Akiri, Fearless Voyager
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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

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.

Recommendations View more recommendations

Barbarian_Sun_Pope on Building Voltron, in a cave with a box of scraps.

4 months ago

CaveBoy - I like the Paradise Mantle + Auriok Steelshaper combo, though I'm not sure what I'd take out yet, thanks for the suggestions.

IHATENAMES - I can't believe I forgot Goblin Gaveleer! I used to love using that guy in limited. The other cards are definitely a good start for a sideboard. I'll probably replace the Lizard Blades for Colossus Hammer and Kellan, the Fae-Blooded for Akiri, Fearless Voyager since I can still cheat the hammer's equip with Bruenor and the Paladin. Thanks for the suggestions.

SufferFromEDHD on Steel Reserve

11 months ago

No prob. I have a Boros equipment list with the commander as Akiri, Fearless Voyager and Wyleth in the 99.

I understand why you are running Diviner's Wand but I kind of hate it because 0% of you creatures fit the tribe.

I don't know what the card draw is like in this list but I saw the Thought Vessel so definitely Reliquary Tower. Possibly Venser's Journal?

tkjanacek on Isshin Trigger Warning

11 months ago

Bitterthorn, Nissa's Animus is basically second Animist's Blade. Hero of Bladehold and battle cry cards in general seem strong with Isshin. You could make this deck more equipment focused with Syr Gwyn, Armored Skyhunter, Glimmer Lens, Hexplate Wallbreaker, Forging the Tyrite Sword, Nahiri, Forged in Fury, Jor Kadeen, First Goldwarden, Seraphic Greatsword and Akiri, Fearless Voyager. Talisman of Conviction, Talisman of Indulgence and Talisman of Dominance are good ramp options. The Mirran swords are really good with multiple combat steps, particularly Sword of Feast and Famine.

Austin_Smith_of_Cards on Repanse De Lyonesse (Knight Tribal and Recursion)

1 year ago

Some of the most critical components for this list to increase the amount of is mana ramp and card advantage, and increasing the quality of some of the removal; you generally want 10 in each category.

Top contenders that synergize with Knights and Equipment are Danitha Capashen, Paragon, Sword of the Animist, Sword of Hearth and Home, Forging the Tyrite Sword, Boros Signet, Orzhov Signet, and Rakdos Signet for ramp, Armored Skyhunter, Akiri, Fearless Voyager, Stormfist Crusader, and Mask of Griselbrand for card draw.

Cards worth cutting would be: Armored Ascension, Recumbent Bliss, Bond of Discipline, Duress, Integrity / Intervention, one of each basic land, Crashing Drawbridge, and Moon-Blessed Cleric to make room for the essentials.

sameraii007 on Equipment Deck

1 year ago

I recommend Phalanx Leader Fabled Hero mostly with Auras, Instants, and Sorceries. For draw, I recommend Towashi Guide-Bot Puresteel Paladin Akiri, Fearless Voyager Sword of Fire and Ice and maybe Skullclamp

Gleeock on Commander Legends: Battle for Baldur's …

1 year ago

Hi_diddly_ho_neighbor Those would be good. I also think Noble Heritage would be fun to make voltron commander with an aggressive tempo & it would be interesting to boost opponent's creatures as well... even though you'd have to play the tempo wisely otherwise it might be difficult to catch up if you boosted opponent's creatures too early. It would certainly be a fun & aggressive take on Voltron though, & I'm not sure it would be all that hard to match up power if you are playing Voltron. I'm tempted myself due to all the aggressive engines you can have like: Sram, Senior Edificer, Wyleth, Soul of Steel, Akiri, Fearless Voyager & many others

Guerric on Deck Archetypes in EDH

1 year ago

Hi all! There's an interesting question I've been pondering lately, and I thought I'd share some of my reflections on it and get input from all of you. In sixty card magic we have deck archetypes, namely aggro, control, midrange, combo, and tempo. In commander obviously things look pretty different, and several years ago on the Command Zone podcast they said that like in limited, there aren't really deck archetypes this way, just different flavors of midrange.

As the format has developed and changed a lot over the years I do think something like these archetypes exists in commander, they're just different. For those familiar with sixty card formats some of the hard and fast rules for those archetypes in sixty card magic do not apply, and there certainly is more fluidity on commander and other unique multiplayer strategies as well (ex. Group Hug). Nonetheless, I think the outline of most of these archetypes is still relevant. Here is how I think it plays out-

