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You are Over-Encumbered | Equipment Voltron Primer

Commander / EDH* Aggro Artifact Mono-White Multiplayer Primer Theme/Gimmick




You found 17 swords, 3 pairs of boots, 4 headpieces, 2 chest plates, and a warhammer, but you don't want to drop any of it. It's okay being over encumbered is your specialty! Pick up everything you find, throw it into your backpack, and fill it twice.

This list used to be for a casual playgroup but now I've switched to a more competitive voltron play style so a lot information in this primer will be wrong until I decide to update it. Previously this deck would win between turn 7-11 but now it will win between turn 4-6.(1-v-1)

I'm just looking for +1s and opinions on my list/take on this style of deck (I know I'm forfeiting +1s not playing voltron but I'm in love with this deck list, read Why no Voltron? and The Goal for why.) Advice is always appreciated and considered I'm by no means an expert so if any suggestions are given they'll be taken into account.

Finally decided to feature this, I'm happy with the list and the primer, if you read through the whole thing (even though it's extremely long and boring (I'm not a writer)) let me know what you think of the primer!

Tl;dr Description:
This is a semi-casual mono-white equipment focused toolbox deck piloted by a non-voltron support commander with an artifact sub-theme and pillowfort aspects. Click here for the Voltron Build of this deck!

7-2 unofficial record

From playing randoms on MTGO, also sorry for tooting my own horn in the updates I'm just super proud of this deck compared to all my others, just normally when I build a deck it looks like it's been done before/better or it's original and just sucks.

I've been getting so many compliments on this decklist and it's been running beautifully so far

So the goal I had in mind was to make a non-threatening, casual, multiplayer deck, in my previously least favorite color, originally playing 5c Superfriends and Colorless Eldrazi I was tired of being targeted and killed off first. The next goal I wanted to achieve was just loading a creature up with equipment and abilities, I love the idea of swinging with an 8/8 double strike, vigilance, lifelink, flying, etc. Part of making a non-threatening deck was not making it voltron I think it's an easier win (my current play group is pretty casual) but with a few swaps this could easily be a threatening voltron deck.

PUNCH 'EM punch 'em in the face!

But for real this deck wins with vanilla damage you can swap out for a voltron commander if you want but I prefer not to. (When I start to get salty I throw in Sram, Senior Edificer hehe.)

What you want to do is play mana rocks, into equipment and pilowfort cards, then your commander, then some fatty, load him up and swing for a ridiculous amount of damage and utility. In a multiplayer game we can win between 8-12 turns.

Well first we have to define voltron, throughout the community I noticed there's two definitions the first is winning with a single creature very broad and doesn't make sense for cards like Primordial Hydra or infect. The other definition is winning with commander damage the more apt and accepted definition.

Now to answer why, I follow the heart of EDH that this is a casual/social format, with commander damage games will go 5-7 turns (5-10 minutes and continuosly picking up and shuffling is time wasted not playing) and the games will end exactly the same (another problem with Commander damage is I'll go after one person at a time because leaving 2 people alive while playing voltron is the wrong way to play, you want to all out sprint at one player at a time, which can lead to the problem of one person watching you all play for 20 minutes.) This deck is for sitting down with my friends and a few drinks and just have a fun casual game for 30-60 minutes with these longer games it opens up so many unique and wild plays like Eye of the Storm with 30 cards on it.

I'm sure if you've looked through most Sram lists you have seen they run all the 0-drop equipment printed but this one doesn't, first off if you've played magic for a while there's no doubt you have read about the Deck Thinning Fallacy article about whether fetches help or not, if you haven't I suggest reading about it through the link. Now why is that relevant? I think running the 0 drops serve no purpose other than deck thinning (unless Puresteel Paladin is out in which case it's additional card draw, but that's a rare occurrence.) When you draw and play a 0-drop, Cathar's Shield for example, how much closer does that bring you to winning with commander damage? +0. It just draws you an additional card in which case can be replaced by something more effective or even something that draws a card as well as being more effective. This is just my opinion as it's clear most Sram lists run these 0-drops so I could be wrong (though I think most are just mimicking Wes's list from The Command Zone podcast), also remember you must still pay to equip these +0/+X cards and don't do anything on the board besides metalcraft and Puresteel Paladin.
I've never been a fan of aruas they make for easy 3-for-1s or 4-for-1s leaving the battlefield when the creature dies, I think equipment are much more resilient than Auras and get removed less often than enchantments. This definitely depends on your meta so run at your own risk, the only Enchantments I've considered running were totem armors for added protection.
You should play this deck if

  • You want to play something "fair"
  • You like winning with good ol' damage
  • You like to pressure your opponents
  • You like making a huge creature stacked with every ability ever*
  • *not every ability but a lot of the relevant ones.

    You shouldn't play this deck if

  • You like combos (filthy imperial scum /s)
  • You like playing reactively
  • You like commander damage*
  • You want to win fast*
  • You're playing competatively*
  • *These can be avoided by switching out the commander. Check The Commander section under Card Choices for alternate commanders and cards to add and cut.


    Vigilance seriously though we want to be attacking and blocking every turn. More info under commander in card choices.


