Shadowspear

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Shadowspear

Legendary Artifact — Equipment

Equipped creature gets +1/+1 and has trample and lifelink.

: Permanents your opponents control lose hexproof and indestructible until end of turn.

Equip (: Attach this to target creature you control. Equip only as a sorcery. This enters the battlefield unattached and stays on the battlefield if the creature this card is attached to leaves the battlefield.)

Crow_Umbra on Charisma, Uniqueness, Nerve, & Talent

1 month ago

Lol yeah Goldberserkerdragon, Glaring Spotlight, Shadowspear, & Arcane Lighthouse are that trifecta.

I haven't looked at this deck in forever, as if Dockside not being swapped out didn't make it obvious enough lol.

wallisface on Kamarupa’s Challenge

1 month ago

Sorry, one last idea. This one’s a little more gimmicky but also feels like it should perform well against a lot of decks just by being able to grind them down. It will require some savvy piloting as far as knowing when to play the Arbiter.

wallisface on Kamarupa’s Challenge

1 month ago

I think Choke is a card you’d probably leave in the sideboard to battle decks that use islands. But I think Power Conduit is a good mainboard addition:

DungeonCrawler64 on Lurker of the Automation

2 months ago

forget the Shadowspear idea I forgot it was legendary D:

DungeonCrawler64 on Lurker of the Automation

2 months ago

I test-played a bit and I think I got the lands to work well!Hallowed Fountainfoil seems to be a good land fix and much to my despair I think I have to remove The Ozolith to add one land in its place because the lands just were not consistent enough. (especially trying to get for a Counterspell, Sink into Stupor  Flip, or if I wanted to cast two cost cards. (this is part of the reason why I chose Metallic Rebuke over Counterspell before I updated my deck because getting double blue seemed tougher. but I think seventeen lands plus the Mox Opal and Springleaf Drum are good and the manapool seems much more efficient. I decided to keep the Darksteel Citadel because for artifacts entering and on the board for affinity I seemed to notice a considerable difference if they were not artifact lands. the Steel Overseer seems to be pretty strong especially if I have a bunch of Ornithopter or Memnite then I can buff them and make them more of a threat. I also had the crazy idea of adding another copy of Shadowspear because of the +1+1, trample, and especially the lifelink if the game is longer and I needed it. however, I am not quite sold on the idea. I would love to have one copy of The Ozolith, but I am unsure what to remove. I am considering removing one of the three Kapa Cannoneers Or one of the two Emry, Lurker of the Loch. but I am just not confident about removing those cards that seem essential for this deck. ); would love to hear from you and thanks so much for helping kamarupa! without you, I got no clue what I would have done!

TheBl0b on Mirri, Cat Warrior Voltron EDH

4 months ago

SufferFromEDHD thank you :D I really like your name hahaha

I really like you suggestions but I think Vitality Charm and Sprout (as well as Vine Dryad) are necessary against Fleshbag Marauder-like effects.

Concerning Avoid Fate, I have been considering it for a long time, but I believe giving my creature hexproof might be better because it beats "can't be countered" spells, but it might still be a good idea against cards that remove or prevent hexproof (like Shadowspear). Mirri's Guile is also a really good idea and on point for flavor!

The one change that would be easiest to implement would be the Birds of Paradise. I have no idea how I didn't think of that!

Thanks again for your comments!

DreadKhan on Maga, Draining the Swamp

4 months ago

I think the general 'rule' around here is to never bring up politics in an existing discussion (or use it to harass people in their own spaces) because it's super off topic and poisons the well so to speak. I've got political decks (generally lefty stuff) and haven't had too much trouble, and I've seen people with some pretty right wing stuff that is acceptable on here.

In light of the present election I took another look at Maga, Traitor to Mortals and I was a bit surprised to realize (as you did) that it's a fairly playable card to build around. The card's name is objectively hilarious now, so I do wonder if it'll be a fun card to build, seeing this list illustrates the potential, but I have a few ideas that might be worth a look!

This might sound weird, but are you sure you want stuff like Exsanguinate and Torment of Hailfire? Ditto for Sanguine Bond stuff, I think you should leave in Exquisite Blood (it's amazing with your Commander), but I feel like making this a combo deck will make it much less fun to play (obviously ymmv, just my thoughts!). Anyways, your Commander already gives you an outlet for big mana, and with all your ramp it should be fairly easy to eliminate an opponent; have you thought about some Flash sources, maybe Emergence Zone and/or Vedalken Orrery? If Maga has Flash you can potentially hold up enough mana to eliminate an opponent that is about to win (or simply eliminate you!). I'd rather play against that than Torment of Hailfire!

I rarely regret including stuff like Night's Whisper and Sign in Blood, these can do a lot of work. I don't think I'd bother with the Fallen Empires one, but Subterranean Hangar is a fairly good card if you want to store mana, I look at it as a ramp card instead of a land. I'm not sure if it's too much of a hassle, but Diabolic Revelation is a pretty crazy tutor if you dig out more than 2 cards. Maybe War Roomfoil? Drana, Kalastria Bloodchief is a great sponge for extra mana, she can remove creatures (including blockers) and then hit the opponent like a truck. Morbid Opportunist can draw a decent number of cards. Once Maga is out either Scavenged Brawler or Mask of Griselbrand can offer a lot of value for mana, maybe Shadowspear? I don't know if you have enough Demons to make Liliana's Contract a viable win con (though TBH I think it's a reasonable one because it's so telegraphed, and more decks can interact with it) but it's also a good card draw effect. I can't decide if Mandate of Abaddon is worth it, if Maga is big he just wipes out EVERYTHING except himself, so he can probably kill a player the turn you play Mandate and swing.

Hope these ideas help!

Nunu312 on Mice with knives

6 months ago

I think the first thing to do is lose Teleportation Circle and Nahiri's Resolve. You don't actually have any enter battlefield effects that could use them, so the only thing they can do is de-equip your artifacts, which happens when they leave the battlefield. Offspring wouldn't work with it as that happens during casting.

Also Hammer of Purphoros seems like an expensive way to get haste, and I don't know when you would want a 3/3 golem from it. Similarly Ring of Thune looks cheap and good, but realistically wont have the time to put that many counters on things (it's more suited to a +1 counter/proliferate deck). Sword of the Squeak Is in a bit of the same boat, you only have about 5 1/1 creatures... so it goes best if you are generating tokens that make it work.

There are a few staples of equipment/aura decks that you're missing, Siguarda's Aid being the big one. Quite a few of them are creatures like Reyav, Master Smith, but we're trying to stick with the mouse theme so stuff like Brass Squire can help things work and looks significantly more mousy.

Another one is the Sword of series, the big one being Sword of Feast and Famine but I feel like you've already gone through them (be sure to remember that protection from red/white will remove your own enchantments). A moderate staple is also Shadowspear just because it lets you pierce hexproof and indestructible when you need to, on top of just being good and cheap equipment. The world of equipment is very wide.

I'm not seeing a huge amount of card draw, which means you will often be sitting there playing your one card per turn and losing agency in the game because of it. Puresteel Paladin (sadly not a mouse) is one of the big equipment draw cards, but I've found 10 sources of card draw to be good, meaning you should have at least one by turn 3 (even if you don't play it until later). I'm also fond of effects like Collector's Vault and Cathartic Reunion, which may be card neutral, but are reasonably cheap and let you play the right cards instead of just the cards you have.

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