Forebear's Blade

Forebear's Blade

Artifact — Equipment

Equipped creature gets +3/+0 and has vigilance and trample.

Whenever equipped creature dies, attach Forebear's Blade to target creature you control.

Equip

Browse Alters View at Gatherer

Trade

Have (2) metalmagic , golgarigirl
Want (1) Thesurcharge

Printings View all

Set Rarity
Dominaria (DOM) Rare

Combos Browse all

Legality

Format Legality
Block Constructed Legal
Frontier Legal
Pioneer Legal
Duel Commander Legal
Penny Dreadful Legal
Vintage Legal
Casual Legal
Highlander Legal
1v1 Commander Legal
Canadian Highlander Legal
Modern Legal
Oathbreaker Legal
Historic Legal
Unformat Legal
Magic Duels Legal
2019-10-04 Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Leviathan Legal

Forebear's Blade occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Forebear's Blade Discussion

DadHumanPraetor on Nothing but bears

1 week ago

You need a Forebear's Blade! Its fore-bears.

Whirlwind_2100 on Endless Forms Most Beautiful: Vadrok EDH [PRIMER]

2 months ago

I really like how you built him. well done as always. I would consider adding in Jace, Vryn's Prodigy  Flip - so much value. another addition I may consider if you are going for a tron subtheme would be Blackblade Reforged or Umezawa's Jitte, possibly over Forebear's Blade.

Well done. I glanced by him as the weakest of the 5, but I may have to reconsider, especially in commander. Cheers

Eskmohunter on Endless Forms Most Beautiful: Vadrok EDH [PRIMER]

3 months ago

Daedalus19876 im not the most massive fan of Forebear's Blade and this deck doesnt really have any sweepers. Forcing people down to your lands and creatures once or twice should let you connect without a fear of crack back.

Emearq on Syr Gwyn - charging back into commander

4 months ago

Hey, really appreciate your feedback.

Lot of your suggestions are excellent options I've completely overlooked. I had a Boros Charm already, so I've switched that with the Mace of the Valiant. Hadn't even looked at the sword options as thought they were all prohibitively expensive but Sword of Sinew and Steel looks like a great fit for the artifact removal. Will swap it out for Forebear's Blade once I get the card. Open the Armory is definitely a good shout too, have ordered but not yet decided what to swap for it. Finally will also pick up the suggested Buried Ruin for the utility benefits, swapping for a Mountain most likely.

Actually have a Kindred Dominance already, but the high mana cost puts me off as it might sit as a dead card a lot of the time as I'm not sure how deck ramp feels yet. It would certainly help with finishing games off though.

Not so sure on Ashenmoor Liege as many of the knights are white. Likewise, going to give the Haakon, Stromgald Scourge + Dauntless Bodyguard a miss as not sure how to go about getting Haakon into the graveyard easily.

Deck gets its first outing on Tuesday, looking forward to seeing how it plays out.

Thanks again for your thoughts!

dcs619 on Ayula Voltron (Bear Force One)

4 months ago

I might swap out Forebear's Blade for Heirloom Blade, still does voltron-y things and refills your hand when your bears die.

SirQuixano on Thromok Thud Deck

10 months ago

I'd recommend playing a little faster with Thromak. I just recently built a deck around him too (The Very Hungry Caterpillar (Sub $25)), and I use a lot of quick creatures, as you at minimum need to get five creatures to get him to 25, which does commander damage. cards like Genesis Chamber , Fireshrieker , Forebear's Blade , Bladed Pinions , Goblin War Party , most walls/defenders, as they stay alive and keep damage off you, such as Wall of Earth , as well as Abzan Beastmaster for more card draws, Skyscanner to get a draw and an extra creature, Iron Myr and Copper Myr and such for mana fixing, as Vivid Grove and Vivid Crag for being low price multicolor land alternatives

Firstmiracle on OKetra Human Zombo alliance

10 months ago

Ok Niko, Quick Breakdown of what you've got here.

I notice several themes integrated into the deck. You should probably only focus on one theme, and if a secondary theme crops up take advantage of it's synergies. Right now I'm seeing:

Tokens Populate Soldiers Lifegain Creature Count Matters Enchantments Matter

Next we look at targeted removal:

Wanderer's Strike - Just one removal spell is too few. What happens if someone plays a dank artifact or enchantment? Do you just die to it?

Next we'll look at boardwipes:

Hour of Revelation - Some heavy restrictions here. Do you really want to wait for your boardwipe to become discounted? This is also too few board wipes. What happens if the creatures are indestructible? Or if Someone plays around Hour of Rev?

Next we'll look at ramp:

Smothering Tithe - Excellent choice, and a real over-performing option as well.

Ashnod's Altar - Excellent way to make use of your tokens and small costed buddies.

Everflowing Chalice - Aight, not my first pick, but it's aight.

Sol Ring - Duh

This is a pretty good ramp package, but I think we could upgrade it.

Next we'll break down your card draw options:

Mentor of the Meek - Decent in this deck. Sure the tokens you want to make the most of don't work out, and a few cards you play can turn this on. I like him, lets optimize creatures around him to make him better.

Skullclamp - Ayup!

Two cards that draw for you is a good start, lets add in some more.

Alright, let's cut everything that isn't a creature, that doesn't make tokens on its own, that isn't removal, card draw, boardwipes, or ramp, that doesn't have synergy with your commander.

Ajani's Welcome - A great card, but definitely reserve it for a build where you abuse your life totals more so than make creatures.

Anafenza, Kin-Tree Spirit - Most of your creatures are tokens.

Angel of Glory's Rise - Anti-synergies with your commander, and the tokens it creates.

