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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Mask of Memory
Artifact — Equipment
Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card.
Equip (: Attach this to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves the battlefield.)
Profet93 on
Fumiko the Lowblood
4 days ago
Didn't see any mention of budget in the description, got you! Any $ per card? For example, Sensei's Divining Top is good on it's own, better with shuffle effects and best with Experimental frenzy (EF). I feel the only reason EF is useful to you is because you have no draw, thereby allowing you to use future sight without the handicap. I still feel it should be swapped out but I respect your decision. That being said, Top seriously makes EF worth it.
Elkin Bottle is not worth it IMO. Too much cost for what it does. Other options of draw include Skullclamp, Mask of Memory and Light Up the Stage are all good options for draw, particularly clamp. I would add about 2-4 more pieces of ramp, two of which being 2cmc (fire diamond/Arcane Signet and mindstone). You have a very high AVG CMC with little (particularly early) ramp to support it.
Azoth2099 on
Green/Black toxic/proliferate need recommendations
1 week ago
Balvron Thanks, man! Happy to help, really.
So the core of the / presence in the deck should be devoted to Dorks, Ramp and Tutors so that you can quickly get the deck engine up and running. Getting your commander on the field and geared up as quickly as possible is everything in this new context. Some cheaper options for Tutors are Diabolic Tutor, Profane Tutor, Mastermind's Acquisition and Increasing Ambition. I'd really recommend just biting the bullet and slotting in the more efficient ones like Demonic Tutor, Vampiric Tutor, Diabolic Intent & Wishclaw Talisman though. Cheaper card draw options like Phyrexian Arena & Dark Tutelage are also pretty solid. Necropotence, Black Market Connections & Dark Confidant are up there, but worth it.
The only thing you need for is for card draw and interaction, with a few key Proliferate pieces that you'll be able to Tutor for when the time is right. Spells like Brainstorm, Ponder, Tolarian Winds, Impulse, Preordain & Serum Visions provide decent gas for cheap. Classics like Counterspell, Delay, Negate, & Dispel protect your game plan. Flux Channeler & Tekuthal, Inquiry Dominus are probably the only Proliferate pieces you'll need, but I'd Throw a Serum Snare in there too. Mystical Tutor, Rhystic Study & Mystic Remora are always nice to have as well.
The few things you'll need for here is to Tutor up gear for your Commander with cards like Enlightened Tutor, Idyllic Tutor, Steelshaper's Gift & Open the Armory, and occasionally control the board with Swords to Plowshares or Path to Exile. I'd also recommend some Stax pieces like Silence, Grand Abolisher, Smothering Tithe, Esper Sentinel, Archivist of Oghma & Drannith Magistrate for good measure, & some more Commander protection with Mother of Runes & Giver of Runes.
Some good pieces of gear to retrieve slap on could be Swiftfoot Boots, Mask of Memory, Conqueror's Flail, Bone Sabres & Mask of the Schemer, for example.
kirbysan on
[Primer] Helming the Host of Heaven *Update*
1 month ago
Ah, I guess spoilers don't work in comment boxes, that's annoying.
1. Guardian of Ghirapur IN Angelic Curator OUT
After nearly a year of playtesting, I'm not the biggest fan of the low CMC angels, especially Angelic Curator. While it's a 1/1 flying angel body for 2, the protection for artifacts is more of a hindrance than a help. It helped defend against a Blightsteel Colossus once but being unable to equip it hurts more. By turn 3 when we want to drop Angelic Curator we would rather want to drop a 3-4 CMC angel or an impactful Artifact, Equipment or Enchantment.
Guardian of Ghirapur is a far superior body to Angelic Curator at 3/3 for 3. Initially there weren't that many blink targets for this deck but I've tweaked it to have more relevant targets and provide some outs to accelerate our gameplan. Typical targets would be Stoneforge Mystic, Recruiter of the Guard, Inspiring Overseer, Karmic Guide, Sanctuary Warden, Bruna, the Fading Light Meld.
2. Karmic Guide IN Angelic Page OUT
Following the same logic as Angelic Curator, Angelic Page simply doesn't do enough when it hits the board. Karmic Guide was initially pulled due to lack of use as 5CMC is a lot for simple recursion and the deck was more focused on mana efficiency. However, with the re-introduction of tutors and blink mechanics it may have a place again.
