Moonsilver Spear

Moonsilver Spear

Artifact — Equipment

Equipped creature has first strike.

Whenever equipped creature attacks, put a 4/4 white Angel token with flying onto the battlefield.

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.)

Latest Decks as Commander

Moonsilver Spear Discussion

multimedia on Equip/Aura Galea

1 month ago

Hey, what you have so far is a strong start at upgrading the precon for your first deck, nice Hammer of Nazahn upgrade.

Currently you need to cut 24 cards to get to 100 cards. Some advice is start with cutting some lands because 43 lands is too much. Reduce it to 36 and if you think you need more mana then add more low converted mana cost (CMC) ramp sources or draw sources instead of lands.

Some lands to consider cutting:

All these lands always enter the battlefield (ETB) tapped and you have other lands that always do this too, but those other lands are better than these.


The next cuts to consider are some high CMC cards to reduce the mana curve.

Further cuts are some cards that are not as good as others here or have similar or the same effects.

Heirloom Blade and Reflections of Littjara are tribal cards that care about only one type of creature. That's not the strategy here since you have many different creature types. Skyclave Cleric  Flip and Tangled Florahedron  Flip are double face cards (DFC) that can be lands or played as the front face of the card and that can be helpful. The problem is the front face of the card is not worth playing even though they might be lands. Bala Ged Recovery  Flip is an example of a good DFC upgrade since front face is a good card and the bonus is that could be a land.

Suppression Field is a powerful card, but it affects equipment equip costs since that's an activated ability. Even if you control Puresteel Paladin with metalcraft activated you still have to pay 2 mana to equip the equipment to a creature you control. Puresteel will reduce the equip cost to 0, but then Field makes you pay an additional 2 mana to activate the equip ability. If an equipment is in your hand and you cast it or already on the battlefield you can't free equip if you control Field.

You have ways to get around having to pay for equip with attach. Difference is you're not equipping when you attach an equipment to a creature you control. The key word here is attach which bypasses the need to activate equip. You can free attach an equipment with Galea, Kindler of Hope, Halvar, God of Battle  Flip or Hammer of Nazahn. With Galea only if you cast an equipment from the top of your library, with Halvar only if the equipment is already equipped to another creature you control and with Hammer only if you cast the equipment or the equipment ETB. Free attach has synergy with Suppression Field, but the interaction is limited.

Good luck with your deck.

libraryjoy on Balancing my 2 decks against …

2 months ago

I agree with Gavriel, except for one thing. The white deck could run a couple of Call to Glory to untap all creatures (also gives pseudo-vigilance and the element of surprise). The curve on the white deck is way too high, and there are too many counterspells in the blue deck. Repeatable token generation is definitely the way to go. Consider things like Populate, Growing Ranks, Sundering Growth. To interact with big threats from the blue deck, Oblivion Ring definitely could find a place. To give white a "sleep" effect, I like Blinding Light. And the Whelming Waves do seem especially cruel against the white deck. If you keep them in, you also need to give white a nasty edge to play. Celestial Dawn would wreck the blue deck entirely. You could also include things like Thalia, Guardian of Thraben, Conqueror's Flail, Grand Abolisher or Silence to give white a competitive edge against all the counterspells (and they're all pretty expensive, because they are so effective).

Rhys the Redeemed would be an awesome include for the white deck. You might also look for things that make bigger scarier tokens, like 4/4 angels Moonsilver Spear or Seraphic Greatsword. Or low to the ground anthems like Honor of the Pure. Plus a little card draw in there somehow. Not white's strong suit, but something like Mentor of the Meek might work.

Bolbae on Guided by Faith

3 months ago

Colossus Hammer by itself is too slow, but since you're already playing Hammer of Nazahn, Sigarda's Aid and Open the Armory it might be worth considering.

Because of all the enchantments, Sovereigns of Lost Alara are another possible choice.

Apart from that, I wasn't saying Octopus Umbra should be swapped, that's completely up to you of course.

Should you decide on further empathizing on the "Winged Guardians" backup plan, while Anointed Procession doesn't let you keep Saint Trafts' Angels, it still massively boosts their damage output. In addition, those created by Moonsilver Spear do stay. Together with Sundial of the Infinite you can also react to the triggered ability at the end of combat and keep all tokens that would be exiled.

I'm not much of a Voltron player though and I don't know if you really need that backup plan, so that's just an idea.

Have fun!

Ector on Galea, the Equipmonger

4 months ago

The Ramp, the Lands and Topdeck Manipulation

The major goal of every good Galea deck is the right method of ramp and topdeck manipulation. Every time you see a card that Galea cannot play, you should have a way to change the situation somehow. And there are two primary ways to achieve that:

  1. Direct manipulation. Scroll Rack , Sylvan Library , Soldevi Excavations , Vantress Gargoyle and Jace, the Mind Sculptor directly manipulate with your topdeck, allowing you to gain card advantage. Let's look at Scroll Rack for example. If you have say three Auras/Enchantments in your hand that you can play this turn, and your topdeck isn't Aura or Equipment. You just draw three cards, put your Auras/Equipments on topdeck and play all them, actually drawing three cards for 1 mana!

  2. Fetching lands. As long as Galea cannot play lands from top of your library, you should fetch lands as much as you can. This reduces the number of lands in your library (and the chance to see a land on your topdeck), and allows you to shuffle your library. We have six lands that fetch the other lands, and one of them ( Thawing Glaciers ) can fetch multiple times. We also have Sword of the Animist and Elvish Reclaimer that fetch lands repeatedly, and Expedition Map .