Angel of Renewal - We can find a card that does something better.

Angelic Accord - We want to make angel tokens, but we're not here to gain life.

Angelic Chorus - While this looks good, it generally equates to 4-5 life a turn. Not bad, but not amazing for the investment in this deck.

Angelic Exaltation - Boy do I have mixed feelings on this card, suffice it to say, if you have no creatures, this card sucks. You might have no creatures when you draw this card. That would suck.

Elite Inquisitor - A good card, but we can do better.

Fiendslayer Paladin - A good card, but we can do better.

Forebear's Blade - There's a little synergy here, but to be honest you want a huge discount from this, and you're not likely to get a consistent discount.

Gleam of Authority - Odd counter strategy tossed in. I assume because of Cathars' Crusade which can win the game without gleam of authority.

Glorious Anthem - A great spell for a tempo based weeny deck. This is a cast based token deck.

Harvest Hand  Flip- A good card, but we can do better.

Illusionist's Bracers - I think I understand why you included this, but it doesn't work with Oketra. Oketra's ability is triggered not activated. You probably were thinking of Strionic Resonator

Lena, Selfless Champion - You have so many more token creatures than non-token ones, and your zombie tokens don't benefit from her selflessness at all.

Martyr's Bond - This has potential in a deck that sacrifices it's stuff to maintain board control. I don' think this is a bad card, it just isn't a good enough fit.

Power Conduit -Here's that counter theme again.

Preeminent Captain - Soldier theme.

Sigil of the Empty Throne - Enchantment theme

Squad Captain -Creature count matters theme.

Standing Troops - A good card, but we can do better.

Sunblade Angel - A good card, but we can do better.

Umbral Mantle - I may have missed what this was for.

Veteran's Armaments - Soldier theme again.

Wanderer's Strike - A good card, but we can do better.

Now, I am well aware that this is a lot of cards. Let's shore up your deck, maybe by analyzing your win conditions.

God-Eternal Oketra + Creature Spells = Profit

God-Eternal Oketra + Cathars' Crusade + Creature Spells = Board pump

Token Makers + Divine Visitation = Profit

Expendable Tokens + Ashnod's Altar = Profit

So you win by smacking with a bunch of medium sized tokens, most of the time. This means you need to do three things, Play creatures, Draw Creature spells, and protect your creatures.

Let's start by adding in some badass creatures that fit in your deck well.

Loyal Sentry - One mana has never been spent so well. In the late game it makes a token, in the early game it swings for damage, in the mid game it blocks and destroys pesky creatures.

Knight of the White Orchid - A bear with first strike that ramps you. Pretty good.

Oreskos Explorer - I would never play this in a non-mono-white deck. This does however let you catch up if you are late on land draws, and is at worst a bear to block with.

Benalish Marshal - Glorious Anthem

Boreas Charger - Ramp bud, ramp in mono-white whenever possible. Helps that you could make a zombie, or sac it to skullclamp.

Brimaz, King of Oreskos - I heard you wanted more cats? Can I convince you to play more cats?

Leonin Warleader - This was a card in your maybeboard, its really good.

Oketra the True - This is a fairly good card. Big blocker, or a token generator if you're doing poorly. I often hold her in hand to dump and rebuild after a board wipe.

Ranger of Eos - Only a few cards in your deck that this can retrieve, but a refill alongside making a zombie is an incredibly reserved play that could prevent you from over committing to the board.

Crested Sunmare - Don't get confused. This card cares if you gain life, but not how much. You have plenty of life gain left in the deck to justify making an army of 5/5 indestructible horses.

Geist-Honored Monk - Build a board, save for right after board wipes, or to pull ahead and force one. This is at worst a 3/3 with Vigilance, and two 1/1's with flying for 5 mana. Most often, this will be a 5/5 with vigilance, two 1/1's with flying and a 4/4 with vigilance for 5 mana.

Sun Titan - Sun Titan is Sun Titan. No mono-white deck could be ashamed to run it.

Angel of Serenity - This card is heavily underrated. It is removal, with the possibility to come back, but its also an easy way to sneak in a lethal attack while generating some board presence.

Good on creatures now? Awesome, let's look at Instants.

Swords to Plowshares - Remove that creature.

Generous Gift - Remove that Permanent. Oh and make a creature smaller than my Zombie tokens.

Disenchant - Get that Artifact or Enchantment off my battlefield and in your graveyard.

Rootborn Defenses - Yeah, this.

Unbreakable Formation - This can win games, or prevent the loss of games.

Return to Dust - Fuck these two things in particular, or just one if it's that bad.

Charge Across the Araba - Talk about stupid unpredictable win-cons for a mid-range token deck. This is one.

That about wraps up Instants, now Sorceries.

Divine Reckoning - Protects your general, but still clears the board.

Hallowed Burial - For those mf'ers that don't die.

Austere Command - A very utility board wipe.

Lastly add in a Land Tax

Meachman on

1 year ago

With so many creatures going to the graveyard, Mausoleum Secrets feels like it could be useful.

When you get these big creatures out, are you looking to sac immediately or also try to use them in combat? Does a card like Brawn make those big creatures twice as useful? Also black and green are terrible colors for this, but if you gave that big creature first strike or double strike, would that let you kill an opponent's creature in combat and sacrifice your creature between damage steps to Jarad?

I'm not really one for equipment myself, but Forebear's Blade and Grafted Wargear seem like they'd be nearly free and repeatable ways to pump your creatures' power before feeding them to Jarad. And Helm of the Host makes a bunch of copies of your big, dumb creatures over time.

Good luck and happy sacrificing.

Load more