Artifact — Equipment
Equipped creature has deathtouch and lifelink.
Combos Browse all
- Basilisk Collar + Ronin Cliffrider
- Basilisk Collar + Triskelion
- Basilisk Collar + Inferno Titan
- Basilisk Collar + Spikeshot Elder
- Basilisk Collar + Perilous Myr
- Basilisk Collar + Sword of Vengeance
- Basilisk Collar + Mortarpod
- Basilisk Collar + Stuffy Doll
- Basilisk Collar + Plated Geopede
- Avacyn, the Purifier + Basilisk Collar
|Commander / EDH||Legal|
Basilisk Collar occurrence in decks from the last year
Latest Decks as Commander
Basilisk Collar Discussion
2 days ago
I went ahead and switched the commander to Akiri. I’m gonna try to squeeze in a few more equipments, I like some of your suggestions. I like Bloodforged Battle-Axe but I’m trying to keep this deck pretty budget (I already own the Jitte), that’s why I just cut Stoneforge Mystic for Stonehewer Giant . I still wanna get a Stoneforge eventually though.
Is Council's Judgment good in multiplayer? I’m new to commander and I’m used to 1v1 where you just exile anything you want.
Do you see any cards that are obvious cuts?
2 days ago
As for commanders, I really like Aurelia, the Warleader , though I think that she's a bit build around. Here, Akiri, Fearless Voyager is a good fit. I would look at increasing the equipment count a little bit so that you can ensure card draw from her. I know it's not on theme, but stuff like Bloodforged Battle-Axe and even Bonesplitter are cheap and good damage buffs. I really like using O-Naginata in voltron decks due to its cheap cost, but it doesn't equip to as much stuff here without getting a bushido buff. That being said, it equips to your commander so it's still pretty good.
If you were going to try Aurelia as commander, I would recommand adding Helm of the Host to the list. Even without adding her, it's still a good card here anyway. It makes more samurai for you and allows you a combo out with Godo.
3 days ago
2 weeks ago
And some more you might like: Toski, Bearer of Secrets , Prodigal Sorcerer , Zuran Spellcaster , Sigil of Sleep , Arm with AEther , Basilisk Collar , Treetop Scout , Spire Tracer , Battlefield Raptor , Segovian Angel , Druids' Repository , Mirrormade , Spark Double , Market Festival , Overgrowth , Dawn's Reflection
3 weeks ago
Boy Howdy, that's a LOT of land! Your commander does scale with the amount of land you have in play, but I don't see a lot of interaction with opponents in the deck or card draw. So consider this: I agree that you'd probably want to play a bit more lands than in a typical EDH deck, but I could try to aim for somewhere around 40 lands. That way you still hit your land drops into the late game AND you reduce the risk of durdling into lands when you need action late game.
In terms of early interaction, I can see this deck being flooded by decks that go wide. So something like Hurricane may help, as it can even double as a wincon late game. Beast Within is a decent catchall answer for problem creatures. Terastodon and Bane of Progress are late game threats that sweep the board and can hinder opponents if ramped out early. Wood Elves is another just general green staple that ramps you at 3 cmc.
Also consider things that can give your creature deathtouch. With Deathtouch and Trample, 1 damage is enough to be considered lethal to any individual blocking creature, making the rest of the damage spill over. With your commander having the potential to be in the stratosphere with attack, it'd be a headache to block in combat. Basilisk Collar Gorgon's Head and Quietus Spike pair extremely well with your commander!
Also, just a recommendation, if you go more with a landfall theme, some of the fetch lands or things like Evolving Wild are ways to get multiple land drops per turn and thin the deck out a bit!
Good luck beating down some commander players!
3 weeks ago
Ok, here's a little bit of analysis to consider. Break it up into some comments to read. These are opinions based on experience, playing and watching lots of commander content over the years, doesn't account for your specific playstyle or how you have fun playing commander which are certainly as important of decisions, as is card selection.
You are very low in the mana curve, 11 1-drop, 21 2-drop, 15 3-drop, 16 4-drop, and Orzhov () has lots of pips, but mana ramp is critical to getting your plan onboard as quickly as others, having mana available to advance board state/gain advantage and have interaction, and landing your larger threats sooner.
Sol Ring (CMC1 for 2 = +1 mana) is a must include.
Orzhov Signet I personally don't like (CMC3 for 1 = -2 mana) but also you're in which doesn't ramp as it's core strength.
Arcane Signet (CMC2 for 1 = -1 mana) is a must include, there are only a few archetypes I wouldn't play this in and usually only .
