Conqueror's Flail

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Custom Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 (C16) Rare

Combos Browse all

Conqueror's Flail

Artifact — Equipment

Equipped creature gets +1/+1 for each color among permanents you control.

As long as Conqueror's Flail is attached to a creature, your opponents can't cast spells during your turn.

Equip

Conqueror's Flail Discussion

Grumplstiltskin on Overlord

1 day ago

Cool deck. I like the addition of Fling and Conqueror's Flail . Check out my dragon deck here: https://tappedout.net/mtg-decks/ravener-lord-bladewing/

NeonEndymion on The Ur-Dragon

1 week ago

Great catch on Three Visits ; I usually don't mind seeing Farseek for the added flexibility in color fixing, but if you're going for efficiency, that's a good swap.

Conqueror's Flail and Abrupt Decay were cut simply due to needing to trim down anti-control tech/removal and staple it on to Dragons so I could bump up the number of draw spells/effect closer to 10.

As to Toxic Deluge vs Fire Covenant , I think given our dork package, Fire Covenant should be run first. Anguished Unmaking , Abrupt Decay , Despark , or Teferi's Protection would all be worth looking at over Toxic, depending on your meta. If you need another board wipe vs removal/protection, I'm still pretty high on Crux of Fate , Damnation , or Magmaquake —the latter if Planeswalkers are an issue for you.

In terms of power level/competitiveness, I'm still looking to optimize the deck, but have to make adjustments since the whole strategy/deck composition can't really put up a decent showing in cEDH pods (where most of your decklist needs to be comprised of tight or redundant 2 card win-cons, mana neutral or positive ramp, cantrips/card draw/card selection, and cheap interaction/stax effects . . . and blockers for Tymna, assuming you're not playing her in the first place).

As opposed to, y'know, 22 dragons (including the commander), one permission spell that interacts on the stack, and not being able to threaten wins reliably before turns 6-8, possibly turns 8-10.

So I was just finding that even though I had strong/fast starts, the deck lacked enough raw card draw to stay in longer games of attrition that a lot of optimzed to 75% pods end up becoming. Rishkar's Expertise should thus probably be a Windfall , but with the added big ramp from Faeburrow Elder , I've been able to cast The Ur-Dragon more reliably, and drawing ten w/ a free cast has been great.

And in terms of your decklist (our lists' cores are still rather quite close with just a few deviations!), I'd look to cut any two of these four—— Conqueror's Flail , Gruul Signet , Sarkhan the Mad , or Abrupt Decay --for Worldly Tutor and some kind of raw card draw effect/spell. But those are all just cards that I had found either too narrow/conditional and are meta-dependent.

Whatever the power level, if we're lacking anything at the moment it is probably graveyard hate . . . I had been running Rakdos Charm , but that of course can't take care of more than one recursion engine at the table. Yard engine/value decks (vs decks that include graveyard manipulation as part of a winning/linear line) don't pop up as frequently at higher-power or cEDH tables, except maybe Frog (which needs its commander to function more than its yard, arguably), where Deathrite Shaman or Noxious Revival can target an opponent's key yard piece can sometimes stop a win . . . maybe Rakdos Charm gets a bit better with both Noxious Revival and Backdraft Hellkite ? Leyline of the Void fits what I'm looking at perfectly but isn't quite main deck playable.

I'm also wondering whether/not the list should have some way to punch through more massive damage after a slower start/board wipe . . . Sylvia Brightspear or Xenagos, God of Revels ?

Vlasiax on The Ur-Dragon

1 week ago

Seems solid, I've also thought about cutting Goreclaw, Terror of Qal Sisma but this can wait until I get my copy of Bloom Tender :)

From a ramp perspective Three Visits might be better than Farseek simply because of that land coming into play untapped but for me it's very expensive and should cost at most 2x more than Nature's Lore (in case it ever gets a reprint). There's even Spoils of Victory but this might be too expensive at 3 CMC.

I wonder why Conqueror's Flail and Abrupt Decay got cut from here?

In my build I still didn't acquire Toxic Deluge due to high price tag so I thought about getting Fire Covenant in it's place and in covenant's place Anguished Unmaking - do you think that it might get similar

I understand your decision but there are much more variables that make a deck "75%" - I'd actually create most powerful version of a deck (or almost that, you know, ABUR duals are expensive xD) and depending on the playgroup's power level I'd rather adjust my playstyle (e.g. tutor for beater/ramp instead of a straight up win-con).

caantpayrent on Zur’s Second Chance

1 month ago

so i saw your deck on the forum. I should start with cedh isnt a strong point of mine but have you thought about;

Teferi, Time Raveler - 3cmc and makes interacting with you very tough.

