Artifact — Equipment
Equipped creature gets +3/+0 and has trample and lifelink.
|Have (2)||metalmagic , rockleemyhero|
|Want (2)||SnarkyMcGee , Miehen|
Printings View all
|Mystery Booster: Store Edition (MYSTOR)||Uncommon|
|Mystery Booster: Convention Edition (MYSCON)||Uncommon|
|Commander Anthology 2018 (CM2)||Rare|
|Commander 2017 (C17)||Uncommon|
|Commander 2016 (C16)||Uncommon|
|Commander 2015 (C15)||Rare|
|Commander 2014 (C14)||Rare|
|Duel Decks: Knights vs. Dragons (DDG)||Rare|
|Duels of the Planeswalkers (DPA)||Rare|
|Tenth Edition (10E)||Rare|
|Ninth Edition (9ED)||Rare|
|Ninth Edition Foreign Black Border (9EDFBB)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Loxodon Warhammer occurrence in decks from the last year
Commander / EDH:
All decks: 0.05%
Loxodon Warhammer Discussion
2 weeks ago
Alright, let's see if maybe this will help. I'm really new to everything on here sorry. //Lands 2 Dismal Backwater 1 Dimir Guildgate 2 Submerged Boneyard 4 Evolving Wilds 2 Desert of the Mindful 1 Arcane Lighthouse 1 Reliquary Tower 1 Temple of the False God
//Spells 4 Duress 2 Ghoulcaller's Chant 3 Macabre Waltz 3 Sleep 4 Slip Through Space 2 Taigam's Scheming 4 Tome Scour 4 Lich's Caress 4 Sovereign's Bite 4 Resourceful Return 3 March of the Returned 1 In Garruk's Wake 1 Army of the Damned 1 Dutiful Return 1 Decompose 1 Worst Fears 1 Rise of the Dark Realms 4 Hubris 4 Countermand 1 Tezzeret's Touch 1 Paranoid Delusions 1 Coerced Confession 2 Mind Sculpt 1 Compelling Argument 1 Index 1 Redirect 1 Dream Twist 2 Gift of Tusks 2 Rewind 3 Thought Scour 2 Psychic Spiral 1 Gigadrowse 4 Negate 1 Overwhelming Denial 1 Dramatic Reversal 1 Impulse 2 Cremate 3 Crypt Incursion 2 Grim Harvest 1 Scarab Feast 1 Grim Return 1 Gravepurge 1 Dark Ritual 4 Font of Return 3 Death's Approach 2 Cast into Darkness 1 Triskaidekaphobia 1 Grave Betrayal 1 Endless Ranks of the Dead 3 Invisibility 2 Curiosity 4 Curse of the Bloody Tome 3 Illusory Wrappings 3 Ice Over 1 Chronic Flooding 1 Navigator's Ruin 1 Chant of the Skifsang 3 Bone Saw 3 Millstone 3 Tormod's Crypt 2 Trepanation Blade 1 Ghoulcaller's Bell 1 Masterwork of Ingenuity 1 Sol Ring 1 Nihil Spellbomb 1 Illusionist's Bracers 1 Codex Shredder 1 Profane Memento 1 Loxodon Warhammer 1 Bonehoard 1 Trusty Machete 1 Mirari 1 Argentum Armor
//Creatures 1 Archetype of Finality 1 Overeager Apprentice 1 Agent of Erebos 1 Butcher Ghoul 1 Risen Executioner 1 Dutiful Attendant 1 Sly Requisitioner 1 Sepulchral Primordial 2 Zombie Assassin 1 Nightmare 1 Marshmist Titan 3 Graven Abomination 4 Workshop Assistant 4 Guardians of Meletis 2 Phyrexian Revoker 2 Ornithopter 1 Juggernaut 2 Veilborn Ghoul 2 Minotaur Abomination 4 Undead Servant 3 Gravedigger 2 Mogis's Marauder 2 Bogstomper 4 Walking Corpse 3 Corpse Hauler 4 Gravewaker 2 Returned Phalanx 3 Faerie Miscreant 1 Master of Predicaments 2 Benthic Giant 1 Stormtide Leviathan 4 Screeching Skaab 2 Seer of the Last Tomorrow 1 Floating-Dream Zubera 3 Fog Bank 1 Possessed Skaab 3 Armored Skaab 2 Murmuring Phantasm 1 Wall of Frost 4 Doorkeeper 1 Clever Impersonator 1 Jace's Mindseeker 1 Oculus 1 Mindshrieker 1 Willbreaker 1 Spellweaver Eternal 1 Wall of Mist 1 Sultai Skullkeeper 1 Diregraf Captain
3 weeks ago
On Thin Ice doesn't work for this deck, as it requires a snow-land to enchant, and your deck doesn't run any (and they will increase the cost quite a bit). If you don't have a Coat of Arms already, I would drop it for other things. It's a nice card, but will benefit other tribal strategies and is pretty expensive overall - Door of Destinies might be a better option. Sigarda, Heron's Grace is not actually in your list, so you'll need to drop a card and put her in. Make sure to type * CMDR * (no spaces) after the card name to show her as the commander. I would look for some ways to push damage through, like adding some equipment that gives trample Ring of Kalonia or Loxodon Warhammer come to