3. Recruiter of the Guard IN Mangara, the Diplomat OUT
Mangara has proven its worth in a few games if opponents continue with their strategy and play through it. However, like Smuggler's Share, if opponents decide to play around it, it's kind of a dead card on board. The first ability generally doesn't do much since opponents aren't swinging into our board and depending on the deck they can cast one big spell on their turn and save their instants for opponents. Recruiter of the Guard was in my initial build but pulled in favor of more angels. Typical line would be Recruiter of the Guard into Stoneforge Mystic to grab either Lightning Greaves for protection or Sword of Hearth and Home for protection, ramp and blink shenanigans. While it seems like adding 1 card for a maybe synergy seems inefficient I was able to pull it off in 1/3 games so it's not as inconsistent as it seems.
4. Firemane Commando IN Angelic Sleuth OUT
While the clues generated with Sleuth have saved me before, I would much rather have more consistent draw to keep my hand topped off rather than wastinga turn after a wipe to refill my hand. Firemane serves double duty as not only being a solid 4/3 angel body but also provides "free" draw through attacking which we want to do. It also helps direct combat decks towards opponents if they want the draw.
5. Invasion of Dominaria Flip IN Thorough Investigation OUT
In the same theme as Sleuth, Thorough Investigation provides draw for later with the added benefit of going through the dungeon. I've completed dungeons twice before with this card but the benefits haven't been as strong as I hoped. Invasion of Dominaria Flip provides lifegain and draw immediately and as long as we have 2 angels (Giada and 1 other) then we can defeat this battle the turn we drop it providing a 6/6 Serra Angel. When you staple all 3 together then that's incredibly efficient. Late game when we're trying to close out the game we may choose to not swing at the battle but instead go for lethal but the option remains.
6. Invasion of Gobakhan Flip IN The Ozolith OUT
In the dozens of games I've played with Ozolith I've only had it successfully work once. Late game it may seem like a dead card as it sort of hinges on either an opponent playing a board wipe and us refilling the board to swing again or using Pyre of Heroes on a stacked angel to grab something relevant. I much prefer Gobakhan as it slows down an opponents gameplay, easy to flip and provides benefits right away by buffing our board the same turn it comes out and also has "free" protection for later.
7. Conjurer's Mantle IN Mask of Memory OUT
Mask has been pretty great overall but sometimes slows down the game too much by making us filter. While there's a recursion package, it's not always guaranteed, so pitching relevant angel bodies early can be detrimental for late game, especially against graveyard exiles like Bojuka Bog. Yet, we'll still want to draw our cards so the discarding is necessary. Mantle is great not only because it costs the same, has a buff and vigilance and grabs relevant bodies off the top 6 without having to discard.
8. Clever Concealment IN Cosmic Intervention OUT
Cosmic seems good on paper but exile effects like Farewell or Merciless Eviction can make it useless. It also doesn't protect the angel tokens which can sometimes be the main body of threat. Concealment allows us to not just protect the tokens but lets the vigilant angels tap for a surprise protection. Oftentimes opponents will check untapped mana before blowing everything on a boardwipe so the convoke mechanic is super relevant for a well timed protection spell. Depending on the success of this swap I may consider Wand of the Worldsoul as well for some sneaky convoke shenanigans.
9. Chivalric Alliance IN Tome of Legends OUT
In the same line of thinking as Firemane Commando, "free" draw is better than costed draw. They both cost the same but having to pay for Tome of Legends can slow us down as well as if Giada is removed too much in the beginning. At most we'll ever get 1 draw per turn anyway so this swap was pretty simple.
