Delver's Torch

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl 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
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Delver's Torch

Artifact — Equipment

Equipped creature gets +1/+1.

Whenever equipped creature attacks, venture into the dungeon. (If you aren't venturing through a dungeon, choose one of the dungeon cards you own from outside the game, put it into the command zone and put a venture counter on the first room of that dungeon. All effects of that room trigger. When you venture into the dungeon while you have a dungeon in the command zone, advance to the next room downward of your choice and triggering all effects of that room. When you have resolved the effects of the last room of the dungeon, remove that dungeon from the game. You can only venture through one dungeon at a time.)

Equip (: Attach to target creature you control. Equip only as a sorcery.)

Spotos on I Thought You Were Selesnyan

1 year ago

MuricanSheepdog Np, just trying to help out someone starting. The main things to focus on are the cards with effects that won't help towards the main strategy. Some cards to replace would be, CREATURES: Arborea Pegasus, Dire Wolf Prowler, Elturgard Ranger, Hill Giant Herdgorger (The problem with him is that even though it does get you 3 life, for 6 mana and a creature with no other abilities is a bit too much mana to cast compared to some others cards that can gain life), Planar Ally (not sure how much you want dungeon crawling to play into the deck, but with most of these cards, you could honestly build another deck centered around it instead of putting it into this deck), INSTANTS: You Hear Something on Watch, Plummet, Repel the Vile(even if these are removal for cards, some other cards do what they do better and are still less than a dollar in price), SORCERIES: Compelled Duel, ARTIFACTS: Delver's Torch,Treasure Chest(This may seem like a really good card, but for 3 to cast and 4 to activate, making it essentially 7 mana to either gain 3 life and draw 3 cards, or lose 2 mana in total, the card seems like it has more of a chance to whiff rather than help in its effect,((don't worry, I would have fallen for that too))). Since you said your struggling to get mana, some "ramp" I would put in the deck would be Rampant Growth, Reclaim the Wastes, Roiling Regrowth, and Crop Rotation. Those should get you lands out quickly to play your commander sooner. Some artifacts I would also put in would be Commander's Sphere, Sol Ring, Moonsilver Key (this can search out Sol Ring from your deck), Moss Diamond, and Marble Diamond. Those are the ones off of the top of my head. Sorry if it's a bit long, I didn't want to make it 2 comments. If you still have any questions, feel free to ask away again, and I'll be happy to help out. :]

SOTC on isshin samurai tribal

2 years ago

Hey Breastiny, good to see other people brewing with Isshin!

I'd see about maybe running Kentaro, the Smiling Cat as a cheap mana-fixer, to ensure you never have the wrong colors. Fumiko the Lowblood is an excellent card here; your opponents are forced to swing, even with creature they don't want want to attack with. They will either attack other opponents (helping you win) or attack into a pumped-up Fumiko, which will lose them their creatures. In a true Samurai tribal deck, Nagao, Bound by Honor, Takeno, Samurai General, Konda, Lord of Eiganjo and Godo, Bandit Warlord can't be omitted.

As niche picks, consider Iizuka the Ruthless and Opal-Eye, Konda's Yojimbo. The former will put your foes on the back foot, as they never know when the double strike might come through. The latter provides defensive utility, especially late-game when you have access to more mana.

On the non-Samurai end of things, some Equipment that synergizes with Isshin seems like a good call. Sword of the Animist gets even better by fetching you 2 basics instead of 1, while Sigil of Valor and Reaper's Talisman double up on your other 'attacks alone' effects. Other Equipment improved by Isshin includes Argentum Armor, Delver's Torch, Moonsilver Spear Sword of Hours and Trepanation Blade. If you find yourself in need of additional (non-Samurai) cannon fodder, Captain's Claws and Sigiled Sword of Valeron will do in a pinch.

Hope this helps! Good luck :)

GrimlockVIII on Tomb of Annihilation: Pauper Dungeon

2 years ago

Changeling Outcast and Tormented Soul combo well with Delver's Torch to provide a consistent source of Dungeon Venturing if you're into that.