Ironclad Slayer

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Ironclad Slayer

Creature — Human Warrior

When Ironclad Slayer enters the battlefield, you may return target Aura or Equipment card from your graveyard to your hand.

DreadKhan on lonely goth girl

5 months ago

Axis is your own effect, so it isn't affected by your own Hexproof (this is different than Shroud, see Lightning Greaves), unless you mean you run into that card a lot? If so then Axis won't be as consistent, but you could also consider running Soltari Visionary to blow up Enchantments.

One nice thing about Skullclamp is that you can always put it on your creature that is most likely to be killed, this at least nets you 2 cards if it happens (it also stacks with actual sacrifice effects since it doesn't kill the creature unless it has 1 toughness).

I can see you being iffy about Angel's Trumpet, but my theory was that with your Commander people are almost certainly going to try to swing at one another, because if they don't all their creatures are going to die and give you the only board. Meanwhile, those 1/1s have evasion, so even if most opponents will benefit from vigilance, your creatures might not care because they can still get in (and are then available to block). It might depend on how people in your area play, so no offense taken.

A few you might consider trimming are: Blight Herder, this is a lot of mana for very little value if you can't make the 1/1s. Ironclad Slayer seems like a poor fit to me, when I run stuff like this it's always in my opener! Do you have many cards that care about Ugin, the Ineffable's effect? 6 mana is an awful lot for this effect when Vindicate exists, and the tokens are pretty minor in Commander, I think you need to care about each of the abilities for Ugin to make sense. Is Relic Seeker in here just to find Dowsing Dagger? It seems like it'd be a challenge to actually achieve Renown with Seeker. All That Glitters is often a very strong card, but I'm not entirely convinced you have enough synergy to make it work, is Voltron really a good plan in this deck? Angelic Purge and Bone Shards are pretty 'meh' removal spells for an Orzhov deck, White has the best versatile removal effects by itself, to say nothing of Anguished Unmaking and Utter End, both of those are instants, and neither costs you a body (and both are more versatile). There is also Generous Gift in White, which lacks exile but hits anything. I don't love Celestial Judgement, aren't you likely to have a lot of 1/1s? It's great if you've got Cathar's Crusade out, but it can be pretty bad without it. Piercing Rays seems pretty unimpactful, it has too many limitations for a Sorcery speed effect that costs more than Path to Exile or Swords to Plowshares. I don't like Acolyte's Reward, if you've got lots of White devotion surely you could just block?

Hope some of this helps!

eliakimras on Wyleth, Boros Voltron

1 year ago

Hello fellow Wyleth, Soul of Card Draw player!

I'm glad you got both Wyleth's and Aesi's precons for a good price. They are reeeeally explosive in gameplay with a few upgrades.

I play a lot of this bad boy, and I want to suggest some swaps below 3 USD for you to take it to a higher ground:

First of all, the ramp. I found out that 2 CMC, untapped ramp is the best for Wyleth. Since he draws so many cards, he can chain rocks and voltron pieces in the same turn, so his next turn is even more explosive than the last one. I almost always have more mana than the Green decks in my pod.

You should run boardwipes that hits your stuff the least:

Also, you can streamline your removal package. All of those are fetchable by Sunforger:

More/better auras and equipment

Cheating equip costs

If you really need to protect yourself against attacks, Ghostly Prison is a way better Palace Guard.

More utility lands

Blue_Flame on Pauper - Mardu Enchantress - …

5 years ago

Your manabase seems pretty good, I don't think 6 taplands is too little, plus you have Ash Barrens to find the basics you need.

I think your deck could utilize the new Answered Prayers from Modern Horizons pretty well - you have a decent number of creatures and plenty of ways to recur it.

The Bogardan Dragonheart - Kaya's Ghostform - Ironclad Slayer / Monk Idealist package seems kind of interesting; I'm interested to see how that works out in practice, but initally it seems clunky/slow to me.

I think if you were to make room to add TortEx/Grave Scrabbler it would indeed dilute too much away from your initial strategy. Your deck currently lacks ways to fuel cards into the graveyard like typical TortEx builds like Commune with the Gods and Vessel of Nascency , which are outside of your deck's colors. Maybe if you switched to Abzan instead of Mardu it could work, but as of now it just seems kinda unrealistic.

fasmith718 on Humble Brago EDH

6 years ago
  1. Sol Ring -> Azorius Keyrune: Taking out Sol Ring bc it's oppressive. Kind of a soft ban.
  2. Azorius Cluestone -> Ojutai Monument: Having a 4/4 dragon available is better than a single card draw when we have mana to burn.
  3. Mana Vault -> Basalt Monolith: moving towards 3 drop ramp to synergize with Trophy Mage.
  4. Auramancer -> Ironclad Slayer: Auramancer may technically have more targets, but the slayer hits our 3 hexproof/shroud equipment, which is more valuable than most of the non-aura enchantments. Plus Sun Titan gets many if not all of them back as well.
  5. Wingmate Roc -> Keeper of Keys: Roc conceptually has good value, but it relies on Raid. Keeper provides card draw as well as mass evasion for finishing.
  6. Ugin's Insight -> Recurring Insight: originally replaced with Trial of Knowledge and while that card is good, I wanted non-etb card draw effects in case of Torpor Orb or similar etb hate.

