Lightning Greaves

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal

Lightning Greaves

Artifact — Equipment

Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)

Equip (: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature this card is attached to leaves the battlefield.)

Poolplayer on Hammer Smashed face

3 days ago

Core players remain, tweaked out some cards for cards I already had. I traded for Purphoros Hammers but it's just inanimate in a deck that's moving. Since it's not equipment it's a dead card with text. I wanted haste. Lightning Greaves gives me haste and protection at an instant with my equipment swapping cards. I upgraded Browbeat for Risk Factor as an instant on my opponents turn than using up good mana on my turn. Trying Burning Oil over Lightning Helix for the flashback text of having some late game burn available if needed. I like these Swiftblade Vindicator for the angry little package they come in. I could use some advice on sideboard. Maybe more dual protection swords depending on the opponent in there.

Grind on Plucking them thar strangs

6 days ago

Cool deck!!
Would you consider Stonespeaker Crystal, Magus of the Wheel, Viscera Seer,
Talisman of Indulgence, Kazuul, Tyrant of the Cliffs, Lightning Greaves, Trailblazer's Boots?
Dualcaster Mage + Heat Shimmer?
Also, mikaeus doesn't work with your spell creatures, i guess he is just there to combo with murderous redcap?
Just some thoughts, cheers and have fun!!

kirbysan on [Primer] Helming the Host of Heaven: A Giada Guide

1 week ago

Guerric

I love your deck and have been using it as a template as my regular deck for random pub games. While it performed pretty well without any upgrades, I found it ran out of steam mid to late game after I get blown out by a board wipe. After a game or 2, players would usually exile Giada the moment it hits the board, slowing down our ramp signifcantly. Also, if we miss a land drop mid-game, we're basically stuck waiting for a good draw. I realized that building an early oppressive board state begs for a board wipe when everyone else is still building but it sets us back significantly. With that in mind, I cut a lot of the lower CMC angels and built more towards value/recursion. Based on your comments it seems that this deck is more budget focused but since I'm making this my main, I've decided on pulling the best cards from other decks for some spicy upgrades. Let me know what you think below (sorry for the wall of text):

Mana Crypt - What's better than a Sol Ring? A free Sol Ring. Life loss is not concerning.

Mox Amber - With Giada on our board turn 2, this is like an additional land drop.

Mox Opal - I'm currently running 19 artifacts so hitting metalcraft isn't hard.

Land Tax - This card is just straight up good in mono-white. Not so much for never missing a land drop but also so we don't draw into lands on later turns.

Archaeomancer's Map - This one isn't as good as Land Tax but it can help us keep pace with Green ramp and drop the tapped lands on opponent's turns when we can't use them efficiently.

Smothering Tithe - I've played this card in 2 other decks and it's always been great. It usually pays for itself by the time it comes back to you and if not removed can add plenty of mana over the course of the game.

Smuggler's Share - I have mixed feelings about this card. The smarter opponents will play around it, but should still give us some card advantage overall.

Sensei's Divining Top - Helps keep tempo in the game for the cost of 1.

Scroll Rack - Wheeling away a mediocre hand for 1 is strong. Particularly good with Land Tax or Windbrisk Heights.

Lotus Field - I loved Lost Vale so much I wanted another one, especially when someone blew it up.

Flagstones of Trokair - Comboes with Lotus Field.

Thespian's Stage - Copy Lotus Field or Lost Vale.

Vesuva - Copy Lost Vale or Flagstones of Trokair or Myriad Landscape.

Nykthos, Shrine to Nyx - Value with a strong board presence.

Ancient Tomb - Helps with the artifacts and equip costs, life loss is not a concern in this deck.

Cavern of Souls - I hate when blue counters our big angels, so this stops it.

All the fetch lands - Arid Mesa, Fabled Passage, Flooded Strand, Marsh Flats, Prismatic Vista, Windswept Heath. This reduces our number of basic Plains to 11-12 but I haven't had issues with it yet so far as long as we have access to colored mana in my starting hand.

Enlightened Tutor - I swapped out Search for Glory as it can hit my rocks early game or stronger equipments mid-game.

Stoneforge Mystic - Amazing with Sword of Hearth and Home. Keep blinking it and grab the rest of your equipment package for free. Second target would usually be Lightning Greaves just to get some protection on the board or make some hasty angels.

