Seraphic Greatsword

Seraphic Greatsword

Artifact — Equipment

Equipped creature gets +2/+2.

Whenever equipped creature attacks the player with the most life of tied for most life, create a 4/4 white Angel creature token with flying that's tapped and attacking that player.

Equip

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Seraphic Greatsword Discussion

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.

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!

DemonDragonJ on Commander Legends Spoilers

1 year ago

It is very nice to see that Vampiric Tutor is being reprinted, again; I know that most players, including myself, were hoping for a reprint of Imperial Seal, but at least the tutor will decrease in price, since it is still worth more than $100.00, at this time.

At this point, it is likely safe to presume that uncommon legendary creatures will now be a regular feature of this game, which severely disappoints me, since I was hoping that they appear only on rare occasions.

Mnemonic Deluge is quite awesome, but I am not certain if I would be willing to spend such a large amount of mana to cast it.

Confiscate has not been reprinted in some time, so it is nice to see another reprint of that card.

It is nice to see that WotC finally made a card of Krark, and he obviously has synergy with his own thumb, which I hope is reprinted in this set, as well.

Szat's Will is very diabolical, much like Szat, himself, although, as with Szat, himself, I feel that it should have had more black mana symbols in its cost, since both card are very powerful and very black in effect.

Sphinx of the Second Sun is a very interesting new effect that has never been done, before, so I like it.

I like Siani, but the fact that his or her (the name sounds feminine, to me) ability is limited to creatures with flying limits their usefulness.

If I ever build a fairy EDH deck, I shall definitely include Nymris in that deck.

The ghost of Ramirez de Pietro is quite an awesome callback to an obscure older card, although I wish that the ghost was black/blue, since the original card was black/blue.

Seraphic Greatsword is very awesome, although the high equip cost will require a carefully-constructed deck to be able to pay it reliably.

I am so happy to finally see Liesa, the black/white angel from Innistrad, and her ability is definitely very awesome; I certainly would like to see other legendary creatures with that form of alternative payment, but I also would like to see it remain unique to her; if I ever make a black/white EDH deck, there will be so many options from which to choose. However, why is he only a normal rare, when the other angels from her cycle were mythic rares? I noticed that her alternate cost is mandatory, not optional, which could be a problem if she is summoned too many times, but any deck that has her as the general will likely have plenty of methods for gaining life.

Bladegriff prototype is very awesome, but I am not certain if it is worth the additional 2 mana over Trygon Predator.

Coward_Token on Commander Legends Spoilers

1 year ago

The tokens from Seraphic Greatsword don't exile at the end, in case anyone else had Geist of Saint Traft in mind.

Sphinx of the Second Sun is neat but overcosted

Liesa, Shroud of Dusk faces stiff competition from Kambal, Consul of Allocation imo