gavriel1136 on

6 years ago

Some suggestions: Remove card-Replace with: Kitesail- Basilisk Collar Grappling Hook- Accorder's Shield Konda's Banner- Manaforce Mace Banshee's Blade- Armory of Iroas Everflowing Chalice- Astral Cornucopia Magebane Armor- Slayer's Plate Puppet Strings- Echo Circlet Silver-Inlaid Dagger- Captain's Claws White Mana Battery- Ring of Thune Accorder Paladin- Brass Squire Auriok Bladewright- Danitha Capashen, Paragon Auriok Replica- Amrou Seekers/Etched Champion Blinding Souleater- Ironclad Slayer Goldnight Commander- Daring Archaeologist Vengeful Archon- Forebear's Blade/ Heirloom Blade Conqueror's Pledge- Sigarda's Aid

lagotripha on Heaven and Hell (Revised)

6 years ago

Too many dead cards in the current list. Pick a strategy and go all-in on it. You don't win matches by being sorta good at two things sometimes.

You can cut lightning greaves , summoning and soldier, run Indulgent Aristocrat, Blade of the Bloodchief and Vampire Cutthroat for an aggro/lifegain strategy that lets you focus on getting black mana turns 1-2-3 then white can be tapllands without losing too much.

Alternatively, build around Heartless Summoning, with more cards in the 3/4 slot (Aven Riftwatcher, Bygone Bishop Eidolon of Rhetoric and Eldrazi Displacer coming down turn three in multiples is devastating), and acceleration like Pentad Prism to ensure you can get them onto the field. You can also put resto back in, run lots of etbs.

This can also help a vampire tribal plan built around stuff like Forerunner of the Legion seasrching for Blood Baron of Vizkopa and Bishop of Rebirth.

If you want archangel of thune's effect, but are running less Kitchen Finks effects, then Drana, Liberator of Malakir.

There are also demon tribal options if you want to go an angels/demons route, with Blood Speaker posessing immense Heartless Summoning synergy.

Auramancer, Heliod's Pilgrim and Ironclad Slayer all point towards an aura strategy, but it is far too easily disrupted to generate the card advantage it needs.

GarmaReborn on Zurgo World Smasher

6 years ago

Warrior Creatures to Consider:

Non-Warrior Creatures:

Equipment to Consider:

Artifacts to Consider:

Enchantment:

Sorcery:

  • Vandalblast
  • Rout
  • Chandra's Ignition -really great boardwipe for this deck, if zurgo has lifelink you will get that life and also anything that dies will give him counters. You could have zurgo, cast this, and then more than likely one shot a player
  • Read the Bones
  • Open the Armory
  • Disrupt Decorum tapped out won't link this for some reason

Instants: (sticking with four or less Cmc for sunforger shenanigans)

Land:

Notes:

Mardu is great for control, so its best to have plenty of removal spells. I would not have Spinerock Knoll since it might be too slow. Windbrisk Heights might be better than Spinerock tho. Like what if you need to play that spell but can't get 7 damage off. Also, Graveblade Marauder seems too situational to leave an impact. When you start adding/removal stuff to the deck, make sure to keep it low cmc as you can since you don't have much in terms of ramp in these colors; be sure to keep as mana rocks as you can for the same reason.

MegaMatt13 on Nazahn's Mighty Hammer

6 years ago

Talorc03, I hear ya when it comes to lands. Usually I run about 37 and then shift up and down based on average CMC and amount of card draw. So far I am finding 35 sufficient in the deck due to lower CMC and good ramp. I'll definitely throw in another one if I find myself mana screwed. Hasn't come up yet though.

Ralsek, thanks! I've kinda gone off Return to Dust and Sylvan Reclamation, especially in a lower CMC deck like this one. If I threw in an exiling artifact/enchantment removal, it would probably be Forsake the Worldly. I really like its flexibility with the added cycling. Sure, you don't get the 2-for-1 but it's great at 3 mana and the cycling ability. Don't know what removal I'd cut to make room for it though.

Senomar, I hadn't thought of Mistveil Plains...thanks for the suggestion! Do you think it's better than something that would just bring the Hammer right back to hand? For example, I've thought of adding Ironclad Slayer to bring it back to hand (and also have another body on the field).

Treehugger003, I've thought about Blade of Selves. I don't own a copy, but I see its use. In a 4 player game it would offer pretty solid card advantage, tutoring up a couple more equipment. I may pick one up!

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