Conqueror's Flail

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

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Conqueror's Flail Discussion

Monomanamaniac on Galea, Hope of Voltron

2 months ago

SirChris39 thank you so much! I actually have an update for this deck coming soon, look forward to seeing Sword of Hearth and Home and Conqueror's Flail added to the list. This deck was put together using a lot of the cards I used in my Balan, wandering knight deck. I think Galea being 3 colors gives you a lot more options as far as ramp, card draw, and protection. Her ability is a pseudo card draw that gives you a discount on equip costs.

faustodemambo on The Ur-Dragon, quest for 100%

2 months ago

Profet93

Sorry for the late response, I don't have a lot of time on my hands anymore sadly

1 Embercleave its player removal with my commander out. I don't have to flash it out as I can put it on the battlefield with The Ur-Dragon's ability so its harder to counter. If I see that people are out of mana I can use the flash part but its not needed all the time

2 I don't think Yavimaya, Cradle of Growth is good enough as I'm not playing cards that can tutor it. As soon as all 5 colours are printed I'm changing my rampcards to be able to tutor lands

3 Steely Resolve has worked great for me as haste is quite important and it also protects some of my more important cards

4 Wasitora, Nekoru Queen was a card that I wanted to cut for some time but I didn't know what I could replace it with. For now I have added Klauth, Unrivaled Ancient but he might get cut for Moonveil Regent

5 Conqueror's Flail will make this list for Grand Abolisher, I just want to get grand abolisher out vs my friends Kozilek, the Great Distortion deck once. As soon as that happend I will change em

6 Dragon's Hoard is 1 mana to much for me. I have tried to keep all my ramp artifacts at 0-2 mana. The Great Henge doesn't follow that rule but that card can be 2 mana and is just to good not to have

libraryjoy on Balancing my 2 decks against …

2 months ago

I agree with Gavriel, except for one thing. The white deck could run a couple of Call to Glory to untap all creatures (also gives pseudo-vigilance and the element of surprise). The curve on the white deck is way too high, and there are too many counterspells in the blue deck. Repeatable token generation is definitely the way to go. Consider things like Populate, Growing Ranks, Sundering Growth. To interact with big threats from the blue deck, Oblivion Ring definitely could find a place. To give white a "sleep" effect, I like Blinding Light. And the Whelming Waves do seem especially cruel against the white deck. If you keep them in, you also need to give white a nasty edge to play. Celestial Dawn would wreck the blue deck entirely. You could also include things like Thalia, Guardian of Thraben, Conqueror's Flail, Grand Abolisher or Silence to give white a competitive edge against all the counterspells (and they're all pretty expensive, because they are so effective).

Rhys the Redeemed would be an awesome include for the white deck. You might also look for things that make bigger scarier tokens, like 4/4 angels Moonsilver Spear or Seraphic Greatsword. Or low to the ground anthems like Honor of the Pure. Plus a little card draw in there somehow. Not white's strong suit, but something like Mentor of the Meek might work.

KayneMarco on Rog and Jeska

2 months ago

Color me inspired! If you don’t mind I gotta steal this deck idea. Why no Sword of War and Peace? Few other card ideas to consider:

Profet93 on The Ur-Dragon, quest for 100%

2 months ago

faustodemambo +1

  1. What is the point of Embercleave? Seems really out of place. You seem better off with more ramp or card draw to accelerate your commander out. I see its a one-shot with your commander, seems a bit niche. If you already are at the stage where you can cast your commander and can attempt to swing in, most people will be wary of you holding up mana and it seems like a one trick pony, at least in my meta. Would love to know how its worked for you.

  2. Yavimaya, Cradle of Growth or whatever the new green urborg can help with color fixing. Allows your fetches to tap for green to help ensure you don't need to shuffle your top decks should you like them (top, rack, etc...)

  3. I'm assuming Steely Resolve has worked well for you given you don't target your own creatures aside from the few equipment?

  4. Wasitora, Nekoru Queen - Seems weak, although idk much about dragon tribal. How has it been for you?

  5. Conqueror's Flail - Although anti-synergy with Steely, and weaker due to allowing the abilities of artifacts, creatures and enchantments, flail is another possibility to consider. Slightly less susceptible to removal. Provides a buff and is easier to cast. Food for thought

  6. Dragon's Hoard - Seems like an auto-include, am I missing something, is it too slow?

Ector on Galea, the Equipmonger

4 months ago

The Ramp, the Lands and Topdeck Manipulation

The major goal of every good Galea deck is the right method of ramp and topdeck manipulation. Every time you see a card that Galea cannot play, you should have a way to change the situation somehow. And there are two primary ways to achieve that:

  1. Direct manipulation. Scroll Rack , Sylvan Library , Soldevi Excavations , Vantress Gargoyle and Jace, the Mind Sculptor directly manipulate with your topdeck, allowing you to gain card advantage. Let's look at Scroll Rack for example. If you have say three Auras/Enchantments in your hand that you can play this turn, and your topdeck isn't Aura or Equipment. You just draw three cards, put your Auras/Equipments on topdeck and play all them, actually drawing three cards for 1 mana!

