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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Attach target Equipment to target creature. (Control of the Equipment doesn't change.)
2 weeks ago
Thoughts on these, Quest for the Holy Relic decent cheap equipment find, Magnetic Theft this is good for various reasons, for example you can use it on Helm of the Host and get copies of an opponents creature and other things. Trailblazer's Boots one of my favorite equipment. Here some card draw just incase you need more Phyrexian Arena if you can handle the life loss. Some artifact retrieval Remember the Fallen, Ritual of Restoration, Recommission. Hope some of these help!
2 months ago
Creature - Spirit
Whenever Reproachful Ghost blocks a creature, that creature gets -1/-1 and Reproachful Ghost gets +1/+1 until end of turn.
Sacrifice Reproachful Ghost: Target creature loses all abilities and has base power and toughness 0/1 until end of turn.
"Did you think your sins would be forgotten, when they are written so clearly on your soul?"
Inspired by characters like Banquo from Macbeth and Jacob Marley from A Christmas Carol, where the ghost of a dead partner appears and confronts a person about their sins, crimes, and general depravity.
Create a card based on a board game.
3 months ago
Interesting list! It seems like you are trying to go somewhat voltron which I find odd.
I don't think Magnetic Theft is needed.
I'd suggest Brilliant Restoration over Tiana, Ship's Caretaker. My problem with Tiana is that she has to be out when your stuff is destroyed. Brilliant Restoration get everything and is a great top deck.
Cards I'd consider adding: Blind Obedience, Court of Ambition, Court of Grace, Crawlspace, Curse of Conformity, Curse of Disturbance, Curse of Fool's Wisdom, Curse of Opulence, Curse of Silence, Curse of the Nightly Hunt, Ghostly Prison, Mesa Enchantress, Monologue Tax, Torment of Scarabs, Trespasser's Curse
11 months ago
I’ve seen similar decks containing Magnetic Theft and Galvanic Blast. I like the Hatebears theme you have going on. Would be interesting to see this go up against some of the more artifact heavy versions of Hammer Time
1 year ago
With Feather, you need to lean one way or the other, pump or burn. Cards like Firebrand Archer won't do much of anything in a deck that wins by Commander damage, whereas the pump is best replaced in a burn deck. This deck leans more toward pump, so I'll suggest cards for that.
Ajani's Presence is strictly better than some of the protection spells in here. Inquisitor's Flail is a repeatable way to double Feather's damage, it also stacks with both double strike and Unleash Fury. Kediss, Emberclaw Familiar turns a one=person kill into a full win. Blacksmith's Skill is just about the best protection spell you could ever want. Sejiri Shelter Flip is a relevant MDFC. Intimidation Bolt can save you games. Impact Resonance can help you deal with problems too, and speaking of removal, you need some boardwipes. Austere Command is a very flexible sweeper, Blasphemous Act is a quality cheap one that you can frequently protect your own stuff from, and Slaughter the Strong is also cheap and mostly doesn't affect you. If you're running Sunforger, you really need to run Magnetic Theft to fetch on the first activation. It's a very effective combo. And then Storm-Kiln Artist is just a must in every Feather deck. It turns your engine from good to game-ending in seconds. Show of Confidence is also a game-ender, pairs very well with the storm aspect of the deck and the counters are permanent and it's hard to counter.
If you find your stuff is getting countered, or you need to use spells but Feather can't stay out, recursion like Dreadhorde Arcanist, Mavinda, Students' Advocate, and Past in Flames might be worth looking into.
In general, remove two-cost spells if possible, remove burn, and think about what color your mana production is. In my experience, most of the spells you want to cast multiple times are white, so red-mana production is less valuable. And Remote Farm will backfire very quickly without a way to increase its counters or blink it. There are a few other cards in here that just aren't quite good enough if you need advice on more things to take out.
If your playgroup starts to adapt, like mine did, and runs cards that don't care about your protection like Sakashima's Will, Out of Time, Extinction Event, etc., think about Eerie Interlude. It's three mana and one-time protection, but it can get you out of a rough spot that no other card can.
1 year ago
I think I see what you mean. I’ll drop Thud to x2 and increase Magnetic Theft to a full 4. I like those other artifacts you mentioned, as well as a couple others, but I’m not sure what if anything to cut to include them. I’ll maybeboard them in case I return to this deck and want to change things up a little. Thanks for the tips!
1 year ago
Hey Balaam__, I really like the spin on hammertime you have going here, and I love flinging things at people. However, I must agree with zapyourtumor - without Puresteel Paladin, you are relying on only Sigarda's Aid and two copies of Magnetic Theft to attach your hammers, which is not enough consistency. Plus once a hammer comes down with Aid, you attach it to a creature, then you Fling it - how will you reattach the hammer? I think you should cut 2 Thuds to make room for a full playset of Theft, since Thud is a sorcery. You really don’t need 8 fling effects, 5 or 6 should do the trick.
1 year ago
I think you’re definitely right. I figure I’ll cut the removal by half or so and add in the Magnetic Theft and Swiftblade Vindicator, and that’ll probably melt my snow lands so I could swap some basics out for the Painlands maybe. Thanks again for the critique!