Having to discard cards due to a overloaded hand is a significant annoyance, and Sword of Fire and Ice's mandatory card draw trigger can fill my hand faster than I can empty it. Reliquary Tower is something I'm playing with to see if its inclusion is necessary.

September 3, 2017 9:48 a.m.

gzusvictory says... #23

Are you not changing your commander to Balan, Wandering Knight? I am playtesting him now. He takes a little longer to get out and less card draw, but more power. His activated ability makes his resilience very strong after getting removed. I may consider more 2-cost mana rocks to get him out a turn or 2 earlier, even considering that artifact hate will hit harder on us. I would also prefer to keep mikokoro rather than Reliquary Tower since we lost that card draw when changing commanders. Also, will Sram stay in the deck. What will you take out for him if he does? Thoughts?

September 6, 2017 2:12 a.m.

gzusvictory says... #24

September 6, 2017 2:24 a.m.

NensouHiebara says... #25

@gzusvictory

Balan, Wandering Knight will become the Commander when I next update the deck. I don't change things the instant new cards come out and keep the deck on a set update schedule. The next update should be sometime in October.

-

Additional Mana Rocks - Not going that route. I don't need to rush Balan onto the battlefield, so the early game will be designated to preparing the board like it was with Eight-and-a-Half-Tails as the Commander. Additionally, Sword of the Animist is my first choice from an early tutor.

Reliquary Tower - It's currently an experiment, pairing it with Sword of Fire and Ice to keep me from discarding when the Sword overloads my hand.

Sram, Senior Edificer - Will probably still have a place in the deck. Waiting for Ixalan to be completely spoiled first.

Knight Exemplar - This is a Tribal card. It's not suited for Voltron.

Bastion Protector - Tried it when Commander 2015 came out and didn't really like it. It doesn't do anything if Balan is out of commission and its 3/3 body doesn't allow it to work with Reveillark and Recruiter of the Guard.

Fountain Watch - I don't like shroud for Voltron. At all. Most notably, it completely shuts off Armory Automaton.

Ogre's Cleaver - Too dull. I prefer Equipment that have some form of additional utility beyond P/T boosts. Equip is also a pretty high for what it does.

September 6, 2017 5:54 p.m.

Stefouch says... #26

I am not convinced that Balan > Sram for the Command slot.

The card-advantage brought by Sram help a lot the deck to recover from mass destruction.

Please, don't hesitate to share your tests with this change!

PS: Your decklist and your explanations convinced me to play (almost) the same deck! Usually, I am following your advices.

September 7, 2017 5:10 a.m.

PartyJ says... #27

I am still playing with Sram on the helm. Having a tough time to hand in the card advantage.

But my deck has more different choices. But I like the reasoning he puts up. Good for thought!

September 7, 2017 3 p.m.

TCG-Player says... #28

I also was curious about either Sram or Balan is the right choice to be the Commander in this deck. I fi ally decided to run Balan because i really don't like these low-cost but low-impact equipments many players like to run to get the draws from Sram. I think each equipment should be impactful and worth equipping. How do you think about this?

September 7, 2017 3:11 p.m.

Gleeock says... #29

For THIS deck I do see Balan being a good choice. I already took my shot long ago at saying to go "all in" on Sram's draw ability. But I don't think 16 equip + 1 aura out of 99 cards was really all that dedicated to what Sram does best, so with that ratio - I say, what the heck, Balan probably is a better choice.

September 7, 2017 4:25 p.m.

Stefouch says... #30

I agree that 16 equip is poor.. good point!

BUT Flickering Ward is extremely powerful with Sram!

September 8, 2017 3:34 a.m.

NensouHiebara says... #31

Wow...

This is... interesting...

September 11, 2017 10:40 a.m.

Teysaforever says... #32

Balan is a she.

September 12, 2017 2:09 p.m.

TCG-Player says... #33

@NensouHiebaraOh yeah! That card is hilarious. I love it!

@TeysaforeverDid you just assume Balan's gender?!

September 13, 2017 3:28 p.m.

NensouHiebara says... #34

@TCG-Player

Balan is indeed female.

September 13, 2017 4:07 p.m.

TCG-Player says... #35

Oh yeah you're right. The german name is Balan, Wandernde Ritterin.

September 14, 2017 1:24 a.m.

gzusvictory says... #36

Do we need another Maze of Ith in the form of Thaumatic Compass?