Talisman of Hierarchy (CMC2 for 1 = -1 mana) is a must include in .
I would start with that at least, some fringe ones I like are: Burnished Hart (creature/recursion), Commander's Sphere (draw), Mycosynth Wellspring (to hand, fringe), Pristine Talisman (lifegain, fringe), Solemn Simulacrum (ramp+draw!), The Birth of Meletis (doesn't help with , but ramp, 0/4 blocker, lifegain? it has it all!), Wayfarer's Bauble (ramp).
On a premise of battlecruiser/low/mid power 3-6 I DO NOT recommend these, but there are stronger options out there beyond 6: Phyrexian Altar (combo builds), Mana Vault , Mana Crypt , Chrome Mox , Smothering Tithe , Land Tax (Might not be bad in this build)
Honestly on a Avg. CMC 2.99 mana curve, I would likely have 10-12 ramp.
Some potential cuts for these:
Gorgon's Head you've got plenty of deathtouch already, it's not pairing with a Viridian Longbow strategy or anything, it's redundant, but also the worst. Easy cut. (We can get to Open the Armory / Steelshaper's Gift later)
Pierce Strider CMC4 for a 3/3 is just plain bad, the idea is play, do 3 damage, block/sac it, noone going to pay 3 to prevent it? but they will because it's going to do 3 anyway on return, and if your using recursion on this, your making the wrong play as it has no value engine on it. Easy cut.
Creeping Chill for CMC4 sorcery is not great, you're not playing a mill strategy so you're not really casting it for free often. It's not a strong play, we can find better ones, like ramping into Athreos, God of Passage sooner.
Font of Return for CMC6? Yikes. (CMC2+CMC4 for 3 creatures to hand is not great, we can get them on the battlefield for that high a CMC).
Angelic Gift hmm we have flyers, with deathtouch, it replaces itself (draw a card) but unless we flickering it ( Ephemerate or Brago, King Enternal something like that, it sets up easy 2-for-1 if an opponent has instand speed removal.
Topic: Lands! (Umm!)
Average Distribution Build: 38 lands
Average Budget Build: 36 lands
Average Expensive Build: 37 lands
Average Aristocrats Build: 35 lands
Average Reanimator Build: 31 lands (closer)
Your Build: 30 lands (Umm!)
No way you can run 30 lands, and 0 ramp in this deck. I wouldn't shuffle this deck with less than 33 lands, probably 34-36 if I'm playing enters tapped/utility lands. I might (maybe not) go to 33 lands with 9+ ramp spells, but even then, 34 would feel better.
Do you have a combo with Piranha Marsh like Worldgorger Dragon does, if not, just delaying yourself for little value (1 damage). Kabira Crossroads in this same bucket, it's just not work the tapped mana.
Let's be honest, lands SUCK, they are too expensive! Here is a list of lands you should look at:
Lands I don't suggest: Evolving Wilds / Terramorphic Expanse (<$1 fixed color), Scoured Barrens (<$1 fixed color), Isolated Chapel ($6, Not bad but not T1 land), Myriad Landscape (<$1, slow), Temple of Silence (<$1, scry/slow).
Have to head out, I'll review more topics and recs later, but here are some other cards can come out for mana. Gorgon Flail it's on theme and not bad, but let's get that Basilisk Collar or Quietus Spike instead. Soul Stair Expedition I would rather Animate Dead or Reanimate to the battlefield right away, not have to wait for lands (it still sacrifices itself). Not Forgotten we have better removal. Have to head out now! More later to read. :) If it's too much info, let me know!
1 month ago
The big players in the deck are definitely Bonus Round and Finale of Promise , either of which is usually enough to completely change the direction of the game. Pulling off the Brash Taunter and Blazing Sunsteel combo is also funny whenever it happens, but the playgroup's started to catch wise to the idea that they shouldn't let Taunter or Stuffy Doll hang around unmolested. Though one of my favorite plays actually led to a draw--a Xantcha player had thrown Phyresis onto her and there was no way I was going to win...so I hit her with Arcbond and then dropped Blasphemous Act to take everyone else with me.
While I get the idea behind both Glacial Chasm and Fortune Thief , the reality has been that I'm rarely setting off a symmetrical explosion large enough to take me out of the game. In those cases when Ashling does get sizeable, lifelink from Basilisk Collar or Shadowspear has always been enough to solve the issue. Since lifelink isn't a triggered ability any more since M10, you gain that life at the exact same time damage is dealt, so your life total is never seen to hit zero.
