Belt of Giant Strength

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Legality

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

Belt of Giant Strength

Artifact — Equipment

Equipped creature has base power and toughness 10/10.

Equip . This ability costs less to activate, where X is the power of the creature it targets. (: Attach to target creature you control. Equip only as sorcery.)

DreadKhan on Canadian Short-King

2 months ago

Who knows if it's entirely 'good' in here, but Raised by Giants isn't an aura and it gives Wolverine +8/+8, too bad it doesn't come with Trample! There is also Belt of Giant Strength that might synergize for a handy buff.

Maybe One with the Kami? It doesn't have to go on Wolverine, and if he's strong enough you a ton of bodies. The card can go infinite with many other cards fwiw, but I've rarely seen it used for that so it shouldn't attract attention.

While it might not look fantastic at first glance, Kessig Wolf Run is a pretty useful card in most Gruul lists that feature ramp, and in this list it's even better since your Commander can regenerate if the opponent kills him due to low toughness. Since it's a land it's a safer include IMHO. Shinka, the Bloodsoaked Keep is a much fancier land, but First Strike seems like it'd be a nice ability to have. Final one, the new Arena of Glory, Haste is a sweet ability.

Inquisitor's Flail is a card I always look at when I build a Voltron list, if it's at all possible to be sneaky with it it's a very cheap damage doubling equipment that stacks with almost everything. Just this and and your Commander hits for 8 without any counters, and you can just regenerate him if he dies, but it's even better with double strike, then you'd hit for 16 from just those 2 things, and having even +1 power would turn it into 24, which is lethal.

As for possible cuts:

I don't love Assault Strobe, I hate that it's a Sorcery, especially when even Temur Battle Rage exists, giving double strike without trample seems like a bad idea. BTW I'm not saying run Battle Rage necessarily, I don't know if you want a one and done like this, and you for sure don't want it to be a Sorcery IMHO.

Animist's Might makes me wonder if Monstrous Onslaught is better, it doesn't have to target your own creature so it's harder to disrupt, and the ability to spread the damage out can make things very ugly for people if have a big creature. Might to me looks like it'd be cheaper to cast, but you'll only ever kill one creature with it. Similarly I don't love Contest of Claws, Sorcery speed removal isn't very good and I'm not sure that's enough upside (though it is better than Might fwiw, I'd look at better cards). If you're dead set on a card like this why not use Stump Stomp  Flip instead? At least it's a land if you're desperate.

Grumgully the Generous seems bad? I could be missing something, but a single +1 counter doesn't sound like it's worth a slot, especially at 3 mana, and you can only get it on ETB, so it's VERY timing sensitive; do you REALLY want to delay Wolverine a turn for this guy? I love the flavor of the card so I could see it being a pet card, so if it's a favorite keep it! Similarly I don't know about Renata, Called to the Hunt, both of these are great if you've got synergies with the counters, but if you don't they are just a one time +1/+1, and if they come down late they might just do nothing at all.

Concord With the Kami looks like a bit of a trap to me, if you are getting wiped a lot the card will do nothing, right, and that's when you want it the most!

How often do you find yourself drawing more than 3 cards with Season of Growth? I think Harmonize is going to play more consistently fwiw, but if you find you're usually drawing 3 or more cards with Season it's probably fine.

Do you really need to size of the effect for Signature Slam? It seems worse than Kamahl's Will, which costs only one more for an (arguably) much bigger effect. These lands are Indestructible and have Vigilance, so they can all safely swing (and can benefit from buffs as creatures for that turn) if you need that, but they can also work as handy blockers, I feel like killing the opponent's best creature AND making a bunch of blockers is nice upside?

I don't think you want or need stuff like Arcane Signet or Gruul Signet in Gruul, you're already vulnerable to stuff like Bane of Progress, so why increase that vulnerability? There are still Green ramp spells out there fwiw, including Three Visits. I guess the rocks are cheaper (and can add Green when you're truly desperate), but it seems more like an allowance to run more Basics (in a deck that doesn't run anything like Primal Order or Blood Moon), do you have some good payoffs for running Basics over the odd dual? I get the price point, but I feel like when you go much over $100 you have to start spending more on lands, or really lean into some kind of synergy with Basics, such as the ability to dig out a TON of Basics somehow (there are cards like Traverse the Outlands I guess).

