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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Ardenn, Intrepid Archaeologist
Legendary Creature — Kor Scout
At the beginning of combat on your turn, you may attach any number of Auras and Equipment you control to target permanent or player.
Partner (You can have two commanders if both have partner.)
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1 day ago
Neat project! Can't wait to see who gets salt score 100 XD
1 week ago
Ardenn, Intrepid Archaeologist seems important here. Also, Halvar basically only gives Ayesha Double Strike, as his triggered ability only lets you shift one equipment per combat between creatures, so he's pretty useless in this list.
2 weeks ago
I'd love to offer suggestions, but hope I can get a bit more of your experience and insight into what you think isn't coming together?
I've played Voltron in a few different forms via Tuvasa the Sunlit, Mazzy, Truesword Paladin, and Brokkos, Apex of Forever. I noticed that the most successful games that I had were ones where I locked onto a single player, usually whoever was playing the most potentially volatile commander, and I'd only attack them.
If Rog is one of your primary Voltron targets, you could run Kediss, Emberclaw Familiar as a way to hit the whole table. Additionally both Valduk, Keeper of the Flame and Kazuul's Toll Collector could be Voltron targets, since both can hold equipment well.
Lastly, I think you could run a couple more 2 mana rocks
5 months ago
I've got 3 suggestions that hit different niches.
First is Rograkh, Son of Rohgahh with Ardenn, Intrepid Archaeologist. Colossus Hammer hits really hard when it comes down turn 2 :D. The deck is combat based, and plays similarly most games. Most equipment cards are really cheap, so you can cherrypick the equipment you want in the deck.
Second is a Codie, Vociferous Codex combo list. The deck runs ~60 Dragon's Approach, Tibalt's Trickery, Reshape the Earth and all the Gate lands. The idea is to spin into Reshape the Earth, get 9 Gates and Maze's End and win the next turn. This is the most competitive of the 3, but the deck plays exactly the same every game; there is almost 0 variance.
Third is my personal favorite. Sasaya, Orochi Ascendant Flip. Search for a bunch on lands into hand, flip Sasaya, then go wild with big X spells and massive creatures. Deck plays similarly every game in the beginning, but then has lots of unique options lategame.
6 months ago
Mirror Entity Not ideal for this deck
Emeria Shepherd Not sure this recursion is worth it here
Aura Shards Not enough creatures come out for it to help much
Glorious Sunrise Might try this one later but for now I want trample through equipment
Heavenly Blademaster Was put in as a backup plan but expensive to bring out
Ardenn, Intrepid Archaeologist Equip for free!
Sigarda's Aid Equip for free (and instantly)!
Basilisk Collar Who doesn't like cheap Deathtouch and Lifelink?
Belt of Giant Strength This could give a quick +8/+8 to Catti-brie of Mithral Hall
Bloodforged Battle-Axe Cheap to cast and equip, and makes copies for more equip counters
10 months ago
You didn't specify which deck you were playing when you bashed Mindbreak Trap. You were arguing that Iona would help the situation in the same paragraph, I assumed you were playing white. Rule of Law wouldn't prevent the Trap from being cast, it would prevent your plays being "countered for free, because, you know, blue" because 4 spells in a turn under Rule of Law is kinda hard to realize. Red Elemental Blast breaks the Mindbreak Trap in mono red.
Of course the blue player could play many artifacts to get out under Iona. If it's right to play Wurmcoil Engine in your deck, 40% of your deck will likely be colorless cards and you will shrug about Iona the way Ardenn, Intrepid Archaeologist shrugs about Null Rod. Just because you're not effected doesn't mean the card is not breaking something.
I once had a Heliod, Sun-Crowned mono white +1/+1 counter deck that really relied heavily on the Commander's ability to generate those counters. Then the Mogis, God of Slaughter player ramped out an Erebos, God of the Dead on turn 3, and got mana screwed after, never gathering enough devotion for my Swords to Plowshares to solve this Indestructible enchantment that was blocking out the very tactic I built my deck around. Now I know there's a few cards in white that could exile enchantments, but I'm not playing Forsake the Worldly when Shinewend has a similar function with a lot more synergy with my deck. My opponents wouldn't touch the player with Erebos, because it seemed to be completely immobilizing me. Yet I got by with a Mother of Runes, a True Conviction and my commander for player removal and went on to win that game after the Mogis player died.
My Juri, Master of the Revue deck got Leyline of the Voided, rendering all my Nether Traitor clones and Blood Artist variants useless for what they were supposed to do. Yet Ophiomancer, Goblin Bombardment and Impact Tremors made for a fast enough clock to make the leyline player regretting making themselves a target.
So yes, I think you're a bit of a drama queen for complaining this much about single card counterplays for your main strategy and how they shouldn't exist because you want to be able to do unimpeded what your deck is supposed to do.
Especially because at the same time, you started this topic to argue bringing back a card that does exactly that to others in a different deck you play.
You've said in this topic that Rest in Peace shouldn't exist in the format because specifically your archetype can't deal with it. At the same time you said Iona, Shield of Emeria being unbanned would "help the situation". You're both salty about being locked and advocating you should be able to lock others. And yet you don't see what's wrong with that, despite your superior reading comprehension.
11 months ago
Nobody is even mentioning the protection aspect of the swords. Protection from White means the creature can no longer be target of the ability of Ardenn, Intrepid Archaeologist or Sigarda's Aid and that's why those 4 are not high on my list, Sword of Hearth and Home the highest, because flickering a Stoneforge Mystic is amazing. Black and Green are deathtouch colors, Sword of Feast and Famine is great for keeping your creature alive through most combats. Protection from Red is great for surviving damage based boardwipes and such. Milling your opponent is more and more of a downside with all the graveyard options that exist nowadays, I'm not high on Sword of Body and Mind either. I'd say protection from blue is probably the least useful.
But the best thing you can do is collect and combine them, Voltron up, get blanket protection from all colors, and go to town. They're not made to look down upon each other, they get together and have a great time.
11 months ago
Kor Spiritdancer a better shram in the deck id run both
Eidolon of Countless Battles + for each aura
Ardenn, Intrepid Archaeologist moves auras especially for faith fetter type effects
Heliod's Pilgrim aura tutor
Boonweaver Giant aura tutor onto a body
Umbra Mystic Totem armor effects in general are good. One of the recent precons was aura based id look at that one for ideas!
Nomad Mythmaker recursion
Skybind interesting flicker effect for enchantment perms with sigardas aid out you can blink your lands to cast more auras next opponents turn. or flicker tokens etb creature ect.
Mistveil Plains return auras to re tutor for with your commander.
Homeward Path vultron doesn't like opponents taking their toys
Lost Leonin Infect if you choose is an option here is one to look at.
Flickerform Decent especially if you run auras that etb draw
Hero of Iroas cost reducer that gets a benefit when targeted.
Faith Unbroken removal aura
Sage's Reverie HIGHLY suggested card draw and powerful aura