Blacksmith's Skill

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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
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Blacksmith's Skill


Target permanent gains hexproof and indestructible until end of turn. If it's an artifact creature, it gets +2/+2 until end of turn.

IHATENAMES on Ruin Ghost + Retreat to Coralheim landfall combo

1 day ago

I would suggest more ways to find the combo. Think Opt maybe tweak a few cards to appear as uw control and suprise them game 1 with the combo.

Ideas for digging on a budget:

Supreme Will Censor Opt Omen of the Sea Remand Serum Visions

Ideas to protect the combo pieces

Blacksmith's Skill Slip Out the Back Spell Pierce

I see no sideboard so here are a few ideas:

Spreading Seas for tron

Deafening Silence combo

Mystical Dispute or in general, more counterspells

Rebuild bounce artifacts like urza saga tokens

A boardwipe like Wrath of God doesn't have to be that. Best is Supreme Verdict but there are plenty in white. Doomskar is one of the cheaper ones.


alot of what I am suggesting is instant and sorcery. It could allow a Thing in the Ice  Flip plan B

Or you have alot of walls in the list maybe make them swing with High Alert as a plan B

Or less combo but more general mill which gets a little more expensive like Fractured Sanity Tasha's Hideous Laughter Fraying Sanity Maddening Cacophony

Note Fraying Sanity Maddening Cacophony should mill your opp out when kicked.

SufferFromEDHD on An Affinity For Affinity

2 months ago

Prismatic Strands one of the most powerful commons in the card pool.

Blacksmith's Skill and/or Loran's Escape more powerful utility/protection.

Sorin_Markov_1947 on Feather Redeems Boros in EDH [Primer]

3 months ago

Loran's Escape is just better Blacksmith's Skill.

Seems like there's a lot of clunky stuff in here. I don't think I'd ever cast Velomachus Lorehold the way I run Feather (which, tbf, is probably different than you do). There are so many better cantrips than Heal and Panic. Drawing that card a turn late is a huge deal. Past in Flames is expensive mana-wise as well. Shrine of Loyal Legions seems like very low payoff unless it's late in the game, where 20 1/1s doesn't even do you much. A lot of your creatures also seem like low payoffs, they won't be able to win the game fast enough for the pseudo-cEDH decks this deck looks to run against at this price. I just don't understand how this deck functions at the level it seems to want to be without being voltron.

legendofa on The Spiteful Professor and the Penitent Dinosaur

3 months ago

Switched Loran's Escape and Blacksmith's Skill for Armor of Shadows and Professor's Warning. Giving an opponent's creature hexproof isn't very useful when lining up a Seal of Fire to start a damage loop.

Ultarian on Budget Modular

4 months ago

Breakaway Thank you! Dispatch and Blacksmith's Skill are great suggestions! Mirrorweave also has some strong blow-out potential. Being a linear deck, I think they're more like sideboard options, though. Definitely on the list of considerations. Likely to be mainboard against certain meta.

Breakaway on Budget Modular

5 months ago

As far as budget recommendations go: Dispatch is cheap and effective removal. Blacksmith's Skill is an amazing way to win in combat or blank a removal spell. Blinkmoth Nexus can add some resilience and isn't that expensive. Mirrorweave is so much fun. it can either pump your team by copying your opponent's biggest creature, make your team fly if you target Arcbound Stinger, shrink your opponent's board if you target one of your X/1 creatures or even act as a one-sided board wipe if you target one of your 0/0 modular creatures.

wheels47 on Can't Lose

6 months ago

wallisface The plan if I can't win with damage is to deck the opponent, which is something I'm comfortable with. The angel is usually in the most danger right when it comes out, but as the game goes long the lock usually outpaces the opponent's ability to break it.

The deck is not interactive at all, but it can freely ignore anything not relating to removal. And it doesn't just sit for four turns--Glorious End, Chance for Glory, and Angel's Grace can functionally turn a T4 angel into a T3 angel, and it has ramp with Strike it Rich. And once the angel comes out, Glorious End and Pact of Negation become powerful counters, especially if you can stick Pact (or Blacksmith's Skill) on Isochron Scepter.

I'm also worried for the angel's safety--the success of the deck hinges entirely on it. I suppose you've identified some of the challenges of the deck, but I would be curious what specifically you would change to address them.

berryjon on Hexproof in Mono White?

6 months ago

Sadly, Hexproof is Blue and Green as White is the Color of Protection cough. White sources are not permanent. You're looking at Beaming Defiance, Blacksmith's Skill, Karametra's Blessing and Loran's Escape

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