I hope some of these ideas help, apologies if I suggested you cut any pet cards!

DreadKhan on Goose Mother Voltron

1 year ago

Mark of Sakiko or Bear Umbra might do some work, mostly to enable you to play a lot more stuff? Belt of Giant Strength seems synergistic, it stacks with your +1 counters. Crystal Shard is a pretty good way to get your Commander back in hand, but it can also be used to punish any player who dares use all their mana up (some players are really bad at tracking stuff like this, depending on the playgroup). Rogue's Passage is an interesting way to guarantee the survival of your Goose. If you want more mass removal I have had some luck with Mass Manipulation, it's hard to cast but the effect is pretty strong if you steal more than 1 thing.

I'm not sure if your Goose gets big enough or not, but Tempting Licid is a decent Lure effect, and you can technically attach it to an opponent's creature that attacks (and remove it after blockers are declared) to either wipe out blockers (letting you/others get in) or get a creature killed, you can also use it to put a Lure on something you don't care about so The Goose can get in unblocked (you can save the Licid).

When it comes to ramp and fixing, I find 2 colour decks are extremely forgiving, and having one of those colours be Green makes it even easier to build. One of the annoyances of Enemy Pair decks (like Simic) is that their aren't as many dual lands to choose from, but their are still a few budget range dual lands that come with basic land types, these really pop with stuff like Nature's Lore, which can find a non-Basic Forest, enabling you to get your colours quickly and consistently, but IMHO it's really hard to not hit your colours in a Simic deck. It's really annoying that the only 'budget' typed dual I can think of is Breeding Pool, but that's a long way from budget, and you're only in 2 colours.

If you like +1 counters and drawing cards you might enjoy Generous Patron, if you're desperate you can give your own stuff the counters, but if you want cards you can do so (and still have a body). Another card that might be generally useful is Skullwinder, you can use this to generate political leverage, possibly getting to choose what the opponent will actually get back. Cultural Exchange is an obscure card that can very much take over a game if you time it right, ideally you use it after people have already wiped and hopefully don't have another at the ready. Mass Diminish might be better than Frogify, note that it lasts until your next turn and affects all of a player's creature, yet still comes with Flashback to boot. This is very good with something like Tempting Licid. Transmogrifying Wand might not look very good, but being able to remove the 3 most annoying creatures for a grand total of only 6 mana is pretty sweet, it's also a great deterrent piece once it's out and still has counters, people can't play key creatures until it's dealt with or out of counters. Return of the Wildspeaker is a good way to refill your hand, it's among the best of it's kind, but Momentous Fall is better if you're being wiped or something.

Azoth2099 on Galea, Kindler of Hope

1 year ago

Kman24

You should find space for Sylvan Library & Preordain too! They're too good to pass up here imo, your topdeck is too important. Belt of Giant Strength & Robe of the Archmagi could be pretty strong here too.

VampyLOL on Catti-Brie is kinda fun

2 years ago

Removing
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

Adding
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

haydensmith423 on Galea, Voltron

2 years ago

This honestly looks pretty good, im going to take some of your ideas from here and maybe re build my Galea with them haha. I'll just suggest some things i personally like. Shield of the Oversoul will hook it up with +2 +2, indestructible, and flying. Steel of the Godhead will give +2 +2, lifelink, and unblockable. The two I would replace would be Holy Avenger, i only count 10 out of 99 cards that this could would benefit unless its in for the double strike. Belt of Giant Strength or Colossus Hammer because the equip cost on them is a lot, i see just 3 ways to cheat equip cost in general here and i do understand an argument can be made for the belt but yea, just my opinion. A creature i would consider is Armored Skyhunter, in voltron decks he is a good value piece in my opinion. But yea, your Galea is good and would probably beat mine haha. I like it.

smack80 on Here Comes the Boo-m

2 years ago

Hey, I'm working on a minsc list too. Here's waht I have: https://tappedout.net/mtg-decks/minsc-and-boo-and-friends/

Some tricks I've found:

If your commander is a planeswalker that costs 4, you want to be casting him on turn 3 or 2 and have defense up. EDH players just love throwing spare attacks at planeswalker so you need defense. Kodama's reach doesn't let you do this, but 2-mana ramp will. Even better is ramp that also leaves behind a blocker, like Wall of Roots. You have the Lotus cobra already, consider also Thunderscape Familiar. Tinder Wall can cast Minsc on turn 2. Khalni Garden will give you mana and leave behind a blocker as well. Wilson, Refined Grizzly is an ALL-STAR attacker and defender.