mind. Skyblinder Staff makes any of your flying creatures blockable only by creatures with Reach, which is a pretty powerful effect, with a flying commander. Champion of Lambholt can quickly give you an army of unblockable creatures. Dictate of Heliod is another option for an anthem. I think Elder Cathar may be an underperformer here and better replaced with another creature. Maybe Juniper Order Ranger, Abzan Falconer, Aegis of the Gods, Baird, Steward of Argive, Goldnight Commander, Karametra's Acolyte, Krosan Restorer, Tuskguard Captain, Wild Beastmaster or Yisan, the Wanderer Bard. Good luck, and let me know if there are any specific questions you have.
3 weeks ago
Blackheart426 Loxodon Warhammer is already in the deck and has been making waves. Shadowspear arrived in the mail yesterday and Im just looking on what to take out. Flying is starting to be a must in this deck. Thats the last piece to the puzzle for this deck I believe. Thank you for the really good suggestions
3 weeks ago
Love this deck! Loxodon Warhammer, Shadowspear, and O-Naginata for some trample might help on the punch through. Bladed Pinions just make Gwyn stupid hard to block, and Golem-Skin Gauntlets make her hit even harder. Keep it up!
3 weeks ago
Updated deck with the cards I have so far - swapped out Adriana, Captain of the Guard, Khorvath Brightflame, Order of Midnight, Silverwing Squadron, Valiant Knight, Wintermoor Commander, Nahiri, the Lithomancer, Cathars' Crusade, True Conviction, Blackblade Reforged and Loxodon Warhammer.
Although it moves some way towards the suggestions of more ramp, more removal and more card draw given up a lot of creatures & specifically the bigger ones in return. Might make keeping up in the mid and later stages of a game pretty tough. Feel a bit unsure on changes but will need to see how it plays out.
4 weeks ago
First and most importantly, have you considered naming this deck "Dalakos's Artifact Stack Attack," because I think that would be wonderful.
Beyond that, though, have you considered the following:
Balefire Dragon (because it's fantastic), Captain Lannery Storm (because she's a warm body that ramps), Cephalid Constable (because it's a criminally underrated masterpiece), Daring Saboteur (because it loots and is evasive af), Fervent Champion (because it's an excellent voltron), Flameblast Dragon (because removal is nice), Grenzo, Havoc Raiser (because stealing spells is fun), Hellkite Tyrant (because 20 artifacts, with this deck? Sure, you'll need help, but that's what your opponents are for!), Hero of Oxid Ridge (in case you have any pesky token strats in your meta), Legion Loyalist (because why not just give your creatures all the keywords at that point), Markov Blademaster (because double strike is just really strong), Niv-Mizzet, Parun (in case storm exists in your meta), Prophetic Flamespeaker (because it's got double strike, trample, and card draw), Rapacious One (because INFINITE BLOCKERS), Scab-Clan Berserker (in case, once again, of Storm), Scourge of the Throne (because it's real good), Tandem Lookout (because drawing two cards per turn is nice), Tyrant's Familiar (because, once again, removal is wonderful to have), Varchild, Betrayer of Kjeldor (because it basically creates tokens for you), Windreader Sphinx (because it's a LOT of card draw), Basilisk Collar (because lifelink is super good), Batterskull (see prior), Champion's Helm (because hexproof is important), Embercleave (for obvious reasons), Golem-Skin Gauntlets (because more power is better), Heirloom Blade (because it's a steep stat boost and a death trigger, maybe), Loxodon Warhammer (because lifelink is basically super-vigilance anyway), Prowler's Helm (because evasion is nice), Rogue's Gloves (because card draw is good to have), Shadowspear (because it's nuts), The Sword Cycle (because you feel like droppin 16,000,000,000$), Sword of Vengeance (because holy keywords, Batman!)