    Dictated by Epochalyptiks Characteristics of a Strong Deck


    Resilience: This deck is built of individually strong cards with tons of indestructibility, evasion, and protection. After a wipe or bad removal we'll have something left on our board if not we'll recur or play another big threat. As sung by the great and glorious Chumbawamba "I get knocked down but I get up again! You're never gunna keep me down!"

    Sustainability: This is what our deck does, we ramp up with early mana rocks and land tutors that assure we're playing 1-2 lands a turn. We fail a little on the card draw but thinning out the deck of lands makes sure we hit our threats. What we lack in draw we make up for in pressure.

    Consistency: An incredible amount of redundancy was put into this deck, we'll almost always have an indestructible creature paired with vigilance for attacks and blocks every turn. Insuring every match this deck does what it's meant to do.

    Cohesiveness: I believe this deck has a high level of cohesiveness, most of the cards all have synergy with each other which is one of the reasons I think this deck works so well. All these cards function on their own and most of them benefit from the artifact theme of the deck. A short list of cards like Darksteel Juggernaut , Sram, Senior Edificer, and Etched Champion, are all good cards but are even better in this deck. Even Solemn Simulacrum benefits highly from the artifact recursion.

    Efficiency: "Generally speaking, players understand that it is good to pay as little as possible for as much as possible." Stonehewer Giant = Argentum Armor out AND equipped for 2 mana (or 7 if you wana look at it that way but still far off from 12). Every turn is a big play, you'll have a 5/5 lifelinker next turn he'll be indestructible next turn he'll have double strike we waste almost no mana, if you have any untapped mana you're piloting it wrong or about to win.

    Effectiveness: Again the redundancy is what helps here it insures this deck always does what it's supposed to to and that's put constant pressure. I view effectiveness the way stated in the guide it achieves its goal consistently while voltron would win more often and faster I just didn't want to go that route.


    Flexibility: We aren't reactive, we want to pressure our opponents so they react to us, while we have answers for almost anything we don't have a way to tutor for them.

    Sustainability: I put this here for the card draw but it's something I'm working on.

    Most of my online matches are documented in the updates. And IRL play I don't document to save time with friends.

    Voltron: Match up is in my favor from my experience, one of my playgroups is competitive zur and budget dragonlord Dramoka (heavily weighted against me with artifact removal) only problem I had was Aura Shards. The pillowfort cards are what save me here Silent Arbiter + Maze of Ith.

    Tokens: I haven't faced tokens yet but I feel like pillowfort and sweepers would help me out pace them.

    Control: I feel like a good control player would wipe the floor with me but I feel like every card I have is worthy of a counterspell, I haven't faced control yet but I noticed I have the upper hand the first few matches while they try to learn the deck.

    Superfriends: I run superfriends and have yet to verse myself, it could go either way. (I recently lent the deck to a friend and I piloted superfriends in a 4 player match, he was 1 turn away from the win when I topdecked an infinite combo, so I think this has the edge just because of the speed it can kill.


    Heliod, God of the Sun: So in my opinion one of the best non-Voltron Mono-White Equipment commanders (Support commander is what I call him.) I chose Heliod, God of the Sun for four reasons, the first and most important is that he gives all other creatures vigilance we want to be blocking and attacking every turn. The next is the CMC we want to play him before we get a creature out or at least right after he comes down between turns 2-4 and never later. The third is the token generation, if we don't have a creature in hand the next turn we're going to make a token at an opponents end step but not just that it's a handy combat trick for chump blocks late game. Some times people forget Heliod is out and we just happen to have 4 mana open to jump in front of Omnath, Locus of Mana, plus if we don't have anything to do we can make them to fill our board especially after a wipe. The final reason is his resilience, rarely does the devotion hit 5 so -X/-X spells are out, thanks to his indestructibility destroy spells are out as well, the only thing we have to worry about is sacrifice and exile but if someones worrying that much over our commander we probably weren't going to win anyway no one sees him as a threat. Most of the time he's taken out by our own All Is Dust or Ugin, the Spirit Dragon.

    Other Commander Choices

    Nahiri, the Lithomancer: The only other commander I would consider piloting this deck She's neck and neck with Heliod in my eyes. They both make tokens, her cheaper him at instant speed and more than 1 a turn in the late game. She recurs OR cheats costs however she doesn't give vigilance and that's a huge factor in my eyes. Finally she can end games on her own her ult is pretty nasty. All of this in my eyes gives her a spot in the main board I just don't see her running this deck without a few tweaks and tests.

    Swaps: None

    Sram, Senior Edificer: Another nice support commander he's cheap and a draw engine in the command zone is crazy. The reason I don't run him is because I don't want to win with commander damage. I'd be so tempted to just load him up with beat sticks and go crazy, while trying to defend him he'd be stacked with Mask of Avacyn and Darksteel Plate I'd see no reason not to load him up more. So again worthy of a spot in the main board, maybe someone with more self control could use him. Definitely the easiest voltron commander to swap in because very few changes will be made. (If I'm ever having a bad night he usually switches spots with Heliod.)

    swaps: -1 Quietus Spike +1 Strata Scythe More swaps Here

    Eight-and-a-Half-Tails: He could pilot this deck really well I think with a few tweaks and such but of course I'm not going the voltron route. I don't think he'll ever get a spot in the main board, he's mana intensive for what he wants to do and I think I have enough protection as it is.

