Lightning Greaves

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.)

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Have (5) Azdranax , Forkbeard , metalmagic , CompleteWaste , Eckat
Want (19) DoctorScarf , StormTwenty , FanDanStic , TheMagicFanatic , bensmith19 , whValentine , MercurialSmile , Medic_Gwen , grobi , KumaJunk39 , OziDeck , meow7mix , Darui , TRD66 , Corpse_Casanova , amitgd , bronsonferri , pksword1 , Ceraunograph

Printings View all

Set Rarity
Double Masters (2XM) Uncommon
Commander 2020 (C20) Uncommon
Mystery Booster (MYS1) Uncommon
Secret Lair (SLD) Rare
Commander 2019 (C19) Uncommon
Commander Anthology 2018 (CM2) Uncommon
Commander 2017 (C17) Uncommon
Commander Anthology (CM1) Uncommon
Commander 2016 (C16) Uncommon
Masterpiece Series: Kaladesh Inventions (MPS) Mythic Rare
Commander 2015 (C15) Uncommon
MTG: Commander (CMD) Uncommon
Archenemy (ARC) Uncommon
Duel Decks: Phyrexia vs. The Coalition (DDE) Uncommon
Mirrodin (MRD) Uncommon
Promo Set (000) Uncommon

Combos Browse all


Format Legality
Unformat Legal
Casual Legal
Vintage Legal
Limited Legal
Duel Commander Legal
Modern Legal
1v1 Commander Legal
Canadian Highlander Legal
Leviathan Legal
Block Constructed Legal
2019-10-04 Legal
Oathbreaker Legal
Legacy Legal
Commander / EDH Legal
Highlander Legal
Tiny Leaders Legal

Latest Decks as Commander

Lightning Greaves Discussion

CaptCreek on

2 days ago

No worries, I understood you perfectly.

First of all, I was not at all implying that you were saying that Boros couldn't ramp. Looking back I could see how you thought that I was, but that was intended more for the people that actually do think so.

I do agree that the ramp can seem a little weird if you're trying to win by turns 5-7, and obviously fast mana is better. Not disputing that at all. The best thing about Winota is that you can run a very low curve with your top-end stuff usually coming off the top for free. As long as you can get 2-3 non-humans on board before winota is out, then on swing you're digging 12-18 cards deep and cheating tons of stuff out for free. Playing a signet on turn 2 and a hordeling outburst on turn 3 still gets us sufficient amounts of value, and can set us up to end the game on the next turn.

That's assuming everything goes perfectly for us. Bottom line is, just as you said, it's very important to have Winota out. That means that sometimes you'll have your board wiped, or Winota will be countered, or spot removal will happen before combat. In those very likely scenarios, having ramp and draw is still important and well worth the 2 mana to play a Boros Signet. I strongly disagree with the assessment that 2 mana ramp doesn't work. However, I could agree that it could be meta dependent, but even then I would never not run a Talisman of Conviction or Boros Signet. I do need to pick up a Lightning Greaves, though.

I apologize if it seemed like I wasn't getting where you were coming from, but I was just trying to cover my bases and explain my reasoning. I'm heavily basing my list on PJ's $100 list, which has had some amazing showings, as you can see, so I think I'll be okay. Obviously our ramp is very budget, but since we're at this budget, it's important that we get plenty of ramp. So far in the 4-6 games I've played with her, ramp has not been an issue in the slightest, but we will obviously need more testing to make sure.

Thankfully I'll be able to terrorize my buddies again tonight, so I can test the deck further :)

Metachemist on Omnath, A Song of Creation and Chaos

6 days ago

Interesting, that may just be down to different play experiences then. In my experience the opponent who plays a Wheel almost always leaves me in a better position than I started, unless they are playing a Commander that gets fueled up by opponents drawing and/or all the cards hitting the graveyard.

I like Deflecting Swat but I can see several situations where it may not be able to save your board state. For example it wouldn't stop any sort of board wipe, and I really think Merciless Eviction is gonna be the boogey man to this deck. As for targeted removal you've got several flicker effects to dodge those.