1 month ago
Most of this you already realize but figured a reminder/ card ideas might be helpful.
You need more lands. With the CMC and goal of the deck at a minimum it should be running 36 lands, assuming you have a strong ramp package. So I would suggest 2 more lands at a minimum to better the odds of drawing land especially early game. Most likely plains with the amount of white cmc costs you have.
I am going to guess without running any fetch lands, and or shuffle effects that your probably going to have a problem with seeing your basic mountains and swamps most games if you do not get Sword of the Animist out early. Just something to think about if you have color fixing issues early game while play testing.
Also might want to take a look at your ramp package. You are running roughly 6 pieces of ramp which is not bad but adding some more will help the consistency and speed of the deck as well as hopefully patching any color fixing issues early game, and provide much needed mana to both play creatures and equip them in the same turn in case the commander is not out (which will probably be often depending on your play group). The deck wants to be closer to 8 or 9 pieces of ramp especially when running 36 lands.
Next card draw is going to be important especially when your commander costs too much or you need to recover from a board wipe. Around 10 draw spells should keep your hand full most of the time.
I would suggest Syphon Mind, Altar's Reap, Read the Bones, Night's Whisper, Succumb to Temptation, and Mask of Memory which are all good calls but loot effects (Basically all red draw spells) and wheels (I.E. Magus of the Wheel) are not bad choices either. Just definitely add more card draw than what you are running currently.
While lands and ramp are usually first to go when making room for "better" cards it is a fine balance between having a bunch of badass cards and having enough mana to play them, or card draw to keep refilling your hand mid to late game after a wraith or 2. Just making the changes I mentioned above will do wonders for how smooth your decks game experience is overall.
Some cards to pull-
Cathars' Crusade- Not running enough cratures or token producers to really trigger it. Plus anthem effects (Benalish Marshal) and Lords (Inspiring Veteran) will be more than enough to pump your creatures, and they also make good targets for some of your equipment helping the Knights tribal with equipment sub-theme the deck is looking for.
Nahiri, the Lithomancer- Good card in most equip decks. But she makes soldier tokens losing the main theme and there are cheaper options for her neg ability.
Sword of Vengeance- Great for voltron but it costs a total of 6 to cast and equip the same turn. There are better equipment out there that cost a total of 3 mana to cast and equip, (Mask of Memory) letting the deck play a creature and the equipment in the same turn helping with early game as well as speeding up board state recovery after a board wipe.
Loxodon Warhammer- Same as above
These are just a few ideas from looking over your current list. I actually built a Syr Gyn deck yesterday out of the brawl precon and cards I already owned. I was going for a midish tier power level (Can hold it's own with precons and slightly tuned decks) so to finally have a deck for each power level roughly. (Jank/theme power level all the way to CEDH level Basically 1-10) After play testing it for about 6 or so games last night I have made some changes and think the deck is in a decent spot. Once the cards come in I will play test it some more but I think the majority of the deck is set now. Here is the updated list I am running.
I went a Knight theme with an equip sub theme as well. Basically I wanted my creatures to be fairly cheap, (Mainly 2 Drop) with the higher CMC curve holding game finishers/ best value cards, as well as my equipment to be cheap CMC wise to allow me to cast both a creature and equip it on the same turn without relying on outside cost reduction effects, such as the commanders free equip cost. The deck runs 18 creatures too 12 Equipment but I think the ratio might be off. Probably would run better at 17/13 but need to test out the 18/12 ratio first. As such most of the cards cost 2-3 CMC for a better early game and recovery mid game. IT runs one alternate wincon cause games at this power level tend to drag out at times, and all the card draw helps with that wincon as well. The Knights all have keyword abilities of their own to augment equipment or they provide pump or other strong utility. The deck can switch between full voltron if need be to kill one player or if board wipes are heavy, and going wide while equipping multiple knights to ensure different combat triggers and varied play/strategy.
Feel free to let me know if you have any questions about my deck list or the cards I suggested. Deck building for EDH can be like trying to swim in the deep end of the pool, especially at higher power levels. Hope this helped and gave you some ideas. I would say it gets easier but it never does. LOL