    Swaps: -1 Quietus Spike +1 Strata Scythe +1 Caged Sun

    I feel like this is a good number for my curve I'm constantly trying more and less though(34-37.) I'm just going to talk about a few lands here and the rest are for utility purposes.

    22 Plains: 22 of the 35 lands being plains it usually gives turn 2 double white. Nothing special not sure why I'm explaining my basics lol.

    Reliquary Tower: I run this in every deck, no max hand size and an untapped land doesn't have a down side.

    Darksteel Citadel: Indestructibility just in case there's some LD also helps with Metalcraft as well.

    Ancient Den : Just for Metalcraft. Weak to removal could be swapped out with a plains.

    Shrine of the Forsaken Gods: 2 mana for 38 of my 64 spells on later turns and still functions as a normal land was an auto include.

    Mana rocks and mana ramp the bones of every commander deck, if you want to hit all your colors or get your fatties out early you need these two.

    Sol Ring: EDH staple.

    Mana Crypt: More expensive staple not much explanation needed for these. Games don't go on too long but there's a significant amount of life gain here as well to combat the downside.

    Thran Dynamo: One of my personal favorite mana rocks out there, it drops a little later for 4 mana but games go long with this deck.

    Darksteel Ingot: Survives most wipes, always good for a mana rock.

    Thought Vessel: Ramp and no max hand size, I might replace this with another 2 drop mana rock that can draw a card when I don't need it anymore.

    Sword of the Animist: Best equipment ramp in the game, I get a land every turn even when blocked.

    Solemn Simulacrum: EDH staple ramp and draw, much value such wow. Also when using him as a beater the card draw deters killing him.

    Knight of the White Orchid: Play on turn 3 before you play a land and then play your land drop for 2 untapped mana can even equip a turn 2 equipment like Fleetfeather Sandals or Sword of the Animist. Plus the first strike makes him a viable beater/blocker in a pinch.

    Not real ramp but I'm adding them here anyway

    Sword of Feast and Famine: I added this here just because when it hits you have Mana reflections.

    Land Tax: Again not ramp but you hit your land drop every turn as well as thinning out your deck, might move this to card draw.

    Ancient Tomb: I should move this to lands but it's like playing 2 lands for one and it uses the most underused resource.

    Surprisingly low on card draw, I've been testing out other cards but none in my opinion are more valued than anything I would take out.

    Rogue's Gloves : I added this just for the draw since I had almost none, I wish it had some sort of boost or atleast didn't have to deal combat damage to draw but out of all the draw equipment I tested this was the best. I may replace it with Infiltration Lens to see if it will stop blocks/draws more cards. This also interacts uniquely with Fireshrieker.

    Sword of Fire and Ice: Kind of an auto-include in voltron I guess Pro Blue/red will hit atleast 2 decks on the table and it's Shock on a stick AND card draw.

    Puresteel Paladin: Play tested this deck for months without realizing he drew cards everytime I played an equipment, with his zero equip cost as well arguably the strongest card in the deck.

    Sram, Senior Edificer: The less powerful Puresteel Paladin draws only why cast but I needed another draw engine that didn't require combat damage.

    Scroll Rack: For years I avoided playing this card because I didn't understand it, it's finally time to dive in for the Land Tax combo.

    We need to find something to help us win, our tutors will help us do that.

    Enlightened Tutor: Most versatile tutor in the deck it can tutor for any utility you need; equipment, Oblivion Stone, or a pillowfort card. Downside it tutors to top of the library but it can be done at instant speed.

    Steelshaper's Gift: Tutors to hand, I mainly use this whenever I slow down and find what I need at the time. It feels like a tutor win-more.

    Inventors' Fair: Tutor when you have metalcraft I've only used this in a pinch since it take 4(5) mana 80% of the time I look for Oblivion Stone with this.

    Stoneforge Mystic: ETB tutor I usually play stoneforge turn 2 so I don't know what to look for (usually a Kaldra piece) or Sword of X and Y for the protection, mainly used for cheating in equipment.

    Stonehewer Giant: The strongest tutor in the deck IF it makes it around the table, tutor every turn AND free equip makes it a great card. I usually play him when I have Swiftfoot Boots out to protect him and then I tutor for Shield of Kaldra to save him from sweepers also. People under estimate how strong a tutor every turn is.

    Open the Armory: Just added this, easier to find a wincon, should have been in here since I built it.

    Here's what we're tutoring for, most of which will be anything with +X/+X and most have multiple purposes so we won't go over them too much here. Godsend , Argentum Armor, Sword of Kaldra , Batterskull, Deathrender, etc.

    Sword of War and Peace: I've hit someone for 4 damage before and the sword hit for 7, the life gain is just icing.

    Fireshrieker: Double strike I don't have to explain that too much. Interacts with sword of X and Y, Quietus Spike, and Rogue's Gloves for double triggers.

    Loxodon Warhammer: Trample is the main reason for inclusion a 16/16 double striker is nothing without trample (Bitterblossom laughs at your feeble attempts.) Lifegain again is icing but makes it harder for other beatdown decks.