September 16, 2017 6:57 a.m.

@NensouHiebara - Considering that Mono-white is lacking on ramp, it's on theme with it being an equipment and that the defender tokens are more likely to be irrelevant than not, I definitely plan on playtesting it.

Also, if you make Balan, Wandering Knight the commander, will you be considering shroud? Whispersilk Cloak has since made it into my deck since Balan's ability gets around shroud. I haven't looked back since.

September 16, 2017 10:20 a.m.

PyreCracker says... #38

Hi, big fan here.

I really like Balan and am excited for what you will do with her.

With the carddraw of Sram gone, i guess the deck needs something aside of Fire and Ice. So Sram in the 99 in exchange for the Silverblade Paladin.

And maybe there is room for the Alms Collector (basically the white Con. Sphinx) and Rogue's Gloves or Avarice Amulet.

September 16, 2017 4:32 p.m.

NensouHiebara says... #39

@gzusvictory

I don't feel like I need another Maze effect. Maze of Ith and Kor Haven were in the deck together for years and haven't felt the need for the second effect again after dropping Maze back in December. Haven is also one of my go-to targets for a land tutor, so I often have it out.

Thaumatic Compass seems a little awkward to use for its land side since there's only Enlightened Tutor to find it, and burning a potential Equipment tutor for a Maze effect feels like a waste.


@CrimsonWings3689

Whispersilk Cloak doesn't seem unreasonable with Balan at the helm, but it will still be as clunky as always when relying on my other creatures. I'm going to stick with leaving shroud out of my deck. I don't want to have more awkward scenarios than what I already get with Godsend and Sword of Light and Shadow.


@PyreCracker

Sram - Cutting Silverblade Paladin for him isn't a bad change. Ixalan doesn't offer any new creatures for this deck, so Paladin is an open slot.

Alms Collector - Draw spells are too infrequent in my meta for Collector to function properly. I mostly see card draw engines that draw one at a time.

Other Card Draw Equipment - I don't have a lot of interest in using them, mainly because they're all terrible compared to Sword of Fire and Ice and space in the deck is very tight.

September 16, 2017 8:40 p.m.

PyreCracker says... #40

Hi, I have still some questions if i may:

Why do you play Transcendent Master over Loxodon Punisher?

And

Do you think without Sram you'll get the full value out of Flickering Ward and Smuggler's Copter?

September 18, 2017 4:34 p.m.

NensouHiebara says... #41

@PyreCracker

Transcendent Master is a threat that doesn't need Equipment. If I'm in a situation where Equipment is scarce, it's something I can fall back on. Loxodon Punisher would be stuck as a 2/2. Punisher's a potent threat with Equipment, but I wouldn't use it over the Master.

Looter Scooter is still a good loot engine. Booting Sram from the Command Zone only makes it not draw off of casting it consistently. Not a huge loss.

Flickering Ward is still good without Sram, but it is something I'm willing to cut.

September 18, 2017 8:57 p.m.

gzusvictory says... #42

Make the change to Balan, Wandering Knight! I hit 76 commander damage last game with Inquisitor's Flail, Argentum Armor, Batterskull, and Umezawa's Jitte. The guy hits like a house, like I hit another person for 24 commander damage in one hit on turn 7. It just does work. How has it worked for you so far? Any issues?

September 20, 2017 5:36 a.m.

NensouHiebara says... #43

@gzusvictory

Commander in my area has become exceedingly sparse and stagnant lately. I've only had one game with Balan so far, and that was almost a month ago when Commander 2017 released.

In that single game, I one-shot two Dragon precon players and shrugged off back-to-back Swords to Plowshares and Merciless Eviction topdecks from the Vampire precon player. Not a notable game to be honest. Dropkicking precons isn't something to gain worthwhile information.

September 20, 2017 6:04 p.m.

Please login to comment




Compare to inventory
Date added 4 years
Last updated 6 days
Exclude colors UBRG
Legality

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 2.86
Tokens 1/1 Kor Soldier, 0/0 Germ, Equipment
Folders favorites, Commander, great edh deck, Faves, EDH, EDH Decks, decks i want to build, edh, EDH, Decks Im going to get soon, See all 357
Top rank #15 on 2016-01-25
Views 190551

Revision 177 (6 days ago)

+1 Field of Ruin maybe

See all