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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Highlander | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Oathbreaker | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Elena, Turk Recruit
Legendary Creature — Human Assassin
When this enters, return target non-Assassin historic card from your graveyard to your hand. (Artifacts, legendaries and Sagas are historic.)
Whenever you cast a historic spell, put a +1/+1 counter on this.
Optimator on How many equipment until free-equip …
1 year ago
I'm throwing together a Shinra-themed deck with Elena, Turk Recruit and Reno and Rude as rule-0 partners. Here's the prototype decklist (I doubt the details are particularly important for this discussion per se): Shinra Conflict Resolution
As a way to help the commanders do anything, and to trigger Elena's historic-matters ability, I'm thinking of adding a good amount of equipment. Not enough to make it like a full-on equipment deck, nor to make the deck a Voltron deck.
That said, I wanna check everyone's gut:
How many equipment would you run before cards that free-equip, like Sigarda's Aid, Ardenn, Intrepid Archaeologist, Forge Anew, Bruenor Battlehammer, etc seem like good inclusions?
Conventional wisdom for Equipment decks seems like 18-25 equipments makes it a true Equipment deck.
Would running, say... twelve Equipments warrant free equipers? Ten? Fourteen? Sixteen? Nine?
I know it depends on the equip-cost of all the equipment and the curve and all that. I'm just testing the waters as to where y'all would draw the line if you had to throw out a number.
Thanks!