    Sword of Vengeance: Hard to say exactly why I added this, when play testing these were all the abilities I needed. Trample ignores chump blocks, First Strike wins more exchanges, Vigilance is needed because sometimes it's inefficient to play the commander, Haste doesn't matter too much because the cost is pretty high and +2/+0 puts more pressure on your opponents. Just good all around I suppose.

    Quietus Spike: One of the main wincons I rarely drop this early but hitting for over 20 is hilarious.

    Champion's Helm: Just used for the low equip and +2/+2, rarely does this get on a legendary but it usually ends up on a Kaldra token.

    Nahiri, the Lithomancer: Haven't ult'd her yet but I could imagine it'd be scary and 0 equip costs are my life blood.

    Umezawa's Jitte: Just re-added this, I didn't like playing this because I missed triggers a lot and I was never sure when to +2/+2 or save the counters to -X/-X but there's a reason everyone runs it, it's extremely versatile and ends up in multiple categories.

    Now that we have our weapons we need to put them onto something, normally we can put them on a token or a utility creature but we generally want them on one of these.

    Darksteel Juggernaut : This is my favorite beater to use and the most "glass cannon" type as well, if someone sweeps all artifacts he'll survives however he becomes a 1/1. To defend it he does stay as an indestructible blocker.

    Serra Ascendant: Serra is always the talk of ban and I feel so dirty playing it turn one, the only reason I run it is because I think it's more fair than voltron, it usually eats a removal spell and doesn't go into the command zone to inevitably be cast again, but putting equipment on it can get out of hand fast.

    Avacyn, Angel of Hope: Avacyn is another card that feels dirty but our biggest threat is sweepers she's a cheaper Darksteel Forge tacked to an 8/8 body with flying that dies to a wider variety of removal.

    Etched Champion: You'll almost always have metalcraft in this deck he protects himself from removal, an indestructible blocker, and an unblockable attacker, all in 1 just for 3 mana. Auto include for the value.

    Kaldra set ( Helm of Kaldra / Shield of Kaldra / Sword of Kaldra ): One of my favorite wincons, it HAS to be exiled or tucked -X/-X just means 1 more mana to make a 9/9, plus each piece has it's own use. *Helm currently on the chopping block

    Batterskull: Equipment plus a beater equals win! It even functions without the commander and protects itself for 3 mana. BUT WAIT THERE'S MORE! They tacked lifelink onto it. Cheating it out on turn 2/3 with Stoneforge Mystic feels so cheeky, I love it. Such a great card, I don't understand the flavor though because how can one equip it?

    Armory Automaton : Only reason it's a beater is because it cheats costs only to itself, interestingly it also steals other peoples equipment.

    While most of our beaters protect themselves they usually need protection in other ways as well e.g. hexproof. I put both of these together because protection and evasion are sometimes one in the same I may separate them at one point but for now I think they serve the same purpose.

    Cavern of Souls: Name humans maybe giants, anything to take the upper hand from blue devils.

    Grand Abolisher: No counterspells or instant speed removal, it doesn't see a lot of play in my current group, but I keep it in because blue.

    Leonin Abunas: He gives artifacts hexproof, he's a reasonable beater because he's got a fat bottom, sticking him with hexproof and indestructible makes him a problem.

    3 Swords of X and Y: Protection from White, 2x Red, Blue, Green, and Black, tutor for whichever you think you'll run into the most and Praise the Sun for DEBT!

    Mask of Avacyn: The mask give hexproof and a phat bottom, the downside is the high equip cost for a seemingly small boost but I needed the hexproof redundancy and shroud hurt more than it helped.

    Swiftfoot Boots: Mainly used for the hexproof but the has comes in handy when haste is needed or a Stonehewer Giant tutor.

    Darksteel Plate: Indestructible redundancy, make any creature Darksteel Juggernaut !

    Shield of Kaldra : Gives 3 equipment and a creature indestructible, downside is the medium CMC and the high equip cost.

    Mother of Runes: Recently added thanks to a suggestion, amazing protection (from years of playing burn I always viewed her just as a counterspell now I realized it's indestructibility and unblockable as well.)

    Akroma's Memorial: 7 mana for 7 abilities talk about value! Oh and protection in 2 of the most removal intensive colors.

    Fleetfeather Sandals : Evasion and helps block fliers. In my playgroup there's 2 flying voltron generals so flying was necessary, haste an unintended bonus. Better than Kitesail in this deck +1/0 is insignificant with non-voltron strategy.

    Rogue's Passage: Just unblockable on a land, no reason not to run it.

    After we have a beater, some protection, and maybe even some sort of weapon we need to put it all together, we can pay to equip but doing it for free is even better.

    Puresteel Paladin: No need to explain it again, it's the strongest card it this deck.

    Auriok Steelshaper: Cheats cost by one, he's on the most-likely to be removed list. *On the chopping block

    Deathrender: My favorite cheating card, it's so funny to have a token killed and you throw in Avacyn, Angel of Hope. *On the chopping block

    Sigarda's Aid: Pretty basic one time cheat cost, once they're down it doesn't help, but it's one of the best cost cheating cards. Instant speed too so if can wait to put something on, might as well do it on an opponents end step.

    Stoneforge Mystic: Cheats equipment INTO play pair this with Sigarda's Aid each equipment only costs 2.