I actually did have Leyline Tyrant in a prior version of the list, but didn't really feel like it was pulling its weight. It was never the card in hand that I most wanted to cast, and after it resolved I rarely had so little to do with my mana that there was much left to bank. Obviously, it pairs very nicely with Braid of Fire , but that was never a consistent enough occurrence to make up for the number of times that it was a dead card that died to Ashling herself half of the time. Because of that, I never really considered Horizon Stone , but the stone not being a creature may make it worth revisiting.
Toralf, God of Fury Flip is a possible inclusion that I've gone back and forth on. On the one hand, he could add up to a decent chunk of additional damage over the course of a game (assuming he doesn't himself die to Ashling too early), and could possibly just wipe out the rest of the table if onboard for a Blasphemous Act . On the other hand, so much of what the deck focuses on is the spellslinging angle, with Ashling serving more as a deterrent and repeatable boardwipe than a win condition. He's definitely on my short list, but I'll need to get in a few more games to feel out whether the latest changes leave any obvious cuts for him.
Birgi, God of Storytelling Flip is in a similar boat to Toralf, albeit with more of the uncertainty tied up in her lower toughness. Both of her sides are useful, both for the effective cost reduction on her front face and the card cash-in from Harnfel, but I simply haven't been able to figure out what to cut.
1 month ago
I'd start by identifying what you want the main goal of your deck to be. I see two main ideas here that could be built around.
The first is dealing unblocked damage by disincentivizing blocks with deathtouch. Darkblade Agent , Eternal of Harsh Truths , Graveblade Marauder , and maybe Blightsteel Colossus (with enough reanimation) fit this archetype. Because of the two "blade" cards, there is some overlap with the second archetype which I'll cover next (and if you keep them, cards like Notion Rain , Mission Briefing , Thought Erasure , and Discovery / Dispersal are likely to get more mileage than Divination or Secrets of the Golden City ), but there may be even better ways to profit from unblocked creatures. Curiosity enchantments like Curious Obsession , Sixth Sense , and Keen Sense are frequent accompaniments to the Invisible Stalker s and other bogles of the world, and Bident of Thassa is a strong option for those going wide. I like Quietus Spike as a sort of midway point between Basilisk Collar and Master of Cruelties in decks like these too. Other beaters to get in with could be Tomebound Lich , Oona's Blackguard , Dimir Cutpurse , Looter il-Kor , Shadowmage Infiltrator , Surrakar Spellblade , Wharf Infiltrator , or Virtus the Veiled if he's legal in whatever format this is for. More generic deathtouch synergy could include Hooded Blightfang , Viridian Longbow , Thornbite Staff , Psionic Gift enchantments, and any source of first strike. Finally, I like Cipher as a way to gain advantage from repeated attacks, so maybe a Hidden Strings or Paranoid Delusions could come in handy.
The second main idea is to stack the graveyard(s) with as many creatures as possible to extract value from Undergrowth and similar mechanics. Avatar of Woe , Lotleth Giant , Trepanation Blade , Teferi's Tutelage , and some of your Disentomb effects fit here. Major threats in these kinds of decks include Wight of Precinct Six , Jace's Phantasm , Consuming Aberration , Mirko Vosk, Mind Drinker , Fleet Swallower , Nemesis of Reason , Bonehoard , Mortivore , and Nighthowler . If you want to focus on your own graveyard, green is a great color to dip into as I alluded to earlier. Ghoultree , Boneyard Wurm , Jarad, Golgari Lich Lord , Splinterfright , Nyx Weaver , Nemesis of Mortals , Spider Spawning , and Kessig Cagebreakers are just some of the tools you get access to. Golgari is also the king of Undergrowth, so Hatchery Spider , Izoni, Thousand-Eyed , Molderhulk , Rhizome Lurcher / Undergrowth Scavenger , Kraul Harpooner , and Necrotic Wound are on the table. If milling your opponents is more your thing, some staples to consider are Thought Scour , Sphinx's Tutelage , Drown in the Loch , Traumatize , Fraying Sanity , and the crab duo. Jace's Erasure , Psychic Corrosion , and the Tutelage pair benefit the most from other draw synergy, and Visions of Beyond is an obvious inclusion if that's the route you take. Either way, I'd cut down to only the most efficient of your reanimate to hand cards and the like since you don't want to be stuck with a fist full of them and no creatures in the graveyard to target. Speaking of cuts, for maximum power, it's usually correct to play as close to the 60 card minimum as possible. Picking a single strategy to hone in on should make it easier to whittle down to the most important 60 in the deck.
If you have questions, let me know. Good luck with your build!