Spellbinder

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Legality

Format Legality
1v1 Commander 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
Oathbreaker Legal
Tiny Leaders 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)

thefiresoflurve on

1 month 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!

carpecanum on Wake the Guardians

9 months ago

Some of the single color cards in your deck could probably be replaced with a two color version (netting you a golem). Do a card search for each card type and click "Boros" under color, not white or red.

Feather, the Redeemed could help recast a few spells, as could Isochron Scepter or Spellbinder (but those cost a bit more).

shaftdiggity on Tovolar's pack

10 months ago

Maybe you can consider the following:

Swapping out Stonehoof Chieftain for Dolmen Gate

and Spellbinder for Heraldic Banner

and I really like Wolfcaller's Howl considering those tokens can lead to card draw for you with this commander, maybe dropping Fiery Emancipation

multimedia on Werewolves on the hunt

10 months ago

Hey, good attempt for a budget version of Tovolar. nice Aggravated Assault. You've mistakenly added two Tovolar's Huntmaster  Flip :)

The card that combos with Spellbinder is Savage Beating for extra attacks which is now a $30 card. Without having Beating then Spellbinder is not worth playing because there's only 5 instants here out of 94 other cards.

When you control five or more lands then Bear Umbra enchanted to a creature who can keep attacking can pair with Aggravated Assault for extra attacks. Attacking with five or more creatures makes Druids' Repository combo with Assault. Savage Ventmaw who can keep attacking combos with Assault and also makes infinite green/red mana. Umbra could replace Spellbinder, Repository could replace Mantle of the Wolf and Ventmaw could replace the other copy Huntmaster.


Consider more one, two, three drop Werewolves to replace the vanilla four and five drop Werewolves?

Some of these could replace:

A couple of reasons for these changes is to get three or more Werewolves onto the battlefield to transform Tovolar quicker and have more Werewolves that can give you value rather than just only being Werewolves.


Some lands to consider adding, replacing of some basic lands.

Good luck with your deck.

Stardragon on Feisty Gruul Mother

11 months ago

Crucible of Fire, Obelisk of Urd,Vanquisher's Banner or Jugan, the Rising Star to buff your dragons and give you more card draw, Gruul War Chant or Goblin War Drums to give them even more evasion Purphoros, God of the Forge, Impact Tremors and Warstorm Surge for more ETB Burning, Balefire Dragon for massive field clearing potential (the bigger it get the damage it to the field) Moonveil Dragon for a field firebreathing effect, Dragon Broodmother for big tokens, while not dragons Neheb, Dreadhorde Champion and Neheb, the Eternal both ramp you very well, Ryusei, the Falling Star, Star of Extinction, Savage Twister, Starstorm and Blasphemous Act for board wipes. Red rituals like Pyretic Ritual, Seething Song, Mana Geyser or Battle Hymn quick mana and Braid of Fire for steady ever increasing mana. Can't go wrong with the Bird duo of Birds of Paradise and Gilded Goose for mana nor is Archetype of Endurance bad for protection Gratuitous Violence and Fiendish Duo are both one sided Furnace of Rath. Fervor or Fires of Yavimaya make dragons hasty, and Glorybringer and Combat Celebrant can be massive boon and if you Seedborn Muse you can alway have them untapped as exerted creatures only don't untapp during your phase but since seedborn untaps during opponents turns they also untap so you can get 4 free damage and an extra combat step ever turn. Savage Beating + Spellbinder can give free extra combat and if you use this combo the entwine also happens so you get both Savage Beating's effect's each time it goes off.

carpecanum on Copysaurus

1 year ago

Or Spellbinder comes out for 3. The next turn you equip for 4, attack and cast Magma Opus every round for the rest of the game. But play your own game.

Seuchenschutz on Copysaurus

1 year ago

The problem with Spellbinder is, that it costs 7 mana to get it out and equip, which is much. And even if you are willing to spend that much mana, you still have to remove a valueable spell. And then the Spellbinder still didnt do anything. You still have to get the equiped creature through. The card simply has too many downsides, to be a considerable play. Same with Primal Amulet  Flip, it costs 4 mana and doesnt do much till you get it flipped. The problem with Isochron Scepter is, that you have to have a spell that fits in it. If not you have a dead card in hand. And if you get it out, its an obvious target for the opponent, its gets destroyed and you lose 2 cards. Buyback cards a worth a second thought, Capsize is a great card, that I have to ponder for a bit. I actually played Primal Amulet  Flip and Isochron Scepter in this deck for a while, and this was my experience with these cards. Thx anyway for your suggestions

carpecanum on Copysaurus

1 year ago

Spellbinder might work for you and you have a few instants that could go into an Isochron Scepter

Primal Amulet  Flip maybe.

There are a dozen or so Instants with Buyback you could cast every turn

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