    Stonehewer Giant: I keep saying Puresteel Paladin is the best card in the deck but Stonehewer Giant gives him a run for his money. He does the Sigarda's Aid + Stoneforge Mystic combo by himself as well as a tutor each turn.

    Nahiri, the Lithomancer: -2 puts things into play in a pinch but she's better used to recur or tick up towards the ult.

    Since we're sitting at a table of 2 or more with some threatening looking cards, typically only one creature at a time, and no way to quickly kill everyone we need to defend ourselves and prepare for a medium to long game.

    Maze of Ith: Stops Voltron commanders. Great card however doesn't tap for mana, politically you can say "Hey if you attack me you won't do any damage so why bother? Swing at someone who you'll do damage to." or you can save someone from lethal to make a teammate.

    Ghostly Prison: Kills tokens. Sets other people back if they want to attack you and again politically "Save your mana man attack someone else."

    Crawlspace: Kills tokens and anything that swings wide. (I don't even play against tokens and I have so much hate against it.)

    Silent Arbiter: Kills tokens and beatdown. Pair this with Maze of Ith for no damage.

    Karmic Justice: I added this to the pillowfort just because it deters people from targeting your permanents. Saves you from artifact sweepers if not you'll seriously set someone back.

    No plan is perfect and people are going to be scared of our board presence, naturally a lot our stuff is going to end up in the graveyard so we'll just bring it back.

    Petrified Field: Brings back a lands you can winmore and bring back Inventors' Fair or bring back Emeria, The Sky Ruin because mid game it's broken.

    Nahiri, the Lithomancer: This is her main use in this deck but she can do anything.

    Emeria, The Sky Ruin: A creature every upkeep? To the battlefield? Mana cost doesn't matter? Avacyn, Angel of Hope? Mid to late game it's broken however we are short on plains. Interacts uniquely with Sun Titan, Stoneforge Mystic, and Silent Arbiter.

    Buried Ruin: Returns artifacts usually I grab something I can't get with either Sun Titan or Emeria, The Sky Ruin.

    Sun Titan: Might be a white staple if not it's still great in this deck since it grabs most artifacts and grabs lands too so more Inventors' Fair tutors or more Buried Ruin recursions. Just amazing over all.

    Roar of Reclamation : Brings back all artifacts however it helps everyone but it'll help you way more than everyone else. (unless you're versing Daretti, Scrap Savant)

    Open the Vaults: Again brings back all artifacts but this time all enchantments as well, it will most likely help you more than anyone else. Just hope you're not play Zur the Enchanter or you have Karmic Justice in the grave.

    6 SWEEPERS! That's right 6 in my opinion feels like a lot but we're running 0 target removal so we just sweep every time the board slightly falls out of our favor.

    Wrath of God: Just in as a 4 drop I either use this early if I don't get a creature and decide to drop artifacts my first few turns, or if I have something indestructible.

    Oblivion Stone: The only sweeper that hurts us. I only run this one for when I'm in a pinch. It can be tutored for by Inventors' Fair or Enlightened Tutor. I only run it for that reason.

    Austere Command: Destroy your choice of Uril, the Miststalker enchantments or creatures with a higher CMC than yours, one of the most versatile Wraths in white.

    Elspeth, Sun's Champion(Praise the Sun!): She does more things but I usually use her to wipe, afterwards I flood with tokens to distract my opponents. Plus a PW is seen as a huge threat so they'll be more likely to hit her than me giving us more turns.

    Ugin, the Spirit Dragon: Again a constant threat but mostly used to wipe the board, he hits less than half the permanents in this deck so he almost never wipes your own board. Dat ult doe, uniquely interacts with Sigarda's Aid

    All Is Dust: Again this time it saves colorless like just like Ugin almost never disrupts your board presence.

    We don't run any removal aside from sweepers so we need some sort of way to kill creatures. I'm not a fan of target removal personally because in a multiplayer game if I one for one with an opponent he and I are now down a card the the remaining player(s) have card advantage. So in this deck we run pseudo-removal that has other benefits to get rid of threats.

    Sword of Kaldra : Megadeathtouch, exile anything that chump blocks it. Can have added redundancy with Godsend but we run a significant amount of pro-white that Godsend has fallen off multiple times.

    Argentum Armor: High CMC and Equip but it destroys ANY permanent, downsides it can't hit indestructible but +6/+6 makes it great.

    Basilisk Collar and Quietus Spike: Deathtouch makes even the smallest creatures deadly.

    Lifegain is an unintentional yet extremely helpful side effect of some of these cards while using our life as a resource from Ancient Tomb and Mana Crypt for ramp we sometimes get relatively low health, these cards that have a different use help combat that side effect.

    Basilisk Collar: Mostly used for removal but it does help our life.

    Loxodon Warhammer: In for the trample and will never leave because of the lifegain.

    Sword of War and Peace: Really strong with double strike with this and lifelink you can easily gain 20 life a turn.


    Lightning Greaves: I was running this for the longest time however I rarely have 2 creatures so it makes you not able to pile more equipment on a creature.

    Temple of the False God: I see almost everyone running this if it's in your opening hand it's a dead card and the only time I've personally played it I didn't hit all my land drops in time. However there's a reason everyone is running this so I must have just had some bad luck with it. I also don't want to go down on anymore white mana because I really like have 2 untapped white lands on turn 2 each match.

