Conqueror's Flail

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal

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

Kamerot on Om Nom Trample

1 week ago

Profet93 nailed it on the head. Shutting my opponents artifacts is more important to me than the 2 artifacts I have being shut down. The Great Henge still gets its passive ability which is more to me anyways, the mana generation is a bonus. And Conqueror's Flail being onboard is actually a deterrent for removing the ouphe because locking opponents out of my turn usually results in a win. On a couple more notes, ouphe being a green creature instead of a colorless planeswalker makes it add to devotion, creature count for Cradle and can't be countered if Allosaurus Shepherd is on the battlefield.

ILuvMtg on The First Sliver, a Sliver tribal EDH

1 month ago

If your playing against a lot of interaction, then I would also include cards like Lightning Greaves, Swiftfoot Boots, Conqueror's Flail, and Pledge of Loyalty to protect your commander.

Rivel on Mono red Dragon Deck V2

6 months ago

Protection: It feels bad when I get my lathliss out, and the poor queen of dragons gets subjected to a Murder or a Path to Exile, or caught up in a Blasphemous Act. It feels even worse when I attempt to play her and just get a Counterspell, effectively throwing away a turn. I would love some more protection in my deck, not just for my Lathliss, Dragon Queen but perhaps other important Dragons I will have in my deck like Terror of the Peaks, Scourge of Valkas, Hellkite Tyrant, etc etc you get the idea.

Currently, I only have 4 protection cards. Lightning Greaves, Pyroblast, Red Elemental Blast, and lastly Reverberate (for potentially duplicating pyro/red ele blast if they try and use yet another counter spell). I feel like I do not have enough protection. However, should I even worry about protection and just focus on ramping and rushing down my opponent? If the game starts to drag out or I am facing a lot of control, I believe it would come in handy.

I would like to add in Darksteel Plate for destroy/damage protection. But then, in order to protect that (and all of my mana ramp+discount arts) I would like Darksteel Forge. While it wouldn't save them from exile, I face a lot more destruction than exile in my playgroup. If I do run into exile, I wouldn't mind a Sword of War and Peace due to a lot of exile being white colored. Id also like to run Swiftfoot Boots but seeing as I already have Lightning Greaves is it too much? Lastly, in terms of protection, I would like to run Conqueror's Flail, and Price of Glory as those would prevent/discourage control players from using counter spells, instant destructions and what not during my turn when Im trying to do some big plays.

Ultimately, my biggest issue is there are lots of cards that I like, but not enough deck space. I am not sure which ones I should focus on, what cards I should take out to fit them in, or if I shouldn't worry about getting more protection in my deck and just focus on running down the opponents.

Profet93 on Lathril Casually Competitive

6 months ago

SweetDreamsies

I agree with the majority of king-saproling's points expect one.

Imp's Mischief is one of my top 3 favorite cards in the game. VERY powerful, HIGHLY underrated, although I'm not sure it's needed for the build. It's versatile, provides you the ability to bluff, but I feel your build would be better utilized if you focused on something that provides a similar outlet yet is more easily attained. Conqueror's Flail might be better suited than Imp's because.... A) Provides a buff B) Not a one and done, it's benefit is constant C) Provides a requirement for the blue player to remove prior to your actual spell that they want to remove. By casting this, they are forced to counter, then use another counter (assuming they have) on your primary spell. While it is more telegraphed and removable, I find the benefits outweigh the costs.

I think Mox opal should be cut given how little artifacts you have. Speaking of artifacts, while no-bo with umbral mantle, I highly suggest Collector Ouphe. It only hits about 8-9 of your cards but it really messes with certain opponents. Not a necessary suggestion, but this card can put in serious work. Especially if you wanted to be fun and run a Contamination .Given you make many tokens, it should be easy to feed into, your own dorks can provide green mana and then ouphe can shut down rocks so that opponents are helpless. Another benefit of contamination is anti-blue (assuming no rocks) as when you cast, they either A) Counter it B) Float mana in response, then you pass priority and proceed to main phase 2, their mana disappears and you cast your intended spell).

I am unsure of your meta, if its filled with black, blue, artifact ramp or something else. But these are definitely worth considering if you wish the deck to be more competitive IRL rather than just having the competitive meter higher

orenrahat on Om Nom Trample

7 months ago

I'm curious why not have Dosan the Falling Leaf in the deck? It's Conqueror's Flail on a stick and as a creature is tutorable

sjsilver on Unlimited Blade Works

7 months ago

Do you want Conqueror's Flail here?

LunchBox1211 on Who controls equipment abilities?

8 months ago

There are several questions here. If need be, I can make multiple posts. For all of these, picture the following: I have a creature with an equipment. My opponent gains control of said creature, and attacks.

If I control an equipment that is attached to a creature an opponent controls, who controls attack/damage triggers and abilities that trigger at the beginning of combat? My guess would be that whoever owns the equipment, but I'm not entirely sure.

Who can activate Robe of Stars's Astral Projection if it is equipped to a creature an opponent controls? Again, I control the equipment, but not the creature.

How does Conqueror's Flail's 2nd ability work if I control it, but an opponent controls the creature it is attached to?

Cards that I am specifically wondering about: Argentum Armor, Explorer's Scope, Infiltration Lens, Sword of Fire and Ice as well as all the other "Sword of's",

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