  2. Fetching lands. As long as Galea cannot play lands from top of your library, you should fetch lands as much as you can. This reduces the number of lands in your library (and the chance to see a land on your topdeck), and allows you to shuffle your library. We have six lands that fetch the other lands, and one of them ( Thawing Glaciers ) can fetch multiple times. We also have Sword of the Animist and Elvish Reclaimer that fetch lands repeatedly, and Expedition Map .

The Ramp strategy of this deck uses "the best of all worlds" principle: the best creatures, the best artifacts and the best Aura ( Wild Growth ). Most of the Ramp cards cost 1 mana, but there are few 0-cost and 2-cost cards. Why don't I use more Auras? Because creatures and artifacts are more efficient, and I need Ramp prior to playing Galea. Why do I use mana dorks? There are two reasons: I need early targets for my Equipment, and I want to sacrifice them later to Skullclamp .

This deck has three ways of fetching NON-basic lands: Elvish Reclaimer , Expedition Map and Tolaria West - and if you have Academy Ruins , you can recycle Expedition Map to fetch more lands. One of the best targets for the fetching is Urza's Saga , which can create a giant token and fetch Skullclamp or Expedition Map . Another very important target is Glacial Chasm , which can allow you to survive and grab victory even in a grave sutuation. Of course, Academy Ruins and Hall of Heliod's Generosity are also the popular fetch targets.

The Aura Selection

Most Auras in this deck steal or spoil enemy creatures (especially Commanders). It's hard to win when your Commander is stolen or converted to Insect :) There are only two Auras that should be played on your creatures: Mantle of the Ancients and Unquestioned Authority . Most of the time they are played via Sovereigns of Lost Alara : you attack, then fetch one of them from your deck, and, in case of the Mantle, also play all Equips from your graveyard.

The Hidden Gems

Conqueror's Flail prohibits opponents from playing spells during your turn. This allows you to play all your stuff without pesky counterspells and attack safely. It's very important for this deck.

Moonsilver Spear and Seraphic Greatsword create 4/4 flying Angels. If you have both, you can create enough blockers that can eventually kill somebody.

Dowsing Dagger  Flip should be transformed into a land that provides three mana of any color. It's a great Ramp, especially if you consider that Sword of Feast and Famine and Treachery untap your lands. With a bit of luck, you can even create two Construct tokens with Urza's Saga !

Fractal Harness is the easiest way of creating an enormous creature. It will grow very fast, and Belt of Giant Strength may give it +10/+10! If you get both in play, follow the "Trident Punch" path and look for Surestrike Trident .

Umbral Mantle doesn't have a lot of good targets in this deck: there are no creatures with powerful "Tap:" abilities. But you can steal them! :) Talking seriously, the Mantle is used to untap our Ultron after attacking. I am not a big fan of using Galea for this purpose: it's better not to put all the eggs into one basket. Plus, the Mantle makes a great combo with Surestrike Trident .

Shimmer Dragon is really great for this deck. It flies and almost always has Hexproof. It provides insane amount of cards. And it is much better material for Ultron than Galea IMHO. Most of the time you would need just one Scytheclaw or Kaldra Compleat on it to deal very serious damage.

Fierce Guardianship means that you always might have a counterspell :)

Thassa, God of the Sea is very helpful for two reasons: it can make your creature unblockable (even a tiny Elf with the Scytheclaw becomes a very dangerous threat!) and it provides a free Scry 1 every turn (see above on topdeck manipulation). Still, you have a chance of turning her into creature, since there are several permanents with UU in their casting cost. Having an indestructible creature is always nice!

multimedia on Wyleth, soul of combat card draw

5 months ago

Hey, saw your forum topic asking for help. Nice deck, you have good card sense with a high budget.

Grand Abolisher and Conqueror's Flail are helpful to protect Wyleth on your turn to safely equip and attack. Puresteel Paladin is repeatable draw with equips as well as can be 0 cost equip. If adding Puresteel than adding a few artifact lands: Ancient Den and Great Furnace helps to activate metalcraft. Imperial Recruiter and Recruiter of the Guard can get Stoneforge or another support creature.

Could replace the Diamonds with Signets: Arcane Signet and Boros Signet since they make either color and ETB untapped. Mox Opal and Mox Amber are more powerful mana rocks for more speed. Aggravated Assault combos with Sword of Feast and Famine for infinite attacks. Bloodforged Battle-Axe and Mask of Memory are good equips especially with double strike.

Spectator Seating is a Boros dual land upgrade. Bloodstained Mire and Windswept Heath are two more Fetch lands. Deflecting Swat and Flawless Maneuver can protect Wyleth for no mana cost. Pyroblast and Red Elemental Blast are helpful to counter an opponent's counterspell. Generous Gift and Chaos Warp are removal spell upgrades. Jeska's Will is a powerful ritual.

If interested in any of these suggestions then I offer more advice of cuts to consider. Good luck with your deck.

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