    Kor Duelist: Double strike on a one drop sounds good however this will surely eat a removal spell unless you have something to protect it so this would be dropped turn 4-5 when I can give it hexproof and indestructible so big creatures like Darksteel Juggernaut are more efficient to run in my eyes. Silverblade Paladin would be a better add over this.

    Weathered Wayfarer: I really like this card because it can search for non-basics but I just can't decide what to cut for it and it's kind of slow. When I did run it I cut a land for it but running 33 lands was just to little. Through tweaking I'll play test it more and make space for it eventually.

    Argivian Archaeologist : Only reason I didn't have this was because it's SO hard to find a copy but now that I've been playing without it I don't find it necessary plus it recurred to hand, I think I have enough recursion in the deck I'll continue play testing it however.

    Masterwork of Ingenuity : I really like this being a one drop but when I play tested this I wanted something that wasn't already on the battlefield I may replace Rogue's Gloves with it but if I don't have Sword of Fire and Ice down i'm down a needed draw engine. Deserves a spot in Voltron though

    Leonin Shikari: I found this to be niche and just a vanilla bear without Puresteel Paladin or Auriok Steelshaper I can see how it helps but I just don't like leaving mana up, if I have 2 mana to put Darksteel Plate on, someone will just instant speed removal it in response anyway. If it was 0 equip I'd do it no doubt but it doesn't work on its own in my mind. Really torn with this card I think it would be better if we swung wide for checky Quietus Spike combat tricks but normally we swing with 1-2 creatures.

    Relic Seeker: If people know what they're up against this won't make its way around the table even with haste it'll just get chump blocked so I can't search. A sorcery tutor is better.

    Any spot removal: This might baffle people I don't know but I just don't like 1 for 1-ing in a multiplayer game, it hasn't worked well for me in the past.

    Any land that enters tapped or bounces another land: There's a few that can help this deck but I like the speed of untapped lands.


    This section is just to document unique/unintentional interactions between cards I didn't realize worked while making this deck.

    Karmic Justice + Open the Vaults/Karmic Justice + Sun Titan: Not too unique but I was playing a match and my friend destroyed all artifacts and enchantments while I had Karmic Justice out so I blew up a lot of his lands and the next turn I just recurred them all. It was funny to say the least.

    Emeria, The Sky Ruin + Sun Titan: Two recursions, I was versing an annihilator deck, my opponent had annihilator 1 so I sacced a land to the annihilator trigger and chump blocked with Sun Titan on my upkeep I brought back Sun Titan and then the land.

    Fireshrieker + Sword of Fire and Ice/Fireshrieker + Rogue's Gloves : Just double card draw some added value I didn't notice.

    Emeria, The Sky Ruin + Stoneforge Mystic: I had this out and just chump blocked every turn for a free tutor I won a few turns after.

    Emeria, The Sky Ruin + Silent Arbiter: This was great when I realized it my friend was swinging with lethal voltron and no trample, I just brought Silent Arbiter back every turn to buy time.

    Kusari-Gama + High damage I personally don't run this one but it's like a sweeper if you get blocked. Might be fun but I don't think it's worth including.

    Sword of Feast and Famine + Sigarda's Aid + Fireshrieker: After the first strike step you untap all your lands and attach more equipment, from sigard's aid, to your creature for more damage and triggers. Hilarious with Sram, Senior Edificer or Puresteel Paladin out, top decking more equipment feels like you're playing a combo deck.

    Land Rack + Scroll Tax: During upkeep Land Tax trigger for 3 lands still during upkeep activate Scroll Rack and put the 3 lands on top to Ancestral Recall and move to untap and draw one of the lands. Credit: Daedalus19876 and his Judgment Day: Avacyn the Purifier EDH | PRIMER

    Mulligan: You'll want to keep a hand with at least 2-3 lands 2 is more acceptable with a mana rock, no creatures is okay to keep because turn 3-5 we can make a token with Heliod, God of the Sun if we don't draw one but only keep a no creature hand if you have a good amount of equipment. Obviously mulligan if your curve is too high. See "Sample Hands/Turns" for some examples.

    Turns 1-2: We have several routes we can go Sol Ring, Mana Crypt, any 1-3 drop equipment, or a utility creature like Sram, Senior Edificer, Stoneforge Mystic. Pillowfort cards we can save until there's a threat to us.

    Turn 3-4: Heliod. We want vigilance as soon as we can if we don't have any equipment that gives vigilance we play Heliod.

    Turn 4-6: We play a fatty if we don't have a small creature down, if we have a small one out we load him up with the equipment we have out and swing. If we do have a creature down just keep whatever creatures you have in your hand to bounce back removal/wipes.

    Turn 6-7: We continue to pressure our opponent by playing whatever equipment we draw and by tutoring for whatever we need Quietus Spike/Fireshrieker for more pressure. (At any point between turn 3-7 we sweep if someone seems like they're doing decently.)

    Turn 8-11: We win? We should have a creature with at least indestructible between 7 and 15 power/toughness and maybe double strike and Quietus Spike or a myriad of other abilities.


