Artifact — Equipment
As Sanctuary Blade becomes attached to a creature, choose a colour.
Equipped creature gets +2/+0 and has protection from the most recent chosen colour.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Sanctuary Blade Discussion
3 weeks ago
So, we play Commander here. What moments are you proud of accomplishing?
For myself, what got me to start this thread was last night for casual Commander. I was rolling my Killian Voltron deck that I was refining for Pattern Recognition, an my Turn 1 play was Vorpal Sword, Turn 2 Killian, then careful threat assessment and removal with a Sanctuary Blade set to for near total protection from creatures.
Then I got the magic number of mana. . Opponent 3 is told "No, I'm not swinging at you. #1 and #2 are threats." So he uses his turn to take out Opponent 1's Vorinclex. I then take out Opponent 1 on my turn. Next turn, Opponent 2. Opponent three lucks into Koma, but there's no way for him to block the activation of the Blade or have enough non-green creatures to throw in the way. He makes it clear that I can go for it, and Killian takes out all three opponents with the Vorpal Blade.
I was over the moon with that, that's for sure.
So, what moments in Commander are you guys proud of accomplishing?
4 months ago
6 months ago
I'm not sure of previous versions of this deck, but I have some cards I think you should add, plus some cards I think you should either just consider replacing or simply just take out. We'll start with the ADD list.
Earthquake and/or Rolling Earthquake (You already have an effect like this in Subterranean Tremors , but this also hits players, so you'll deal EXTRA damage on top of the extra damage from the commander.)
Starstorm (An effect like many others, but this one has cycling.)
Fire Servant (It's not the cheapest creature, but it has an ability that you might want more of. You can always use more damage doubling.)
Mana Geyser (Look, it's just a good card to get a lot of mana quickly. Not super necessary, but it's fast mana in R)
Heartless Hidetsugu (I'm just suggesting this one because cutting your opponents down to 20 is great and makes killing them easier.)
Seething Song (Fast Mana good.)
Seize the Spoils (I noticed a lack of card draw, and this is a pretty neat mono-red card draw spell.)
Endless Atlas (Again, card draw, and it's cheap and consistent.)
Genesis Chamber (Yeah, it requires your opponents to be playing creatures a bit, but it makes it just that much easier to kill them. Plus the Myr generated are all 1/1s, so they will easily let excess damage through from the rest of the deck.)
Sanctuary Blade (A little expensive on the equip side, but this is another consitent way to give your commander pro-red.)
Chandra, Awakened Inferno (Her + kills your opponents faster, her - does what you commander wants, her -X is neat. I think she's all around a great inclusion.)
Chandra, Torch of Defiance (Okay, so now is where I admit that you only had 1 planeswalker and I talk about how much I like Planeswalker cards. I think they're cool and fun. This specific one is great beacause she either gives you mana or draws you a card, essentially. Her two differ +1's are really the only reason, but her ult is something your opponents wont want to have go off, either.)
Caged Sun (More Mana in mono-red.)
Pyroblast (Unless this is for a VERY SPECIFIC meta where you are going against mean U decks, this will be more frustrating in hand than useful, I think. Plus, color-specific hate like this just feels out of place in this format, unless, of course, your meta is particularly skewed a certain way.)
Red Elemental Blast (See Above.)
Tibalt's Trickery (Yeah, cool counterspell, but I think the deck should focus more on itself, personally.)
Wheel of Fate (There are better, and faster, ways to draw cards. I like the idea of this card, but in having played it over and over again, either it never actually resolves -like the game ends- or it just feels like a relative waste because people can see it coming and plan ahead.)
Lavabrink Floodgates (To be fair, I've never played with this card, but OH BOY does it seem bad. If you're not proliferating the counters, then this will NEVER go off if your opponents don't want it to, and they would never want it to with this deck, unless a board-wipe JUST happened and there are not creatures. So then it's just a 4-drop mana rock producing 2, and you can just replace it with something better like Caged Sun that will help you Earthquake for a win faster.
Arch of Orazca (I noticed in your mana base that you have 13 lands that tap for colorless. That seems like too many for me - it's almost the same number of Snow-Covered Mountain s you have. So I am recommending removing some. I get why this one is here, for the card draw, but this is SO EXPENSIVE. I don't even run it in my colorless Emrakul deck.)