However if targeted removal is especially heavy in your meta then instead of Deflecting Swat I would be more inclined to say run some Swiftfoot Boots or Lightning Greaves

Monomanamaniac on Balan, one-punch woman

1 week ago

FunReaper I actually run both of them in this deck. Balan is great because her activated ability gets around shroud, so Whispersilk Cloak and Lightning Greaves are both great for this commander. I know normally greaves is pretty terrible for a voltron commander, but I get away with it alright lol

FunReaper on Balan, one-punch woman

1 week ago

The Lightning Greaves could be swapped with Swiftfoot Boots as the shroud ability might not be as good as hexproof in this deck. It can cause issues when trying to attach equipment; if you temporarily equip the boots elsewhere to attach another piece of equipment you have a chance of being targeted whereas the Swiftfoot Boots can stay attached and protect Balan the whole time.

Monomanamaniac on Tyrolean Iroas

1 week ago

Great deck but I've got a couple suggestions for you. Boros Charm can save you in a pinch or be used to make a creature hit harder. Mangara, the Diplomat is decent card draw. Sunforger is good for tutoring answer cards. Arcane Signet is good mana ramp. Odric, Lunarch Marshal spreads the love around and Odric, Master Tactician Will let you decide how your combat works. Winota, Joiner of Forces is huge card advantage of you build around it a little. Sword of the Animist is amazing for mana ramp. Shadowspear is decent for turning off indestructible and hexproof. Chaos Warp is decent removal. Flawless Maneuver is free indestructible for your team. Brimaz, King of Oreskos makes a decent amount of tokens. Knight of the White Orchid decent land ramp. Myriad Landscape also good ramp. Swiftfoot Boots and Lightning Greaves to protect from spot removal. Vandalblast is good artifact hate. Combat Celebrant can exert you into more combat steps. Anyways, that's all I can think of. I like your build though, it's got just of what you'd expect in a deck like this

Afflicti on Miller's Brew

1 week ago

ok.... So I took kinda different approach to bruvac deck. You can definitely check my deck Error 404 Library not found :)

Its funny that you struggle with draw in mono blue. You should definitely include some cheap draw/scry effects. Ponder, Brainstorm, Opt etc... There is a lot of them , just choose which one you like most :) Then... PLANESWALKERS Almost every Jace got draw ability. My personal favourite is Jace, Wielder of Mysteries :)

Protecting your creatures is little bit more tricky and it definitely depends on meta in your playgroup. Protecting Bruvac is crucial and Lightning Greaves works fine.

multimedia on conclave Exile

1 week ago

Hey, good start on a budget, several nice upgrades you've made.

Let me introduce you to Quartzwood Crasher and Garruk's Uprising; two powerful budget cards with Ghired that have excellent interaction. Crasher is good with Ghired because it can create huge Dino tokens to populate and these tokens along with Rhinos have trample. You don't even have to attack with Crasher to make a Dino token; any creatures who have trample who do combat damage to a player counts.

Uprising can do a lot for a three drop, but best of all it's a repeatable draw source whenever you create a Rhino. Any creature or token that's 4 or more power will trigger Uprising to draw. It also gives all creatures you control trample which has busted interaction with Crasher since then any creature you control who does combat damage to a player you create a Dino token.

The main area of improvement in the precon is ramp and lands. You've included several good land upgrades, but only 32 lands is not enough land especially because you want five mana to cast Ghired. My advice is go with 36 lands and include at least 12 ramp sources, more early game ramp sources. Cinder Glade is here twice.

Other budget ramp and lands to consider adding:

I see Eladamri's Call which is an excellent upgrade and this tells me that tutors are fine to play. Other budget tutors to consider adding:

Open the Armory can be a helpful tutor if you add some equipment and aura that can be repeatable protection for Ghired. Lightning Greaves and/or Swiftfoot Boots can give Ghired haste and protect him from opponent's targeted removal. Shield of the Oversoul can protect Ghired with indestructible and give him flying making it safer to attack with him.

I offer more advice about what cards to cut. Would you like more advice?

Good luck with your deck.

Profet93 on Azusa, Lost but Woke

1 week ago


Thank you for your detailed response, it is much apprecaited as always. There are only 2 themes, land and power, Eldrazi used to be a theme. The 2x Kozilek's are to refill my hand once I drop all my lands, the ulamog is there for removal. My main goal in this deck is to get azusa out on T3, T2 if I get some ramp. Then use one of the many land tutors to search for either kozilek to refill my hand.

