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Legality
Format | Legality |
1v1 Commander | Legal |
Block Constructed | 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 |
Planar Constructed | Legal |
Tiny Leaders | Legal |
Vintage | Legal |
Dream-Thief's Bandana
Artifact — Equipment
Whenever equipped creature deals combat damage to a player, look at the top card of their library, then exile it face down. For as long as it remains exiled, you may play it, and mana of any type can be spent to cast that spell.
Equip (: Attach this to target creature you control. Equip only as a sorcery. This enters the battlefield unattached and stays on the battlefield if the creature this card is attached to leaves the battlefield.)








FormOverFunction on Khârn deck help
1 year ago
I would LOAD the deck with nothing but combat tricks and equipment. The equipment specifically because those stay under YOUR control, so you get whatever benefits they provide (card draw/lifegain/etc). Something like Bronze Cudgels gives you a little bit of a dial to control how fast things get out of control. Captain's Hook gives you something of an emergency killswitch. Champion's Helm keeps other people’s grimy paws off of him. Dream-Thief's Bandana could even open your deck up to all sorts of other shenanigans. I’d start with equipment. 100%.
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Want (1) | beesaurs |