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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Spellbinder
Artifact — Equipment
Imprint - When Spellbinder enters the battlefield, you may remove an instant card in your hand from the game.
Whenever equipped creature deals combat damage to a player, you may copy the imprinted instant card. If you do, you may play the copy without paying its mana cost.
Equip (4)




Azoth2099 on
Bwatsizzle Maelstrom
1 year ago
Kalamax! Tight. Here's some recs:
Wandering Archaic Flip, Flusterstorm, Flux Channeler, Twincast, Fork, Reverberate, Reiterate, Radstorm & Spellbinder.
I'd also recommend running some synergistic combos like Isochron Scepter + Dramatic Reversal & Dualcaster Mage + Ghostly Flicker.
Good luck refining your list! Great commander choice.
Nixcron on
Scepter Shenanigans
1 year ago
P.S. look into a Spellbinder to attach to one of my fav sneaks the all mighty Invisible Stalker and really get those free spell's firing.
Coward_Token on
I'm Blue (da ba dee da ba daa)
1 year ago
More modal counterspells: Confounding Riddle, Supreme Will (also Blue Elemental Blast/Hydroblast, depends on your meta though)
Spellbinder doesn't work with Rebound, but since Pakpatiq has flying and curves directly from this, I think It's worth considering (also, Nexus of Fate)
GrimlockVIII on
Kron - King of the Oathbreakers
1 year ago
Psst, yo, Wretched Confluence is pretty sweet if you manage to combo it with Spellbinder
Wait, now I'm curious about Hanged Executioner. If you phase it out after activating its exile effect, would you be able to prevent the executioner from exiling himself while still exiling your intended target creature? If so, that's some sneaky tech I haven't thought of before.
carpecanum on
The First Rule of Fight Club is...
2 years ago
Isochron Scepter and/or Spellbinder would let you reuse Instants if Feather is dead. Not quite card draw but it ameliorates the need for it a little.
Loran's Escape and Sheltering Light et al could be cast every turn and allow you to protect your creatures or nuke you smaller guys with impunity. Lots of 1-2 mana Indestructible Instants.
My favorite Red card draw is Stolen Strategy. Other than that maybe a few artifacts that let you draw for mana or Arch of Orazca?
I'm not sure of specifics but weren't there a lot of older cards that say "draw a card during your next upkeep"? I bet a few are Instants that would fit here. Some Red ones are in Zada, Hedron Grinder decks for massive card draw.
alecks on
Tovolar's Wild Hunt
2 years ago
+1, your deck is amazing and I've definitely used it as a sounding board for my own version. Just want to pass on a cool combo I learned about recently, Savage Beating + Spellbinder . Or really Spellbinder and any removal instant, especially with all the double strike in the deck, getting two free removals per combat is crazy.
14jatwood on
Angels and Artifacts for Matt
2 years ago
Potential Removals/Substitutions I would recommend roughly 13 creatures (15 with the commanders) Due Respect Festival of the Guildpact Immolating Glare Niveous Wisps Pressure Point Daybreak Coronet Healing Hands Citywide Bust Kor Outfitter Light-Paws, Emperor's Voice Sleeper Dart
Potential Additions +4 plains/other lands Sram, Senior Edificer Stonehewer Giant Danitha Capashen, Paragon Colossus Hammer Swiftfoot Boots Argentum Armor Masterwork of Ingenuity Sun Titan Knight of the White Orchid Teshar, Ancestor's Apostle Metalwork Colossus Mirran Crusader Divine Reckoning Slash the Ranks Secret Rendezvous Fireshrieker Loxodon Warhammer Nettlecyst Golem-Skin Gauntlets Bloodforged Battle-Axe Sculpting Steel Maul of the Skyclaves Batterbone Angelic Armaments Arch of Orazca Avarice Amulet Battle Angels of Tyr Bonder's Ornament Coveted Jewel Cosmos Elixir Eye of Vecna Flumph Fey Steed Howling Golem Howling Mine Infiltration Lens Mask of Memory Mikokoro, Center of the Sea Otherworld Atlas Seer's Sundial Skullclamp Staff of Nin Stone Haven Outfitter Strength-Testing Hammer Tapestry of the Ages Teferi's Puzzle Box Temple Bell The Celestus War Room Blade of Selves Brass Knuckles Delver's Torch Demonmail Hauberk Dragon Throne of Tarkir Executioner's Hood Heartseeker Hedron Matrix Holy Avenger Moonsilver Spear Ogre's Cleaver Sigil of Distinction Sigil of Valor Skinwing Spellbinder Warlord's Axe Worldslayer
thefiresoflurve on
2 years ago
You're in color for it, so: Harmonize / Colossal Majesty -> Rhystic Study. It's cheaper/equal cost, and usually nets at least three cards before getting blown up, or taxes 3 cards' worth of casting prevention.
Palladium Myr -> Growth Spiral Yes, your mana curve is a little high. It's still not advisable to run colorless mana sources in a 3-color deck without good reason (e.g. Ghost Quarter).
Your ramp, overall, is really weak, so there are some cuts we can make: The Magic Mirror -> Arcane Signet. Yes, Magic Mirror is kinda fun, especially when that once in a blue moon hits and you can cast it for free. But that's so unlikely... Also, you should remove 3 islands for: Gruul Signet, Simic Signet, and Izzet Signet. Tuktuk Rubblefort can come out for Farseek. (There are better sources of haste in red we can add in later).
There are a couple kind of unique interesting cards that I want to address the math of: First, Rishkar's Expertise. Right now, your deck has 48 valid targets for it. Of those, you're hopefully going to cast at least 3 by the time you get to have 6 mana up, leaving 45. Of those, you have 2 sorceries which are uncastable (not sure about Ancestral Vision - I'll give it the benefit of the doubt for now). You also have 2 uncastable instants, leaving 41. Of those, 5 are some kind of counter/change target spell, which you can't really use at sorcery speed in a sane manner. Leaves 36 usable cards, so honestly I think it's fine. Now, Rishkar's expertise itself is going to be a dead card a lot of the time because you only have 18 creatures, soooo there's that. I wouldn't run it with less than 25, personally.
In a similar vein: Spellbinder. Super interesting, fun card. However, you have a few cards that are unusable with it: anything with X in its cost (3) and any counters/change target spells (5), leaves 19 valid targets, and you really don't want to bank on not getting your ramp spells (5) early.
those are just the changes I see at a glance that I'd make. I may think of more/better ones later. Happy building!
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Want (1) | beesaurs |