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Legality
| Format | Legality |
| 1v1 Commander | 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 |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pioneer | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Blackblade Reforged
Legendary Artifact — Equipment
Equipped creature gets +1/+1 for each land you control.
Equip legendary creature
Equip (: Attach this to target creature you control. Equip only as a sorcery. This enters the battlefield unattached and stays on the battlefield if the creature this card is attached to leaves the battlefield.)
gzusvictory on
Cloud | Mercenary Voltron
1 month ago
If you are comparing the two, I think Vibranium Strike Gauntlets is way better than Swordsman's Steel.
The gauntlets actually adds evasion (so important with our commander’s Flip double strike), has repeatable card draw, equips for free, and works regardless of how many equipment you have. Flash probably the most underrated part since Voltron decks tend to be pretty telegraphed, and adding elements of surprise like flash can increase chances of making a smaller attack into a lethal one. It’s like a build-your-own Embercleave in white (if we have our commander Flip out). Do you not find mono white struggling with card draw? Definite add to the deck/worth testing at least, in my opinion. It was a must-answer threat when I sat across a black panther deck that was using it. By the time we found something to kill the Vibranium Strike Gauntlets with, he has already drawn 4-5 more equipment from it.
The fact that both the card draw and the boost of Swordsman's Steel is dependent on already having equipment out makes it pretty ugly, especially if it’s one of “those games” where it’s your first/ only equipment. Our pure power boost gives no evasion or protection, so with our commander Flip alone, our attacks can just be chump blocked for days. Like how brutal would it be to attack with this and another equipment knowing that at any moment, if they kill the other equipment, the Swordsman's Steel also powers down. It costs four mana to play, but still 3 more to equip? Sounds clunky. What would we take out for it, anyway? Probably our other pure power boosting, but efficient Blackblade Reforged?
zelous666 on
Blazing Rush
2 months ago
Those are great suggestions. I'll try out the Excalibur, Sword of Eden and Claws of Valakut for buffs for now and see how they do. I really like Sundering Eruption Flip for that non-flying creatures can't block bit, but i also love that sweet sweet rare hand where i get to roll out a land + Sol Ring + Arcane Signet first turn. Every one of my decks has those two cards in it. So i replaced a mountain instead. I'll play some games and see if I want to go with Blackblade Reforged instead of the sword because I'm not entirely sure if this deck will reliably get the cost of it down far enough, but dang if it ends up being reliable that is one hell of a buff. Thanks.
Optimator on
Blazing Rush
2 months ago
Very fun! Simple and clean.
Excalibur, Sword of Eden and Blackblade Reforged are worth noting for having some of the biggest power boosts available. I know you won't get the hugest discount on Excalibur with your current build, but you have some legends and some artifacts; should be fine.
Claws of Valakut and Granite Grip would be worth noting too.
Having some cheap flyers like Loyal Apprentice could make swinging in more reliable.
You may be better served by switching Arcane Signet out for an MDFC like Sundering Eruption Flip or Shatterskull Smashing Flip. Your commander is 3 mana so Arcane Signet doesn't get her out early, and your curve is low enough that getting threats or buffs out on turn 2 would advance your board state more. If you have three lands and Signet and miss a land drop, it is the same on turn 4 as having 4 lands but more resistant to removal.
clayperce on
Skittles®
6 months ago
A few potentials (pls treat these all as more like "General Mono-B Good Stuff" than "Actual Recommendations"):
- Lands: Nykthos, Shrine to Nyx, Rogue's Passage, and Shizo, Death's Storehouse
- Equipment: Blackblade Reforged and Fireshrieker
- General Utility: Jet Medallion
Good luck (and good skill) with Skittles!!!
clayperce on
Sephiroth, Fabled Soldier
7 months ago
Ryski3 -
Ok, I'll throw some thoughts at ya. PLEASE take all this as "brainstorming" though, not as "recommendations", as I'm still very new to Sephiroth, my deck is definitely not "there" yet, and we're almost certainly building for different playstyles and metas.
Looking at my deck (sorry I haven't transferred it over to TappedOut yet) and comparing it to yours, a few general things stand out:
MANA CURVE: My mana curve is quite a bit lower (total mana value 152 and average mana value 2.38, with the peak of the curve at 27x 2-drops) than yours (total mana value 180 and average mana value 2.77, with the peak of the curve at 21x 3-drops). I built it this way partly to make the deck faster, but mostly because I generally want to cast Sephiroth as soon as I have three mana … and every other 3-drop kind of “competes” with him. Depending on how fast you want to go and when you want to play Sephiroth, shifting your mana curve lower might be worthwhile.
MANA BASES: Our manabases are VERY different (I have more lands despite my lower curve, and you have a bunch more mana rocks and utility lands), but the end result is very similar. If we plug our deck lists into Salubrius Snail’s manabase tool, we can see they’re both “Very strong” and we both have a ~60% chance of casting our 6-drops on curve. That may be something you want to keep an eye on though, as you make adjustments to the deck.
“PILLARS” OF AN ARISTOCRATS DECK (SAC FODDER, SAC OUTLETS, DRAIN EFFECTS):
- I have my sac fodder spread across a few areas: 3x like Fleshbag Marauder in “mass disruption”, 2x like Greedy Freebooter in “ramp”, 5x like Gravecrawler in “recursion”, and of course 12x like Bitterblossom in “tokens”, for 22 total. As for the other pillars, I have 5x free sac outlets and 7x drain effects (3x like Marionette Apprentice in “direct damage” and 4x like Blood Artist in “drain”).