10. Land Tax IN Smothering Tithe OUT
I've loved Tithe for awhile thinking it's a great ramp card. While it is good, it hinges on the decks it's played against. I've been most successful against my friends Jhoira's deck which colored my view when bringing it into pub matches. After reflecting on it for a year, it simply isn't worth it in mid to high powered casual decks that don't use draw as part of their strategy. In 90% of games I'll get 3-6 treasures before it gets removed or the game ends. Figuratively, you would drop it on turn 4 and if no one pays the tax then by turn 6 you'll have at most 6 treasures which is only net +2 mana. If the game lasts till turn 7 then you could have +5 mana but at that point opponents would either have game ending spells or plenty of open mana to pay the tax. Land Tax on the other hand can come down T1 before Giada even hits the field, thins out the deck while filling the hand with relevant plays and synergizes well with Emeria Shepherd or Emeria, The Sky Ruin. It was in the initial build of this deck before but was taken out along with the other artifact ramp to add more angels in.
11. Plains IN Bonders' Enclave OUT
As one of the few available card draws in mono-white, Enclave was a land for hail-mary draws. I've only ever used these abilities in 1 game when I was desperate for any card draw and it felt terrible. Paying 4 to draw a single card is terrible use of mana. Also, there were too many colorless sources from lands so I was struggling early game to play 2 relevant white cards in one turn.
12. Mistveil Plains IN War Room OUT
Same line of thinking as Enclave. Mistveil's ability is more of an experiment as tap lands are generally too slow. Typically recursion would just put the creatures back on the battlefield but Mistveil can possibly help with the Blink/Tutor package we've introduced.
Considering Wand of the Worldsoul and Excise the Imperfect
Opponents: Sigarda, Host of Herons & Lathiel, the Bounteous Dawn
Starting hand: Windswept Heath, Fabled Passage, Path of Ancestry, Bruna, the Fading Light Meld, Folk Hero, Righteous Valkyrie, Invasion of Dominaria Flip
Game lasted only 20 minutes as this hand curved out nearly perfectly.
T1 - Path of Ancestry tapped, drew Lightning Greaves
T2 - Plains (drew) into Lightning Greaves
T3 - Myriad Landscape tapped into Giada, Font of Hope, equipped Lightning Greaves swung with Giada
T4 - Windswept Heath into Plains into Folk Hero, swung with Giada, cast Righteous Valkyrie, drew a card
T5 - Mutavault (drew) into Invasion of Dominaria Flip and swung both Giada and Valkyrie into the battle flipping it to Serra Faithkeeper Flip to gain 8 life this turn and triggering Valkyrie's +2/+2 anthem
T6 - Cast Herald of War and equipped it with Lightning Greaves.
T7 - Cast Lyra Dawnbringer and Invasion of Gobakhan Flip. Equipped Lyra with Lightning Greaves. Swung in for lethal ending the game.
Lightning Greaves did work this game as it not only protected Giada from early single target removal but also accelerated combat damage each turn. While I did draw into both battles this game I didn't have a chance to test out Invasion of Gobakhan Flip except making a Krosan Grip more expensive which likely helped my Folk Hero or Lightning Greaves survive till the end.
Opponents: Sigarda, Host of Herons, Lathiel, the Bounteous Dawn & Wilhelt, the Rotcleaver
Starting hand: Cavern of Souls, Scavenger Grounds, Mutavault, Guardian of Ghirapur, Folk Hero, Winds of Abandon, Battle Angels of Tyr
Initially I believed this hand was amazing as I had draw, removal and aggro all in one but failed to realize I had 0 colored mana except for angels. It ended up working out as the 2 Selesnya players ramped hard in the beginning allowing Tyr to do some work.
T1 - Cavern of Souls
T2 - Mutavault into Giada, Font of Hope
T3 - Scavenger Grounds into Battle Angels of Tyr, Giada sworded by Lathiel
T4 - Ancient Tomb into recasting Giada, swung with Tyr drawing a card and generating a Treasure token
T5 - Plains into Folk Hero and Herald's Horn and swung again with Tyr and Giada drawing a card and generating a Treasure token. Using the 3 open mana I cast Recruiter of the Guard fetching Stoneforge Mystic.
T6+ Cast Stoneforge Mystic to fetch Lightning Greaves but Stoneforge was promptly exiled. I had originally planned to use Guardian of Ghirapur to chain blink Stoneforge into Sword of Hearth and Home but instead used her on Recruiter of the Guard to fetch Thraben Watcher. I finished the game by casting Avacyn, Angel of Hope and equipping it with Lightning Greaves to give my board protection and started swinging away with indestructible vigilance angels.