Great Furnace (I like this card, I really do. I LOVE artifacts. But without any artifact synergies, this is more likely do get Shatter ed or Vandalblast ed than actually help you, and that'll feel bad. Just replace it with a Snow-Covered Mountain .)
Leyline of Punishment (I get that this is here to make it harder for your opponents to survive or heal up, but honestly, just play Heartless Hidetsugu or something else to keep life totals low. This one is often going to feel more like a do-nothing enchantment unless your meta is HEAVY life-gain.)
Treasonous Ogre (Fast mana, sure, but it seemed overall pretty meh to me in this deck. It's better at killing you than it is at providing mana in this specific deck, I think.)
Varchild, Betrayer of Kjeldor (The effect is important for making sure you opponents have creatures, but getting her to hit you opponents before they have blockers is going to be a challenge, and if you draw her late-game, then she's just a 3/3 blocker.)
Bonfire of the Damned (The miracle cost is cool, but most of the time I think you'd rather something like Earthquake that will most likely hit almost all of their creatures AND more than 1 opponent/opponent's board. Plus, if this isn't Miracle'd, then this is pretty trash in your hand.)
I'm sure I said add more cards than take out, and I know I said take out a couple lands, but not really add any, but I hope this is helpful.
11 months ago
Living Hive might be a little slow, but it spawns attackers when attacking, and encourages opponents to block it instead of your satyrs.
Akroma's Memorial is another big add, but maybe too high of a power level for this deck?
Speaking of satyrs with pro black, Chameleon Colossus could be fun (what, it's not a satyr?) The +1/+1 and haste it gets from Gallia make it a great mana sink if you just wanna generate a ton of damage on the fly and can get it through somehow.
Polis Crusher kinda fits into the Theros theme. Takes a lot of mana to power up, though.
Sanctuary Blade can give Gallia protection, making it easier to get that commander damage through.
You only have 34 lands and not enough mana dorks/rocks to justify it... Needs more mana!!! Cryptolith Rite might be handy.
1 year ago
FounderX thank you for the upvote! I appreciate the suggestion, though I don't know what I'd take out to slot it. I kinda use Sanctuary Blade in the same role this card would fill. It's a decent suggestion, but I don't really think it goes well with my theme and it doesn't get Balan any closer to having double strike. Still, I'll definitely consider it thank you
1 year ago
Flawless Maneuver is currently in my Maybeboard. I like the idea of it being a free save for Balan or a way to spare my board from my own sweepers. I wouldn't call it better than Teferi's Protection though. Protection stops things that Maneuver can't.
And why would I be constantly tapping out every turn? My utility lands and removal spells appreciate me leaving mana open.
- Sanctuary Blade is pretty weak compared to the Swords, and I only run three of them. Why would I use it over one of the Swords I choose to omit?
- Trailblazer's Boots has nice evasion, but it doesn't provide anything else. I have plenty of Equipment that offer some form of evasion alongside other boons.
- Flooding my deck with card draw Equipment dilutes the quality of Equipment in total and negatively affects Balan's performance. Sword of Fire and Ice is the only card draw Equipment I need. I have other card draw sources in this deck to fall back on.
I had Burnished Hart before. Took it out as it was a bit too slow for this deck's liking.
Grafted Exoskeleton is a no-go for me. Infect (and poison in general) is a greatly hated mechanic. I don't want that negativity attached to this deck. I used to run Inkmoth Nexus, and it wasn't an enjoyable experience for anyone.
I have an issue with Inspiring Statuary, and its the word "nonartifact." It can't make Equipment cheaper to cast, and that's a major dealbreaker.
1 year ago
Have you looked into some of the new commander cards from c20? Flawless Maneuver and Sanctuary Blade are very decent in this deck. I know you dismissed them, but flawless maneuver is better than tefferi's protection in this deck because you're using all your mana every turn if it's running right... And if you're tapped out that's when your opponent will generally try to throw off your game plan. Sanctuary blade is very decent, low costed and grants a decent boost for balan. What about Burnished Hart for the mana ramp? Also could suggest Grafted Exoskeleton, just one more equipment and you're dealing lethal. Rogue's Gloves and Mask of Memory are both decent card draw for a deck like this or Infiltration Lens if you're not very evasive. Inspiring Statuary is also very powerful in this deck because equipment tapping doesn't interfere with the deck plan. Trailblazer's Boots is very decent, every deck runs non basic lands. Anyways great deck!