- In your deck, I think it’s 15 total pieces of fodder (3x in “mass disruption”, 1x in “ramp”, 1x in “recursion”, and 10x in “tokens”), 3x free sac outlets, and 6x drain effects (1x in “direct damage” and 5x in “drain”). You mentioned your deck feels like it could use some more token generation, but we’re actually pretty close there (12 vs 10). But raising your sac fodder in some of the other areas could perhaps make a big difference … maybe start with the “recursion” area (both in my main deck and in the “considering” tab)?
STAPLES (CARD ADVANTAGE, CARD SELECTION, MASS DISRUPTION, PROTECTION, TARGETED DISRUPTION, ETC): We’ve got different priorities here (I think mostly because of our different metas), and that’s cool.
THOUGHTS ON BRACKET 3 VS BRACKET 4:
- My deck is honestly in a REALLY awkward position … it’s too fast for Bracket 3 but it's generally way too grindy/not consistent enough to compete at Bracket 4. So I need to either tune it down (by removing some infinite combos) or tune it up (by adding either more combos or more tutors to make the current ones more consistent, plus maybe adding some more fast mana sources).
- As for your deck, adding some infinite combos would definitely be a way to increase the power level. The challenge is it’s very easy to build an Aristocrats deck that can go infinite on Turn 3 (or even earlier with fast mana or a Dark Ritual), and even if it doesn’t happen often, once it does, folks will think we’re playing a Bracket 4 deck at a Bracket 3 table.
- You may already be using it, but if not: The Find my Combo page, over at Commander Spellbook is a GREAT tool, whether we want to add combos to a deck or keep them out.
A FEW ACTUAL RECOMMENDATIONS:
- My MVPs in the 99 are probably Ayara, First of Locthwain, Forsaken Miner, and Skullclamp; I recommend giving them a hard look.
- You might consider adding Feed the Swarm and Withering Torment, as they’re the only tools we have to deal with enchantments, in mono-B.
- The Masamune is very flavorful OC, but playing five mana for a drain effect is IMO pretty bad.
- Some cards that don’t seem to really fit in with what the rest of the deck is doing: Reliquary Tower, Contamination, Blackblade Reforged, Qarsi Revenant, and Whispersilk Cloak.
- If you decide to keep the deck in Bracket 3, you’ll definitely want to pull the Contamination, as Mass Land Denial isn’t allowed. Obviously if your meta is cool with it, nvm :-)
Thank you for coming to my TEDtalk. Hopefully something in there ^^ was useful, and if not I’m very sorry for the spam. Good luck (and good skill!) with Sephiroth!
Cheers!
CommanderNeyo on
The Ultimate Warriors (Updated)
11 months ago
I love Mardu! My favorite deck plays a lot like this one.
Below are some of my recommendations, but I would mostly recommend you check out the CommandZone on Youtube - they have a deckbuilding guide that is very good. Also, for some ideas on cards, you can check out EDHREC, which is a database for deckbuilding.
Anywho, here are some of my recommendations:
== ADD ==
Isshin, Two Heavens as One and Windcrag Siege double all your attack triggers.
Alesha, Who Smiles at Death and Terra, Herald of Hope
if you face a lot of removal.
Swords to Plowshares, Damn, Blasphemous Act, and Ruinous Ultimatum for removal.
Boros Charm
for protection.
Voice of Victory, Bone-Cairn Butcher, Infantry Shield, and Dalkovan Packbeasts for more Warrior tokens.
Hardened Tactician, Raiders' Spoils, Mindblade Render, Skullclamp, and Zurgo Stormrender for card draw.
Professional Face-Breaker for ramp and card advantage. Boros Signet, Orzhov Signet, Rakdos Signet, Talisman of Conviction, Talisman of Hierarchy, and Talisman of Indulgence for more ramp.
Shared Animosity, Fiery Emancipation, and City on Fire for buffs.
Reconnaissance to remove any creature your opponent blocks so it won't die, and Redoubled Stormsinger to double your tokens.
33 Lands is very low, especially since you have so little card draw and a high average cmc of 2.67. I recommend at least 38, if not 40 - you generally want to be playing a land every turn for the first 5 turns.
== CUT ==
Here are some cards I recommend cutting:
Aeronaut's Wings, Colossus Hammer, Greatsword of Tyr, Inquisitorial Rosette, Mardu Monument, Team Pennant, Amazing Alliance, Cartouche of Solidarity, Rally the Ranks, Shared Triumph, War Effort - Most of these provide modest buffs or require too much mana to use in one go. Most equipment are better in dedicated equipment builds, while Zurgo is generally more about going wide. If you do want to play equipment, I would recommend ones that provide utility (like Sword of the Animist, which you already have) or provide large buffs (like Blackblade Reforged). Cards that only buff your damage by 1 are generally underpowered.
Chromatic Lantern, Commander's Sphere - Your commander is 3-mana, so it is nice to have 2-mana ramp so you can still play your commander on curve.
Diabolic Tutor and Mastermind's Acquisition are a lot of mana for a tutor, and I would generally recommend cutting them.
Anywho, that's a lot, but let me know if any of it was helpful!
theNeroTurtle on
Heart of the Cards! Flubs, the Fool Edition [P]
1 year ago
I am thinking hard on a Fool build. Blackblade Reforged looks like a must.
DarthTrevyn on
Heart of the Cards! Flubs, the Fool Edition [P]
1 year ago
Flubs, the Fool is the best!
Landfall works amazing with him too!
So basically the more lands you play, the more cards you draw.
With Flubs, the Fool (and many other cards on the field) you’d be able to play at minimum 2 lands each turn… I have averaged 4-6 lands per turn each game.
With the use of cards like Field of the Dead, Scute Swarm, Springheart Nantuko and Rampaging Baloths, each land played is just building a bigger board state. Also, equipping Flubs, the Fool with Blackblade Reforged and swinging big with commander damage is awesome.
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| Want (1) | freshie9000 |