I was nearly knocked out by the Sigarda player in the second to last turn because she was equipped with Sword of Hearth and Home making her unblockable as well as a Kaldra Compleat and finally a flashed in Sigarda's Vanguard for double strike. Luckily I had left mana open for Oblation and targeted the Sword of Hearth and Home allowing me to block with Ghirapur and Giada preventing lethal damage.
Opponents: Prosper, Tome-Bound, Sliver Overlord & Muldrotha, the Gravetide
Starting hand was pretty slow with only 2 tapped lands but I figured Luminarch would win me the game provided I wasn't attacked early game.
Starting hand: Kabira Takedown Flip, Windbrisk Heights, Luminarch Ascension, Invasion of Gobakhan Flip, Herald's Horn, Bruna, the Fading Light Meld, Generous Gift
Prosper started off the game insanely fast with a T1 Dark Ritual into Bucknard's Everfull Purse where he rolled 4 to cast Prosper on T1. They proceeded to dominate the game with a Reckless Fireweaver and later a Storm-Kiln Artist draining us to the low 10s. They attempted to finish us off with a Delayed Blast Fireball to wipe our board and swing with lethal. However, Slivers flashed in a Spiteful Sliver and Sliver Overlord to deal 30 damage back to Prosper bringing them down to 3. I used Luminarch Ascension to drop 2 angels before Giada died and got a 7/7 & 8/8 body that survived the fireball. While Slivers could have knocked me out with the Spiteful Sliver they had no real way to deal with Prosper after the fireball so I was able to knock out both players on my turn. Muldrotha had no answers so was dead on my next turn.
kirbysan on
[Primer] Helming the Host of Heaven *Update*
1 month ago
All,
Grabbed all my 3+ pod gameplays and the recent MOM gameplay and swaps and posted it on my own decklist. I'll keep commenting on Guerric page as it gets more traffic. Let me know your thoughts and if my thinking is sound. Thanks!
Help Me Giada, You're My Only Hope
March of Machine Upgrades (x12) - Blink/Tutor Show
Game 1 (3-man Pod vs. Sigarda Voltron & Lathiel Lifegain) Show
Game 2 (4-man Pod vs. Sigarda Voltron, Lathiel Lifegain & Wilhelt Zombies) Show
Game 3 (4-man Pod vs. Prosper Exile, Sliver Tribal & Muldrotha Reanimation) Show
DadHumanPraetor on
Iroas, Menace to society
2 months ago
I run Fighter Class to grab Hexplate Wallbreaker and also Glimmer Lens and Mask of Memory and some other equipments. I also run Sigarda's Aid because I run Splinter Twin to combo with Combat Celebrant and Zealous Conscripts I love Iroas, I equipped a helm on him in a game last night and had 4 of him on the board lol.
Rhadamanthus on What equipments work with Chromium?
4 months ago
Chromium's effect will only remove abilities specifically given to the creature, so an equipment like Mask of Memory will continue to work normally because it just works through an ability of its own.
A few more examples:
- The damage dealing and untapping abilities from Thornbite Staff will get removed because they are abilities specifically given to the creature
- The protection abilities from a Sword of War and Peace will get removed but the damage/lifegain trigger will still work properly
shitballsman on What equipments work with Chromium?
4 months ago
i was wondering if equipment effects like Mask of Memory work when equipped to Chromium, the Mutable when its ability causing it to lose all abilities is activated (the equipment was already equipped in this scenario).
Hi_diddly_ho_neighbor on
Sekki, Ghost Piñata
4 months ago
This, I like this. First of all, I had no idea you could use Sekki like that. +1 from me
Some suggestions for the two problems you want help with:
Early game: One thing you could do is run a bunch of mana dorks. All the Llanowar Elves variants will help you ramp into Sekki faster, give you early creatures to equip Sword of the Animist and Mask of Memory onto, and will make green draw spells like Shamanic Revelation more useful if you haven't been able to make spirits off Sekki.
Card Draw: Green has some fairly strong card draw options for a go tall strategy that you could still consider in Harmonize, Rishkar's Expertise, Momentous Fall, Runic Armasaur, Ohran Frostfang, Hunter's Insight, Soul's Majesty, and Hunter's Prowess.
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