Isochron Scepter you have some very strong targets for this but then you could add Narset's Reversal which creates infinite turns with Time Warp and is also a utility option. great in a counterspell battle

some possible extra control options Flusterstorm - works with scepter

Silence - works with scepter

Conqueror's Flail - 4cmc total so maybe a bit slow but shuts your opponents off on your turns

Angel's Grace - classic

anyway thats all i could think of. hope some of this helped.

lil_cheez on Balan, Equipment Voltron

2 months ago

Lechero21
I second sinister1234 and I would also add that you have tools to try and avoid counterspells

In this deck Nensou runs Grand Abolisher and Conqueror's Flail , these cards won't let they respond in your turn

Scout's Warning , Emergence Zone , Winding Canyons and the like will let you play your commander with Flash, so you may time it right on a moment no one has enought mana to counter it (of course there will be the occasional Pact of Force of Will but we have to live with that)

asd874 on Atla’s Perfect Scrambled Eggs

2 months ago

i like the idea of this and the way it is built haveing 1 egg and a sac outlet can lead to a win unless you hit guide with no egg in grave or kiki with no extra egg to clone.

Some ideas

More sac outlets: Martyr's Cause | Fanatical Devotion | Spawning Pit

Tutors: Gamble | Worldly Tutor can find protean hulk to the top of the deck before you combo | Enlightened Tutor find sac outlet or other fun stuff

Protection: Conqueror's Flail | Veil of Summer | Autumn's Veil | Silence these will let you stop people from messing with you for the turn you try to win

Ramp: because you dont wana run non eggs so you can turn throw the deck faster artifacts are the way to go. other then the normal Mana Crypt | Mana Vault you can run the talismans and signets exp. Talisman of Conviction | Rakdos Signet

Stuff look at

not a fan of Proteus Machine because hes not a egg unless you flip him so he could end the chain of eggs when trying to combo

Nesting Dragon has the same problem as proteus machine but for a tribal deck it is really nice value

i would want to cut all the eggs that cost more than 3 other than Irregular Cohort and Summoner's Egg as they make a 2nd egg or can put part of the combo into play if you draw it

i feel this could be a good cedh deck but you would have to remove all of the tribal stuff and go for a quick win with any sac outlet + commander + egg i dont think you would even need Thornbite Staff if you build the deck this way

Omnisurge on Opus Thief

3 months ago

Dreadhorde Arcanist seems like a decent card for the deck. I've been trying a variant of this deck with it and Conqueror's Flail . They work well together and both are good enough on there own.

NeonEndymion on The Ur-Dragon

5 months ago

You bring up a few good points here——primarily in the "play a little slower" observation.

I think something this strategy wants to lean more on is being a midrange/slow combo deck; "I'm just playing big, dumb, fun dragons!" is kind of the message you want to send, so quickly dumping your hand and policing the board with a wipe doesn't play into that. I've won far more games w/ Savage Ventmaw + Aggravated Assault than anything else, and I'm thinking now that that should just be the primary line that we're sandbagging until we can set up protection to drop both on the same turn with backup (ideally Conqueror's Flail or Dragonlord Dromoka ).

Under this playstyle, Teferi's Protection is much more valuable and flexible than Toxic Deluge , and Patriarch's Bidding is less a backup wincon than a recovery/value card.

The secondary line then becomes a grindier mix of go wide/beatdown, either/both via combat damage and/or via Dragon Tempest / Scourge of Valkas pings. The whole reanimation plan, especially with a mass binning into Patriarch's Bidding or Living Death , feels more like a Scion of the Ur-Dragon as Commander strategy, and we don't have the slots, the bigger support package, or the curve (or the need, really) to focus on it, it might be another trap pulling the gameplan in too many directions.

I haven't at all missed Thunderbreak Regent so far, and I'm actually happier for the time being having the extra land. Especially with the slightly slower gameplan (but lower overall curve with more consistency/smoother draws and mulligans). And with the Planeswalker package removed, Forbidden Orchard doesn't have as much of a downside, and can actually be a bit of a political play at any point in the game that takes some focus on you or gives minor resources to someone you had to hit with spot removal to try and avoid their targeting you back, but my list needs more fixing than yours due to the halved fetchland package.

Since some of my gameplan is playing on people's perception and sandbagging to mess with their ability to threat assess correctly, and since I'm seeing this primarily as more of a 50-75% deck that can kind of hang with higher power but likely not optimized tables, I'm actually thinking of holding off both on the full fetchland package as well as any ABUR duals. In paper, at least in whatever passes for a local meta around here, threat assessment isn't often, objectively, very good, and I've sat at more than a few tables where you can tell that a "Geez, your lands (or cards) are super expensive!" reaction can sometimes be enough on its own to have you targeted as archenemy; this deck doesn't play archenemy very well.

Load more

Conqueror's Flail occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%