1) Aggro- I think something more like classic aggro has only become viable in commander in the past couple of years, but I think it is definitely a thing now. In sixty card magic, most creatures are in the one to three drop range, there is often no focus on card draw, and everything in the deck serves to get a single player to zero as quickly as possible. Obviously in commander we need raw engines, some ramp, and are going to play more powerful cards. That being said, I think strategies built around attacking with high value, low cmc creatures from the early game onwards characterizes aggro in commander. This wasn't viable a few years ago due to the lack of board state protection, and really only token pump decks and creature cheat decks tended to do well. But the printing of many premium white board state protection spells like Flawless Maneuver, Teferi's Protection, and Semester's End has changed up the formula a bit. Attacking low to the ground and early is a keystone of aggro strategies, but so are on attack triggers. We have so many of these now, and they incentivize keeping our force swinging every turn. Commanders like Akiri, Fearless Voyager and Trynn, Champion of Freedom incentivize attacking in order to draw cards, make tokens, or do other things the deck is going to want to do. Unlike sixty card magic, we will need to be able to draw cards, and play some removal and interaction, though we'll play fewer pieces of the latter here than in other decks since they compete with resources to keep up the attack. We also need to play one-sided board wipes wherever we have the option, because we can't afford to lose our own board state. We'll also need a way to get through for damage once our opponents' defenses are up, and as such things that give our creatures menace, landwalk, flying, deathtouch or indestructible are key as they help us keep up the assault. We're also very in favor of a few key pump spells to help us finish out the game like Jazal Goldmane or Coat of Arms.

2) Midrange- In sixty card magic midrange is characterized by playing some of the most powerful cards on every point in the curve, and play more removal than aggro decks. Oftentimes they are characterized as "the growing threat." A classic and famous example was the classic Modern Jund deck that Reid Duke piloted several years ago. One of its touchstones was playing Tarmogoyf on turn 2. The goyfs could attack or block where necessary, but they would grow more unstoppable as the game went on, until they were dropping haymakers like Liliana of the Veil. They would use cards like Dark Confidant to keep their hand full till they could inevitably win. In a way, these sorts of decks mirror something of what we see in all commander decks in that they play removal, draw, and powerful cards. Yet what I think sets them apart is this idea of the growing threat, and that they play more removal than aggro decks. One way in which I think some midrange commanders work is to have abilities that allow them to turn other cards into Tarmogoyf like threats. Ezuri, Claw of Progress and Giada, Font of Hope use +1/+1 counters to turn small evasive threates into significant ones. In this sense, I think a lot of counter decks fit well in the midrange categories. These decks will attack, but they don't have to like aggro decks, and are more willing to conserve resources and work on developing board state where feasible. They often have engines that benefit their board passively from the passage of time, and as such they can play more removal and let their board build itself. They still want to protect their board state, and some of the cards from aggro decks that do this or simply counterspells can help with this, and one-sided board wipes are usually th best kind for midrange decks as well.

3) Control- Control decks in sixty card magic are built on trying to shut down almost everything an opponent is trying to do via counterspells and removal until you can work towards a win con. This obviously is not possible in commander where you can not shut down three other players with just counterspells and removal alone, and isn't always necessary since opponents can also shut down each other. As such, controlling strategies fit into two categories: stax and regular control. With stax pieces that shut off lands and mana rocks, eEDH controlling strategies indeed can effectively shut down three other players, usually finding a way to work through it themselves in order to build towards a win con. In standard EDH, heavy land-based stax like that is frowned upon, but cards that disrupt play in other ways (ex. Blind Obedience as well as counterspells and removal are fair game. These decks are still building towards a win con by slowing opponents down, and will devote far more slots to disruption and removal than aggro and midrange decks. They may win with an infinite combo, a planeswalker, a few premium attacking creatures, or in other ways, but most of the deck is devoted to protecting themselves and disrupting opponents. Controlling decks are more likely to play reciprocal board wipes, and generally benefit from keeping the board clear of threats at most times.

4) Combo- Combo decks also exist along a spectrum in EDH, though this archetype is most similar to sixty card magic. The formula is almost unchanged for cEDH, where most of a deck is devoted to playing and protecting a single combo. Outside of cEDH, it is worth mentioning that infinite combos can be included in almost any archetype in the format as a backup win con when other plans go sideways. What makes it a combo deck is that the entire deck is focused on pulling out one of a variety of sometimes elaborate combos, and these decks are generally geared more towards Johnnies than Spikes. A good example would be combo decks built around Teysa, Orzhov Scion that can put together the Darkest Hour in a variety of ways, as well as play Reveillark + Karmic Guide and/or Sanguine Bond + Exquisite Blood in order to win. These decks play out as trying to put together a combo while fending off opponents with removal and interaction.

5) Tempo- Some might argue that there is no such thing as tempo decks in commander, but it's worth mentioning that they're pretty rare even in sixty card magic across formats. In sixty card magic tempo decks adopt a "disruptive aggro" philosophy, where they slowly chip away at an opponent's life total with small, cheap, evasive creatures, while always holding mana open to protect their board and disrupt threats. While "chipping away" life totals isn't much of a strategy in a multiplayer strategy, I do think there are decks that play out along the lines of this disruptive aggro strategy. As an example, Ranar the Ever-Watchful and Alela, Artful Provocateur can be played this way, where the flying tokens they generate are the main win con, and the rest of the deck is devoted to holding mana open to protect this main game plan and stop others from winning. Unlike in sixty card decks these may win all at once with token pump effects or other affects, but this is the main way.

What do you all think? Do you think there are deck archetypes like this in EDH? Why or why not? What qualifications would you add or take away about them if you do?

Guerric on Fascinating Cards from New Capenna

1 year ago

I like that combo as well, and especially like Prosperous Partnership because it is great ramp in a Boros token deck where ramp isn't plentiful but the cards are. It could also work in equipment aggro decks like Akiri, Fearless Voyager, and is really cool.

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