The Ramp strategy of this deck uses "the best of all worlds" principle: the best creatures, the best artifacts and the best Aura ( Wild Growth ). Most of the Ramp cards cost 1 mana, but there are few 0-cost and 2-cost cards. Why don't I use more Auras? Because creatures and artifacts are more efficient, and I need Ramp prior to playing Galea. Why do I use mana dorks? There are two reasons: I need early targets for my Equipment, and I want to sacrifice them later to Skullclamp .

This deck has three ways of fetching NON-basic lands: Elvish Reclaimer , Expedition Map and Tolaria West - and if you have Academy Ruins , you can recycle Expedition Map to fetch more lands. One of the best targets for the fetching is Urza's Saga , which can create a giant token and fetch Skullclamp or Expedition Map . Another very important target is Glacial Chasm , which can allow you to survive and grab victory even in a grave sutuation. Of course, Academy Ruins and Hall of Heliod's Generosity are also the popular fetch targets.

The Aura Selection

Most Auras in this deck steal or spoil enemy creatures (especially Commanders). It's hard to win when your Commander is stolen or converted to Insect :) There are only two Auras that should be played on your creatures: Mantle of the Ancients and Unquestioned Authority . Most of the time they are played via Sovereigns of Lost Alara : you attack, then fetch one of them from your deck, and, in case of the Mantle, also play all Equips from your graveyard.

The Hidden Gems

Conqueror's Flail prohibits opponents from playing spells during your turn. This allows you to play all your stuff without pesky counterspells and attack safely. It's very important for this deck.

Moonsilver Spear and Seraphic Greatsword create 4/4 flying Angels. If you have both, you can create enough blockers that can eventually kill somebody.

Dowsing Dagger  Flip should be transformed into a land that provides three mana of any color. It's a great Ramp, especially if you consider that Sword of Feast and Famine and Treachery untap your lands. With a bit of luck, you can even create two Construct tokens with Urza's Saga !

Fractal Harness is the easiest way of creating an enormous creature. It will grow very fast, and Belt of Giant Strength may give it +10/+10! If you get both in play, follow the "Trident Punch" path and look for Surestrike Trident .

Umbral Mantle doesn't have a lot of good targets in this deck: there are no creatures with powerful "Tap:" abilities. But you can steal them! :) Talking seriously, the Mantle is used to untap our Ultron after attacking. I am not a big fan of using Galea for this purpose: it's better not to put all the eggs into one basket. Plus, the Mantle makes a great combo with Surestrike Trident .

Shimmer Dragon is really great for this deck. It flies and almost always has Hexproof. It provides insane amount of cards. And it is much better material for Ultron than Galea IMHO. Most of the time you would need just one Scytheclaw or Kaldra Compleat on it to deal very serious damage.

Fierce Guardianship means that you always might have a counterspell :)

Thassa, God of the Sea is very helpful for two reasons: it can make your creature unblockable (even a tiny Elf with the Scytheclaw becomes a very dangerous threat!) and it provides a free Scry 1 every turn (see above on topdeck manipulation). Still, you have a chance of turning her into creature, since there are several permanents with UU in their casting cost. Having an indestructible creature is always nice!

TheVectornaut on Knight Deck

7 months ago

If you can afford it, I highly recommend Knight Exemplar for almost any knight deck. It makes even the smallest squires obnoxiously difficult to deal with, especially if you can get two copies in play. When I ran it in mono-white knights way back when, I found that I'd sometimes get into big board stalls, but Curry Favor on Smitten Swordmaster is a great way to win from such a position. You could also just try to go even wider with more Worthy Knight , History of Benalia , Call the Bloodline , Hero of Bladehold , Gideon, Ally of Zendikar , Sigiled Sword of Valeron , The Circle of Loyalty , or some combination thereof. With enough knights in the deck, I'd want the full 4 of Tournament Grounds and possibly some Unclaimed Territory / Cavern of Souls if your pockets are deep. If I was cutting something, I think I'd start with the Basri planeswalker deck package. With the possible exception of the Lieutenant, those cards are just not that efficient.

As an aside, I love the cheeky combo with Syr Gwyn, Hero of Ashvale and Colossus Hammer . It's probably too narrow to be effective right now, but I can totally see a world where that dream becomes a reality. Big dumb equipment like Helm of the Host , Moonsilver Spear , and Godsend supported by knights with equip synergy like Danitha Capashen, Paragon , Puresteel Paladin , Armored Skyhunter , Balan, Wandering Knight , and maybe even a Kinsbaile Cavalier for maximum overkill.

DreadKhan on Sexy girls with wings

10 months ago

Well, a few options include (but are not limited to) Marble Diamond, Thran Dynamo, Worn Powerstone, Hedron Archive, Skyclave Relic, Replicating Ring and even Arcane Signet. Any 2 mana ramp that can produce white is worth considering, but I feel like you'll want a few 2 or even 3 mana rocks to get things out more reliably. Pearl Medallion isn't as cheap, but it is another cost reducer.

I'd considering cutting stuff like Angel of Renewal that have higher CMC and aren't a big enough body or splashy enough effect to really justify quite that high of a cost. Maybe Moonsilver Spear, maybe Daxos unless you're really attached to the card. Serra Angel feels too vanilla, but has lots of cache, being the first angel and all. The angels that prevent you from losing the game might be cuttable, the deck already has lots of life gain, so if a deck can get your life down, you're probably done, and you might have preferred to have a different card out that has more immediate impact than just 'don't lose yet'. I really struggle at cutting cards from decks, so maybe someone else has better advice!

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