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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
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Duel Commander | Legal |
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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 |
Sigarda's Aid
Enchantment
You may cast Aura and Equipment spells as though they had flash.
Whenever an Equipment enters under your control, you may attach it to target creature you control.








Optimator on How many equipment until free-equip …
1 week ago
I'm throwing together a Shinra-themed deck with Elena, Turk Recruit and Reno and Rude as rule-0 partners. Here's the prototype decklist (I doubt the details are particularly important for this discussion per se): Shinra Conflict Resolution
As a way to help the commanders do anything, and to trigger Elena's historic-matters ability, I'm thinking of adding a good amount of equipment. Not enough to make it like a full-on equipment deck, nor to make the deck a Voltron deck.
That said, I wanna check everyone's gut:
How many equipment would you run before cards that free-equip, like Sigarda's Aid, Ardenn, Intrepid Archaeologist, Forge Anew, Bruenor Battlehammer, etc seem like good inclusions?
Conventional wisdom for Equipment decks seems like 18-25 equipments makes it a true Equipment deck.
Would running, say... twelve Equipments warrant free equipers? Ten? Fourteen? Sixteen? Nine?
I know it depends on the equip-cost of all the equipment and the curve and all that. I'm just testing the waters as to where y'all would draw the line if you had to throw out a number.
Thanks!
Apoptosis on
Gear Up!
7 months ago
Specific changes. All of these changes optimize card draw, tutoring, protection to board state, create synergies and infinite combos, and optimization to allow instant speed responses.
OUT: Ardenn, Intrepid Archaeologist (thought this would be awesome, disappointed in performance) Assemble the Players (sub-optimal card draw) Aurelia's Fury Bitterthorn, Nissa's Animus (land drops have not been a problem and by the time I draw it, I needed something else) Brimaz, King of Oreskos (love this guy, but had to cut) Chained to the Rocks Elbrus, the Binding Blade Flip (obtained better equipment) Fellwar Stone Hixus, Prison Warden (never happy when I had this in hand because you need to let the damage land, plus you fail to build board state when waiting to draw a punch) Illusionist's Bracers (I realized there was little in this deck that this could help) Kemba, Kha Enduring (I want the option of where the equipment goes) Kjeldoran Outpost (did help create a chump blocker and spend unused mana, but I didn't like losing the land) Lapse of Certainty (replaced with better options, but I love this card) Lightning Helix Path of Mettle Flip (never had good results) Prophetic Flamespeaker (under-performed) Puresteel Paladin (tough cut) Purphoros, God of the Forge (under-performed) Rogue's Passage Sea Gate Wreckage Silverblade Paladin (love this guy, tough cut) Sram, Senior Edificer (very tough and recent cut for Leonin Shikari and Merry, who are just better but I may put back in) Sword of the Animist (land drops have not been a problem and by the time I draw it, I needed something else) Wingmate Roc (love it but under-performed)
In: Esper Sentinel (card draw) Leonin Shikari (instant speed equiping is amazing) Merry, Esquire of Rohan (card draw) Enlightened Tutor (great for combos/synergies) Sigarda's Aid (so great) Pyrohemia (this card is a beast with Iroas! Even without Iroas must people don't have easy ways to deal with enchantments and this is a wraith on a stick. I've added it to all of my red decks and it's cousin (Pestilence) to my black decks in a slot I would normally hold for a wraith) Teferi's Protection (protect the board state) Excalibur, Sword of Eden Fighter Class (tutor!) Angelic Skirmisher (lifelink to stretch game and facilitates infinite combos) Splendor Mare (put it on Reckoner or Spitemare, give them indestructable, and gain infinite life, or move it to pyrohemia with nesting grounds to get massive amounts of life as you flamethrower the whole table!!) Mask of Avacyn (better option then shroud from boots, you need to be able to dynamically react/voltron) Mob Rule (this just finishes games) Smothering Tithe (ramp) Sunforger (some say you must build around this, I say you use this as a key tutor for when you need an instant) Nesting Grounds Spitemare The One Ring (card draw, duh) Minas Tirith (card draw) Sunhome, Fortress of the Legion (value engine, mana dump) Phyrexian Vindicator (beefy flier, helps get Iroas online, and difficult to remove) War of the Last Alliance (tutor) Hall of Heliod's Generosity (bring back pyrohemia and flamethrower the world all over again!!) Mask of Memory (card draw) Boromir, Warden of the Tower (protect board state)
NensouHiebara on
Halvar, Divine Voltron
9 months ago
Paradise Mantle being an Equipment is a significant quality. Mana ramp drawn late isn't great, but a Mantle can still draw a card with Puresteel Paladin and is a cheap, inconsequential way for another creature to have double strike when Halvar Flip is out. The drawback for this synergy is that Mantle is less consistent at mana production. I haven't decided on what Mana Crypt's replacement will be yet. There's plenty of time for discussion.
I had issues with Sigarda's Aid doing nothing for Equipment that's already in play. I could give it another try, but it's not replacing a mana source.
Land Tax isn't a ramp effect, and I don't understand the current appeal of it. Weathered Wayfarer is a much better repeatable land tutor when behind. Claim Jumper closes the gap against Green better. There's also Sword of the Animist and Sword of Hearth and Home to keep pace with the ramp player and gradually build a resource advantage. I see Land Tax as an outdated staple from the old days of the format before most of the new tools came along, and it sticks around largely out of habit and high-profile reprintings drawing fresh attention to it.
Savaaage on
Halvar, Divine Voltron
9 months ago
NensouHiebara, i think Springleaf Drum or Arcane Signet would be better than Paradise Mantle if you're looking for another mana rock. I agree with Last_Laugh that Sigarda's Aid isn't bad also, i know you ran it in the past.
What about adding something like Land Tax back for when playing against green ramp?
Last_Laugh on
Halvar, Divine Voltron
9 months ago
Sigarda's Aid could possibly replace the Mana Crypt (RIP).
Nunu312 on
Mice with knives
10 months ago
Sorry, I miss-read Sword of the Squeak, you have 11 creatures that work with it, but I think the point still stands.
Also Sigarda's Aid.
shock7123 on
Green Eggs and (Sram)
1 year ago
Can I suggest another Sigarda's Aid effect for equipment in Hammer of Nazahn? Being able to cheat equip costs is always good to have multiple copies of. Did also see you had Puresteel Paladin in there as well.
JackNavi on
[EDH][Primer] Giada's Angel Harem ~{FOILED}~
1 year ago
Heyo, love the deck and theme. Quick additions from a fellow Angel Beats player: Sigarda's Aid will help out with all of your awesome Equipment. Serra's Emissary can protect your Platinum Angel from Instants and you from Creatures. And I would suggest running Helm of the Host or Blade of Selves for multiples of Giada and for fun! Also, I would run Reprieve in the deck as well, since you have Approach of the Second Sun to really lock in that win! Have fun and I hope to see more!!!!
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