Weathered Wayfarer - Comboes well with the newly added lands. Fetching Lotus Field helps guarantee activation while keeping pace with the ramp.

Recruiter of the Guard - Prime targets would be Stoneforge or Wayfarer but can also hit Starnheim Aspirant or Karmic Guide. Also gets the cost reduction from Herald of War which is nice.

Pyre of Heroes - While Search for Glory can fetch some of our legendary creatures, I prefer getting them straight onto the battlefield. I wouldn't use it on the lower cmc Angels, which I mostly pulled out, but on the higher cost ones to cheat out big angels. The dream is to target the one-off 5 cost angels like Karmic Guide or Sigarda's Vanguard to pull Sanctuary Warden for the card draw into Emeria Shepherd for the recursion or Bruna, the Fading Light  Meld to bring out Brisela, Voice of Nightmares  Meld  Meld

Sword of Feast and Famine - This card is probably the best addition to the deck so far. Having the pro green & black which are both popular colors in Commander usually lets us have a free target. The resource denial isn't super relevant but getting an extra untap for lands is super strong. It's even better if we drop a tapped land before attacks and getting all that value on second main phase. It does draw a lot of hate, but even getting 2 swings off is well worth it. We can also recur it with Serra Paragon or Emeria Shepherd.

Sword of Fire and Ice - I haven't added this one in yet but I think it's a strict upgrade over Rogue's Gloves. Getting the pro blue/red and pinging things off the board is just so much more value for the extra 1 cost.

Lightning Greaves - Short of board wipes, single target removal is the bane of this deck. I usually voltron Giada with all my equips and let the other angels synergize the board.

Angel of Destiny - Needed an alt-win con option and this can provide a way out to knock out combo players. The double strike is also relevant as most of our equipments are based on combat damage so we get 2 triggers.

Emeria Shepherd - Especially strong recursion with fetches. Dropping this on the right turn with a fetch in hand can be game ending.

Serra Paragon - Doubles as a Crucible of Worlds and can grab our swords back when destroyed, and it's an angel to boot. Definitely an auto-include.

Steel Seraph - Haven't playtested this one yet but I like that it's a 3 drop with relevant abilities. The dream is to cheat out Emeria Shepherd with Pyre of Heroes as a turn 3-4 play.

ERROR404NAMENOTFOUND on Hexproof in Mono White?

2 weeks ago

Hi,

So I need hexproof for my Voltron mono white... I was surprised I couldn't find anything in white. I know about Swiftfoot Boots and Lightning Greaves but I was hoping for an aura since it's for a Light-Paws, Emperor's Voice deck. Am I missing something here or are the only options for hexproof in equipment and "protection from color" auras?

Any advice on keeping my commander from getting poofed would be appreciated.

Jett2112 on Mana Burn

2 weeks ago

Decree of Pain may be good if the big mana is consistent. Wild Magic Surge could be added to give more universal target removal. Thousand-Year Elixir and Lightning Greaves can give Yurlok of Scorch Thrash haste and some added protection.

Max_Hammer on Syr Gwyn into the lead!

3 weeks ago

Have you considered Mask of Avacyn as a budget Lightning Greaves?

Hexproof is fun (:

Max_Hammer on Activate All The Abilities

1 month ago

Howdy! I have some recommendations!

  • Umbral Mantle can give you an infinite/infinite if you equip it to a myr, or just give you a lot of untaps. Not that you can't do that already, but this gives you an extra +2/+2.

  • Oblivion Stone is an excellent board-wipe. Drop it turn four and slowly but surely just mark everything that's yours. And you could use it as a negotiation tool. "If you murder his commander, I'll keep that combo piece of yours safe."

  • Well of Knowledge reads weird, but it's basically saying "(2): Draw a card. Any player may play this ability but only during his or her draw step." It'll be good for everyone, but better for you.

  • Mirrorpool is just good utility.

  • Thaumatic Compass  Flip is good ramp and lets you just say "Actually, no, that creature isn't attacking."

  • Luminarch Ascension is going to give you as many white angels as your heart can handle.

  • Illusionist's Bracers is just going to double whatever fuckery you're up to.

  • Mask of Avacyn, Lightning Greaves, and Swiftfoot Boots are all excellent protection for your boy.

Max_Hammer on

1 month ago

That's true, you do probably need some protection. Thankfully, green loves hexproof. Also, you're 100% right about Neverwinter but it's still not a terrible deal.

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