    First here's some good and bad hands to keep and not keep and why (I went to the sites playtester and went through 10 hands* and the first few turns, these are the results)

    *I reset if the hand was too similar to a previous hand to avoid redundancy in the description.


    Sram, Senior Edificer, Plains, Darksteel Citadel, Fireshrieker, Sword of Kaldra , Stoneforge Mystic, Mask of Avacyn. Decent hand enough mana to play a few cards draw engine, removal, tutor, protection, wincon. Only reason I would mull is because there isn't enough mana. Line of play would be turn 1 plains, turn 2 Stoneforge Mystic search for Batterskull, turn 3 put him into play and this is on the off chance we don't draw a land in those 3 turns.

    3 Plains, Cavern of Souls, Sol Ring, Wrath of God, Umezawa's Jitte good hand I'd definitely keep, we can wrath early of we need to.

    2 Plains, Darksteel Citadel, Buried Ruin, Austere Command, Elesh Norn, Grand Cenobite Darksteel Juggernaut . Surprisingly playable. The likely hood we'll draw into a 2 or 3 drop in 3 turns is high (check the curve), turn 4 we play our commander, turn 5 we play Darksteel Juggernaut for 3-4 power, turn 6 equip and swing for 5+ plus whatever abilities our equipment gave us (My test gave Sword of War and Peace and Fireshrieker). Right on track for our strategy.


    Avacyn, Angel of Hope, Elesh Norn, Grand Cenobite, 2 Plains, Ghostly Prison, Deathrender, Darksteel Ingot. Bad hand no turn 2 play and no guarantee on the turn 3 plus a high mana curve.

    Etched Champion, Sigarda's Aid, 2 Plains, Argentum Armor, Crawlspace, Deathrender This one was iffy could go really well if we get lucky but I don't want to take the risk. Sigarda's Aid and Etched Champion contradict each other he's our beater but likes to be down when we already have metalcraft and Sigarda's Aid likes the beater to be down first. I tested it and even though I got extremely lucky Stoneforge Mystic and Sigarda's Aid for Argentum Armor was win but it still felt slow and clunky.

    2 Plains, Darksteel Juggernaut , Ghostly Prison, Loxodon Warhammer, Sensei's Divining Top, Steelshaper's Gift This is risky and I wouldn't recommend keeping it but I did Sensei's Divining Top to make sure I hit my land drops Steelshaper's Gift to shuffle if I needed to and search for sword of the anamist. Turn 3 Ghostly Prison to ward of early swings.

    I tried a few hands just to sample some bad ones but all the bad ones are pretty much the same 2 or less lands and no rocks.

    Just some hands I've gotten during matches/ how to play with a hand you've got (we're gunna play like a multiplayer match drawing on first turn but only going to kill one player to save time.)

    God Hand Show

    Sample 1 Show

    Sample 2 Show

    Every deck likes to show off it'a earliest, though unlikely, win maybe to "prove" how good it is? any way this is my God hand (0.00126% chance (though 30 seconds of math so it's probably most likely wrong.))

    Cards needed: 2x Plains, Hero's Blade, Sol Ring, Mana Crypt, Sigarda's Aid, O-Naginata, Masterwork of Ingenuity , Fireshrieker, and of course Sram, Senior Edificer.

    So we're relying on the perfect opening hand and 4 card draws to get this and of course, as voltron, it will only kill one player. So here is the sample:

    Opening hand: Plains, Sol Ring, Mana Crypt, Hero's Blade, (these next cards can be replaced by any piece in the "cards needed part" but I'll just choose 3 at random) Sigarda's Aid, O-Naginata, Fireshrieker.

    Turn 1: Draw Plains, play Mana Crypt into Sol Ring into Hero's Blade, then play a Plains into Sram, Senior Edificer and Hero's Blade equips.

    Turn 2: Draw Masterwork of Ingenuity , play Plains and tap all for 4 colorless and 2 white mana, play Sigarda's Aid, play O-Naginata draw off Sram and equip, play Fireshrieker draw off Sram and equip, play Masterwork of Ingenuity copying Hero's Blade draw off Sram and equip. Attack for 11/6 double strike for 22 commander damage.

    Like I said this is magical Christmas land but you can replace of any of the card draw with a combo piece, but this is only a turn 2 win which isn't a big deal because this deck can likely win turn 4-5.

    WIP (good suggestions/reading the full primer added)

    yeaGO For running this amazing site.

    Daedalus19876 and MagicalHacker for their suggestions and primers.

    Epochalyptik for his Characteristics of a Strong Deck and How to Write a Primer articles.

    Here are some other deck I've built and are currently working on while most need a revamp the basic gist is there, so if you have any suggestions for them I would love to hear it.

    Super-Duper Superfriends V2

    Super-Duper Superfriends

    You are Over-Encumbered Voltron Edition

    Trump Presidency

    Zendikars Parallel Univrse

    Masters of Your Mind

    Mirror Match

    (modern) The Elves of Mirkwood (modern)


    Updates Add

    Finally started playing at a more competitive level so I switched Sram to the command zone. With the switch I'm gunna be testing out:

    +1 Sword of Light and Shadow -1 Quietus Spike, the spike was really nice when I was taking people down from 40+ but with Sram I think graveyard recurrence would help better.