The sprinkle of going wide I recently tried to add as it fueled cradle but you are right, going wide doesn't work well. Its very hit or miss, 60% miss. I think by taking out going wide, and perhaps maybe Ulamog (I still need 2x Kozilek's for card draw, badly). Yes, I don't run a lot of interaction myself, I use the excuse of being green and hoping my opponents will kill each other. Not the best strategy, but a fun one.

Zendikar Resurgent - It's been helpful, but I can cut it. Its one of those cards I pay 7 mana for and unless I use it the same turn, they blow it up or else things get out of hand too quickly.

Shamanic Revelation - Super hit or miss. When it works, it works, when it doesn't, it draws me one card. I should note its super fun with rude awakening, but yeah, it's my primary cut for sure.

MAYBE Regal Force - Only ever good with Avenger, Baloths and Titania as it does not synergize with field of the dead of even rude awakening sadly. I want your thoughts on this as it is one of my targets for tooth and nail. Tooth and nail usually goes Greenwarden + Ulvenwald --> Cradle/Deserted temple, bringing back T&N. Then next turn cast T&N to bring Avenger + Regal. Outside of that, it draws me maybe 1-3 cards otherwise. Idk if it's worth it or what to replace it with.

MAYBE Ulamog, the Ceaseless Hunger - I like him because I use him with Sanctum to find either Kozilek. But its 10 mana to exile 2 cards and eat a path to exile. Costs a lot?

Mind's Eye - I'm unsure about cutting this. With all of the wheels and card draw in my meta, this has saved me from many tight spots. If I were to cut it, I might replace it with a Memory Jar, or perhaps just add in memory jar in place of one of the above cards.

Boundless Realms - WAY too good to ignore. Landfall triggers with baloths, field of the dead triggers, thinning the deck and ramping. This card has been an allstar and even with my relatively low basic count, it still puts in work.

Lightning Greaves - So simple.....idk why I haven't thought of it? Let me give that some serious consideration. I'm pretty sure you're right. Plus its nice to have an additional haste outlet, whether its to swing with only 1 creature after G-waving my entire deck onto the field and they remove akromas, or to give whatever land came onto the battlefield haste from rude awakening.

Crashing Drawbridge - I would add concordant crossroads before I add this. I don't need too much haste, it's not so much aggro as is value.

Green Sun's Zenith - EVERYONE recommends this card to me, I feel like I should add it just for that reason. Finding only green creatures is what bothers me, but I can definitely see it's potential. I'm going to seriously consider this as I think you are right, similar to lightning greaves.

Dryad Arbor - The potential T1 ramp with GSZ does not outweight the fragility of the land as a creature and it's lack of haste. I've often found decks that use GSZ to get Arbor T1 often just boardwiped quickly in my experience, it has happened time and time again in my meta.

Finale of Devastation - The concept of more creature tutors is intriguing for sure. It also acts as a late game haste outlet/finisher which is nice to have. I like the flexibility of it. Again, needs serious consideration. Thank you for bringing this (and others) to my attention.

Ancient Greenwarden - With life from the loam, CoW, Ramunap, I wasn't sure if I needed more redundancy. However, I think you're right. It's second ability is nice with baloths, field, avenger so I'm excited to see how that works. I'm most probably adding this.

Nissa, Vastwood Seer - Already in the deck, a pet card of mine. Not that impactful, but lowkey and helpful enough to give you value without being a target :)

For the distinction of going tall vs wide, I agree, taller is better. I've considered Return of the Wildspeaker, still not sure. Let me think about it. Prowling serpopod is nice, but I try not to put in too many slots just to deal with one of the many colors which I may or may not deal with. I have boseju and cavern for anti blue, I feel it is usually enough. Azusa fills the spot of wayward, hence me not running exploration/burgeoning despite my relatively high land count. I already put most of my lands on the field, so I don't need more land drops, I just need more card draw, desperately. Kogla is cool, nice synergy with Azusa too. Seems like more of a beater that doesn't have synergy with the deck unlike Multani/Ulvenwald, so it doesn't seem right at the moment. Then again, I should add more interaction in the deck so I will see...

Your comments have been very thought provoking, I need time to process it.

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