Akiri, Fearless Voyager
Legendary Creature — Kor Warrior
Whenever you attack a player with one or more equipped creatures, draw a card.
: You may unattach an Equipment from a creature you control. If you do, tap that creature and it gains indestructible until end of turn.
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Akiri, Fearless Voyager Discussion
2 months ago
Looks fun! Thoughts on these?
Simian Spirit Guide: gets Akiri out a turn faster
Greataxe: great (haha) turn 1 play
Sunforger: big damage and gives you access to any of your instants. nice synergy with Ardenn too
Mistveil Plains: recycles instants, good if you go with Sunforger. Could recycle equipment for Stonehewer and the like too.
Monologue Tax: Similar to Smothering Tithe
Bastion Protector: pumps and protects both your commanders
Akiri, Fearless Voyager: draw and protection!
Puresteel Paladin: good draw, super good with Bloodforged Battle-Axe
3 months ago
Buckle up, this will be lengthy....Some important things I always consider when choosing a voltron commander:
1) Does my commander have built in evasion or protection. These are crucial because they require less investment into auras/equipment that protect/grant evasion to your commander, freeing up slots for other cards
2) How hard is it for my commander to reach the holy "power of 7". Ideally you want your commander to reach 7 or more power so you need fewer hits to kill an opponent. Why 7 you ask? Because there is a near step-function difference in success between 4 attacks to kill someone and 3 attacks to kill someone (in my experience).
3) Equipment/aura synergies. Some commanders have built in synergies that make them more ideal for either equipment or aura strategies.
4) Casting cost. If your commander dies, and it will, likely multiple times, can you recast them easily?
4.5) Haste. I put this one as part of #4 because if I am playing a high cmc voltron commander, they better have haste so I can immediately try to kill someone.
With those ideas in mind, here are some voltron options that I like:
Dragonlord Ojutai, my personal commander. Has built in evasion, protection, and card advantage. Moderate CMC and hits like a truck (5 starting power)
Bruna, Light of Alabaster, one of the top aura commanders out there. Has built in evasion, but her high cmc and no native protection makes her a lighting rod for removal. If you can have her survive until she attacks, it's basically game over.
Aurelia, the Warleader, arguably one of the strongest voltron commanders out there. Has built in haste and evasion. Her extra combat ability makes here very deadly and can kill someone out of nowhere. Her high cmc makes her a little more of a challenge to pilot though. Goes infinite with Helm of the Host.
Akiri, Fearless Voyager, another top voltron commander. She has built in protection and card advantage in Boros which is a major plus. She has low cmc, but is pretty small and has no evasion meaning she needs extra help to kill someone.
Akiri, Line-Slinger + anyone (blue is nice for protection): Hands down the strongest "fair" voltron commander out there. Costs a low, low 2 mana, has first strike making her a headache to block, and her passive pump ability makes her able to kill at least one person before they are even set up.
Bruenor Battlehammer: Kind of an overlooked one from AFR, but this guy slaps. He has moderate cmc, can freely equip one equipment per turn, and has the Akiri pump ability. No evasion though.
Kediss, Emberclaw Familiar + Sengir, the Dark Baron: I don't actually think this one is very good. I just think the chance to oneshot the entire table with these two is hilarious (something I was able to do in the Commander Legends draft format).
Zurgo Helmsmasher: Has haste, built in protection, and already starts at 7 power. No built in evasion, but he can grow in size all on his own. His color wedge is also great for tutoring, removal, and protection.
Galea, Kindler of Hope: Haven't had much experience with this new one, but her free aura attach ability, moderate cmc, and card advantage by playing auras off the top of your library seems pretty strong.
Ardenn, Intrepid Archeologist + anyone (I like Rograkh, Son of Rohgahh or Akiri, Line-Slinger): This guy isn't really going to be killing anyone himself, but his ability will save you a ton of mana on equip costs which allows you to keep up mana for interaction or protection.
Thrun, the Last Troll: Mono green isn't as strong as white for equipment, but it can do aura's surprisingly well. Being uncounterable, having OG hexproof, and being able to regenerate himself makes Thrun very tough to kill.
Godo, Bandit Warlord: I have to mention this one since he is the only true cEDH voltron commander.
3 months ago
Aura/Equipment decks are a lot of fun! Akiri, Fearless Voyager is certainly one of the best commanders for the strategy, but Galea, Kindler of Hope is also quite strong. It all depends on what colors you like playing best--there's no wrong choice in picking a commander!
3 months ago
I wanna get a new deck and I'm thinking about going with an equipement and/or auras strategy.
I have my eyes on either the Aura of Courage precon because it has green for ramp or arm for battle and I'd switch the commander for Akiri, Fearless Voyager because it has draw built into it and protection.
Boros also gives me access to Sunforger and cards like Gisela, Blade of Goldnight but I don't have access to ramp cards like Archaeomancer's Map or protection cards like Teferi's Protection so I'm not even sure the sunforger route is even worth it at this point.
3 months ago
Since equipment decks can be creature light they're very weak to removal and board wipes. Recommend some creature lands so you have something you can equip to like Cave of the Frost Dragon, Den of the Bugbear, and Needle Spires. Helpful creatures that also make good alternate commanders are Bruenor Battlehammer, Akiri, Fearless Voyager, and Koll, the Forgemaster. Unless you're going for a specific theme with the swords, you might also have some faster interaction with equipments like Maul of the Skyclaves that attach to a creature when they enter and save you some mana.
4 months ago
Nice deck, I've been messing aroundnwith a similar concept. I might recommend going with Akiri, Fearless Voyager as a 3-drop rather than Kargan Warleader since the card advantage + protection should be more valuable than a small buff for your creatures. Warleader would probably be better in a go-wide deck where you're spamming Warriors, but in this kind of deck you'll probably only have a few creatures out in most games.
4 months ago
If equipment is your goal, some cards that are interesting from other post-rotational standard sets are:
6 months ago
Hey, you're welcome. If you want more advice from me I would rather give it here.
Some changes to consider based on the card suggestions in my last comment.
- Ardenn, Intrepid Archaeologist --> Flickerwisp
- Toggo, Goblin Weaponsmith --> Ironclad Slayer
- Fighter Class --> Faith Unbroken
- Open the Armory --> Introduction to Prophecy
- Akiri, Fearless Voyager --> Venerable Warsinger
- Colossus Hammer --> Bonesplitter
- Empyrial Plate --> Haunted Cloak
- Zephyr Boots --> Mask of Avacyn
- Arcane Signet --> Liquimetal Torque
- Sun Titan --> Late to Dinner
- Thought Vessel --> Pressure Point
- Mistveil Plains --> Plains
- Battlefield Forge --> Mountain
- Furycalm Snarl --> Plains
- Axgard Armory --> Plains
These changes would increase interactions with equipment, include equipment tutors, more ramp and better reanimation.