    +! Silverblade Paladin -1 Etched Champion, I think the double strike redundancy will be nice in place of an unblockable creature that I won't use anymore. However I will miss the indestructible blocking so maybe I might take Duelist's Heritage because of the amount of pro-white.

    +1 Recruiter of the Guard -1 Plains, the deck needs Puresteel Paladin to function at its full potential so I added one tutor for him and if he's ever in the grave the added recurrence will help. I took out a land because 35 lands seems like enough but we'll see.

    Edit: After playing with the voltron build here are some possible/ unlikely tests I'm trying.

    -1 Silent Arbiter +1 Tenza, Godo's Maul, with the voltron change we don't have to worry about being attacked and want a more aggro strategy +3/+3 for 4 isn't bad.

    -1 Ghostly Prison +1 Grafted Wargear Read above. Pillowfort strategy is out aggro is in.

    -1 Avacyn, Angel of Hope +1 Bonesplitter Seems too high of a CMC to be played but it has dropped before testing out bonesplitter for higher commader damage


    cracks knuckles This should be fun! :)

    One of the first EDH decks I ever played against was a Kemba voltron deck, and my pet deck has been my Judgment Day: Avacyn the Purifier EDH | *PRIMER* voltron list (which also might give you some ideas). There's a beauty in simplicity inherent in Voltron strategies. With some experience with Voltron, here are my thoughts on your list:

    1) Generally speaking, it does work better to whack people with your commander, just to take advantage of that handy commander damage rule. But I understand that your non-reliance on your commander is the unique thing about this deck, so I won't suggest swapping commanders. That being said, I would test a few games with Sram at the helm, because he's one heck of a drug in this kind of deck ;)

    2) Your creature base looks fine. The only major omission I see is the lack of Mother of Runes here. Ranger of Eos and Recruiter of the Guard can also be great tutors. And Silverblade Paladin is great for getting in faster damage and giving doubled Swords triggers...

    3) You need a Scroll Rack to pair with Land Tax and Sword of the Animist.

    4) Extraplanar Lens and Gauntlet of Power and Caged Sun can double your mana here. Amazing ramp in many slower decks like this.

    5) Scourglass is possibly better than All Is Dust here. Play them both anyway :)

    6) With an average CMC of 3.4, I personally would not dare play as low as 34 lands (Maze of Ith doesn't count because it does not produce mana).

    7) I would take a look through your equipment and cut the lower-impact ones. In any deck planning to win via combat damage, every single card needs to have a major impact when it hits the board. I've never found Deathrender or Haunted Cloak to do enough to justify their inclusion in my decks.

    8) Double strike is your best friend in aggressive decks. I am currently loving Duelist's Heritage (though many of the best options are in boros colors alas).

    9) Your primer seems like a good start! :)

    Happy deckbuilding!

    March 20, 2017 6:50 p.m.

    Thanks for taking a look Daedalus19876 I'll be making a few changes based on your suggestions, first is Mother of Runes is now in the deck, originally I misunderstood what she did but she has now earned a spot.

    Also Scroll Rack I didn't really know how to use it properly (I'd always put something on top that I wanted and accidentally tutored and shuffled it away and other various misplays) but after reading through your primer it's an auto-include for the scroll rack + land tax combo.

    Most mana doublers I've tried but found they slowed me down in the past, this deck has evolved so much however so maybe Caged Sun might help. Extraplanar Lens in my meta isn't run because it's a huge target (mainly for personal reasons, I'll just say when any of my friends play it I destroyed it so they'd also be down a land and now they seek revenge.) Had to cut it from my colorless wastes deck for that reason lol.

    I've considered Scourglass but it's just a meta-call, my combo friend always keeps a tutor in hand and I don't think Scourglass would make it around the table.

    As for the lands I've just been testing I change between 34 to 37 lands all the time since the land base is one of my biggest weakness when deck building.

    I cut Haunted Cloak and am thinking about cutting Helm of Kaldra. I only keep the helm for the off chance I have the other two pieces (or Stonehewer Giant since I'll search for both those pieces anyway) and will tutor it for an indestructible 9/9 that can't be Gilded Drake'd or Toxic Deluge'd but on it's own it's kind of a dead card. What do you think?

    Duelist's Heritage and Silverblade Paladin would love a spot, I'm just bad at making cuts. I can think of one card I could cut but I don't know which to add both Silverblade Paladin can beat down on his own but if I don't have another creature he's a 2/2 and is more susceptible to removal but can be recurred with both Emeria, The Sky Ruin AND Sun Titan. Duelist's Heritage seems like the stronger of the two can be tutored with Enlightened Tutor and if I understand it correctly I can give an opponents creature double strike if they hit an opponent?? Only down side I can think of is Sword of War and Peace and Etched Champion.

    Again thank you for the kind words and suggestions, I previously skimmed through your primer when building this but finally fully read it ;)

    March 21, 2017 7:28 a.m.

    Just looking through your lands and was a little surprised you didn't have a Temple of the False God. I didn't read through all the the change notes, so you may have already removed it for a reason, but just thought i would mention it

    March 23, 2017 11:38 a.m.

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    This deck is not Commander / EDH legal.

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    Avg. CMC 2.97
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