I like Gruul for removal that hits lots of things at once so I can just run my opponents out of resources with every 3-for-1 or 4-for-1. Vandalblast, Mizzium Mortars, Chandra's Ignition, Tribute to the Wild, Volcanic Offering, Decimate.

Don't play Fling effects. You don't need to sacrifice your guys to deal damage=power. You can play things like Soul's Fire and Ram Through and Domri's Ambush.

Loxodon Warhammer is straight worse than Shadowspear and your growing creatures can easily wear Belt of Giant Strength for no equip cost.

grimcase21 on Varolz, the Scar-Striped EDH - Competitive

3 years ago

If you are still looking to improve the deck, I've also been working on this deck for a long long time (when the card came out). I've always like the voltron big swing style as it was unique to commander, but my deck is solely for 1v1 and does not work very well in multiplayer. Here is a list of cards that I would recommend that have worked wonders for me.

Budget options

Tainted Strike - 2nd berserk (if you're ok with infect)

Belt of Giant Strength - after you scavenge, 2 mana equipment, free equip for another 8 power

Not of This World - my secret tech, after you make it big it's free

Veil of Summer - with this style of deck protection is very important

Sylvan Safekeeper - free protection that they constantly have to respect Wild Shape - flexible, mostly used for hexproof or trample

Jarad's Orders - the 2nd best tutor after buried alive, because there will be 2 creatures you always search for and it's on curve. you always look for Elvish Spirit Guide and Phyrexian Dreadnought. Phyrexian Dreadnought goes to graveyard and Elvish Spirit Guide goes to hand, exile, scavenge, swing with 14 power on turn 3-4.

Unmarked Grave - entomb #2

Demonic Embrace - you can entomb this and give you commander evasion and +3/+1.

Bramblewood Paragon - play this turn 2, minor buff counter, and gives trample because Varolz, the Scar-Striped is a warrior

Rancor - buff and trample, you need to get through

Destiny Spinner - one of the few ways green has to fight counters

Solidarity of Heroes - 2 mana double the 12/13 counters

Wild Growth - it may not be a creature, but it does get our commander out on turn 2

Mausoleum Secrets - 2 mana instant demonic tutor, you sac a dork in response, go find Phyrexian Dreadnought/Death's Shadow, protection spell, or in 99% of cases that I use this one is Berserk

Non-budget additions

Elvish Spirit Guide - serves 2 purposes, the Jarad's Orders trick and making all your turn 2 plays turn 1 (like Sylvan Library), you can also end the Survival of the Fittest chain with elvish spirit guide to do the same trick

Sylvan Safekeeper - free protection that they must always respect, it's very good

Collective Brutality - I value discard highly in 1v1. It also allows you to ditch your scavenge target from your hand to the graveyard while seeing the coast is clear. But in multiplayer, less useful.

Lightning Greaves - haste and protection, yes plz

Dismember - takes care of many of the early problematic targets

super non-budget

Hatred - 1 card win with commander

Necropotence - sculpt your hand for next turn kill

Cards that I would recommend reconsidering/taking out

Harmonize - a bit too slow imo

Arbor Elf - the amount of targets you actually have isn't enough to make it consistent

Asceticism - a bit too slow, you only care about the creature you scavenge on so in terms of mana efficiency something like Sylvan Safekeeper or Lightning Greaves

Quirion Elves/Devoted Druid - we want to go 1->3 mana, so we get our commander out on turn 2, this doesn't help to do that

PinnedPhoenix on Wyleth V1.1

3 years ago

fun deck idea, especially for budget! two cheap equipments to consider: Belt of Giant Strength and Winged Boots. both perform well for their price!

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