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Short Sword
Artifact — Equipment
Equipped creature gets +1/+1.
Equip (: Attach to target creature you control. Equip only as a sorcery.)



legendofa on Why is Mark Rosewater so …
2 months ago
FormOverFunction I'm not sure I follow the idea that 100% of existing equipment effects are suitable for fortifications. Most equipments modify power and toughness, which does nothing for most lands. There's also over 1,000 creature auras and less than 100 land aurs, so even if the procession from enchantment to artifact happened for lands, the pool is still a lot smaller.
There are absolutely lots of things you could do to lands. But how many of those change the core concepts of what lands do? Lands are generally there to make mana. Creatures have a lot more range in what they can and should do. Changing that would be changing some of the core philosophies and assumptions of the game. It could happen, and a fortification-heavy set could be really good if done right. But it would have to be handled carefully, since there's just not a lot of range on what lands are expected or allowed to do at this point.
What would be a good draft worthy baseline effect for fortifications? Equipments have Honed Khopesh, Leonin Scimitar, and Short Sword. What would be an equivalent common effect for lands, and how much should it cost to be fair in all colors?
Alternatively, what would a non-draft product like a Commander deck look like? How do you interact with fortifications, and what would you do with them? Continuing the parallels with equipments, there are cards that search for equipments, give bonuses for using more equipments, and so on that get made for Commander decks. Would Fort Voltron be a viable play style? If so, what makes it different from regular Voltron?
RiotRunner789 on
Pew-pew! The not so scary voltron deck.
11 months ago
I like and dislike the anti-buffing. At 3 damage, it would take 7 turns to kill one player. If you had small buffs or minor buffs, enough to get you to 6 power, you only need 4 turns.
But some suggestions outside of Short Sword,
Righteous Aura: Helps counter other voltron decks (even other large threats). You never get commander damage and the life loss is manageable.
Trailblazer's Boots or other unblockable effects: You're deck is especially vulnerable to being negated by anything with flying. You'd have a difficult time knocking out a dragon player without more evasion.
Mandate of Peace: At worst, a fog. At best, a counter that exiles and negates your opponent's turn. Even if you're sitting back, often that one guy attacks everyone with x1000 squirrels or a bunch of hydras.
Deflecting Palm: Sometimes it's just best to redirect the alpha strike. Decent sit back card that can act as an ult win con.
Robe of Stars: On theme plus added protection.
Wall of Glare: One of the best blockers.
kortioznikas on
Big Angry Turtle
2 years ago
I like the idea, but thinking if it would be possible to add few equipments, auras or other spells to pump your commander. Because you need to deal 16 commander damage and this means 3 attacks per player, but with pump spells attack count can be reduced to two. Adding 1 power would be enough, for example:
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Equipment: Bone Saw, Flayer Husk, Goldvein Pick, Leonin Scimitar, Mantle of Tides, Short Sword, Skyblinder Staff, Spare Dagger, Strider Harness
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Auras: Arcane Flight, Cradle of Safety, Ghostly Wings, Infiltrator's Magemark, One With the Wind, Rousing Read, Smoke Shroud, Spectral Flight, Viscerid Armor,
Sorin_Markov_1947 on
Rune Storm
4 years ago
Honestly, this seems like a really good deck. I really would recommend having Yorion in the mainboard, as bouncing runes is a solid deal, especially with a Setessan Champion out.
The problem, as it is with all aura decks, is when your opponent has removal. I'd recommend having a few cheap artifacts in the deck so you can put the runes on a harder-to-remove target like Mantle of Tides , Runed Crown , Sword of the Realms , I mean, even Short Sword just for a cheap target! All just suggestions of course, but it'd help against all the removal in Standard at the moment.
BrassLord on
Eldrazi ♡ -dream edition-
4 years ago
Hey! Sounds like you have two cool decks brewing!
I'd recommend playing around 37-39 lands in a deck like this! Your average mana curve is between 5 and 7 mana, meaning that you really want to play a land every turn for the first 4-5 in addition to your ramp so you can start playing your big creatures!
On the first look, I'd suggest cutting the following:
Short Sword Kite Shield Astrolabe Ruin Processor Gorgon's Head
Also some minor budget upgrades: I'd switch out Manalith for something like Pristine Talisman or Darksteel Ingot , as it acts like a manalith with an upside. And Trading Post is an awesome utility card that just does a little bit of everything!
Also, with your abundance of big mana producing rocks, Voltaic Key and Manifold Key accelerate your plan further, so maybe cut some of the more expensive creatures that produce mana for a few of these smaller cmc stuff!
Good luck with your brew!
rdean14 on Card creation challenge
5 years ago
Kiran_M, I'm not sure who's been skipping SquirrelPenguin's challenges. My comment was that I count challenges as unfulfilled if they made some unfulfilling thing. Or, as with Epicurus, if anyone else posts a card which doesn't fulfill the challenge. While they annoy me, I am a stax player and this seems like Karmic Justice. Some people have fun in different ways, however, I'm just trying to give everyone's challenges a fair shake. I love the cards like Storm Crow and Short Sword, I often request Commons and middling draftables. I just think an Imprisoned Nicol Bolas or Colorless Planeswalker, etc. deserve real thought and consideration.
pokemonmasterjal on
Son of a Lich | Lich Tribal
5 years ago
But Short Sword actually protects your 1/1 creatures. By surveying the group atmosphere, you can predict when a Night of Souls' Betrayal will drop. With good plays, you can equip the sword onto your 1/1 the turn before it drops. Then, your opponent, knowing you have outsmarted them, will likely concede.