Artifact — Equipment
Equipped creature gets +1/+1 for each other creature you control that shares a creature type with it.
|Have (4)||metalmagic , DudeMan1031 , shmoofidoo , GeminiSpartanX|
Printings View all
|Oath of the Gatewatch (OGW)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Stoneforge Masterwork occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Stoneforge Masterwork Discussion
1 month ago
Surprisingly few cards in that lets you translate tallness to wideness. Dragon Throne of Tarkir maybe? It only works with Eminence tho.
(well, if you got your commander, companion, and Leonin Shikari, you can equip & activate the Throne after applying Arahbo's +X/+X buff, but...)
2 months ago
Looking back on what I said, I realized I might have a couple more suggestions mana-wise, but not due to lands. I tried to keep these more budgeted so hopefully, this works a little better.
- Arcane Signet
- Nature's Lore
- Birds of Paradise
- Dark Ritual
- Golgari Signet
- Emerald Medallion
- Jet Medallion
- These may be out of budget, but as my previous comment definitely consider them
- Coat of Arms
- Obelisk of Urd
- Herald's Horn
- Stoneforge Masterwork
- Metallic Mimic
- Door of Destinies
Other Good Cards
2 months ago
Mask of Immolation seems better than Ancestral Blade here, considering you can blow up a smaller creature with it in aggressive matches or get in an extra point of damage. Once you sacrifice the elemental token, you can equip it to one of your creatures for free. If you ever get in situations where you are one point of damage away from lethal, it can help. Also I'm pretty sure Stoneforge Masterwork, Captain's Claws, or another copy of Shadowspear would be better options here than Sword of the Animist.
2 months ago
Cards also worth considering:
- Impact Tremors - Ping everybody whenever you make a snake
- Stoneforge Masterwork - More snakes -> More power on commander -> More snakes
- Coat of Arms - Make your snakes HUGE
- Altar of Dementia - Turn creatures into mill
- Parallel Lives - Double snake production
- Mana Echoes - Expensive, but makes insane amounts of mana when you make a bunch of snakes
- Opposition - Tap snakes to tap basically anything you don't like
- Vicious Shadows - Tokens DO go to the graveyard when they die, so every snake you lose burns an opponent's life hard
- Path of Discovery - Making a snake lets you explore
- Seshiro the Anointed - Pump your snakes and draw a card whenever they deal damage
- Kaseto, Orochi Archmage - Pay simic to pump your commander and make it unblockable this turn
- Eldrazi Monument - As long as you keep making snakes, your creatures are all indestructible, and as a bonus, flying
- Rancor - Commander has trample and +2 power, and the aura goes back to your hand whenever it dies
- Ring of Kalonia - Commander gets trample, and a +1/+1 counter each turn
- Ring of Evos Isle - Commander gets hexproof at instant speed for 2 mana, and a +1/+1 counter each turn
- Loxodon Warhammer - Commander gets +3 power, trample, and lifelink
- Fireshrieker - Double strike protects commander from blockers (first strike damage) and potentially doubles the amount of card draw, and thus, number of snakes produced
- Thassa's Oracle, Laboratory Maniac, and/or Jace, Wielder of Mysteries - You draw a lot of cards, so you may end up decking yourself. Best to win if that happens rather than lose
You by no means need to add any of these cards to the deck, they're just cards I think you might want to look at.
3 months ago
3 months ago
Stoneforge Masterwork seems like a gross inclusion. To the deck.
4 months ago
seshiro_of_the_orochi, there are Shapeshifters I can use. Adds an additional six creatures + Birthing Boughs. The page says 8, but we minus one for Birthing Boughs since it's not a creature (despite making tokens) and we also subtract Morophon, the Boundless.
Ender666666 Glad to have you aboard!
Suns_Champion All good suggestions. Thanks!
Since we are clearly very heavily based in artifacts, I'd have to auto-include everyone's favorite garbage boi, Daretti, Scrap Savant. Adds an additional layer of card advantage (kinda) but also some artifact recursion.
So I generally like to build decks with three main functions, each of which can stand on their own or work together in synergy. It appears right now we have the following:
- Combat Matters (Anthems, Voltron, Synergy, Extra damage tax, etc)
- Artifacts Matter (Equipment and some solid artifact draw)
I'm honestly thinking the third prong of this attack might be land destruction. The fact is, we want to attack as much as possible. So the further we push our opponents behind, the further we can push ahead. Unfortunately LD is frowned upon in EDH. Also, having dedicated cards such as Stone Rain aren't a good idea, as you are trading 1:1. The problem is that when you have 3x opponents each with approximately 35 lands in their deck, you are up against literally 100+ lands to destroy. You, in that vein, can not mathematically have enough cards to trade 1:1. So I'm thinking some wrath-like effects. Not many, perhaps just 4x - 5x of them. This way they aren't duds in my hand, but I'm still probably going to draw into at least one during the game.
But this still leaves a solid 1/3rd of the deck. Typically I structure decks in this format:
- Commander (In this case, 2x)
- 8x mana rocks since it's mono-red
- 35x lands
This brings us to a total of 48, leaving us with 52 cards left.
A quick Gatherer search for tribal puts us at:
- 7x Samurai (Minus Brothers)
- 6x Changelings which we established earlier
So let's assume that of the 52 cards left, we dedicate around 25 - 30 of them as creatures or token-making permanents. This leaves us with 27 - 22 cards left.
From these, we can subtract 4x land wraths to keep pressure on and stop interruptions. This brings us down to 23 - 18.
From here, I have an extensive list in my Lathliss' Brood deck, in which I have 7x cards under Draw / Card Advantage. If we minus Dragon's Hoard since we won't have enough to justify it, but add in Daretti, Scrap Savant, we have 7 of them still. Now, there is some overlap here in creatures, meaning we actually get to cross these two prongs of the deck for some overlap. So we can count a few of these creatures under "Draw / Card Advantage" while still padding out our base.
This brings us down to 16 - 11 cards. Whew, we're cutting it tight.
We still need to add in voltron / anthem effects. I'd feel safe saying we are good for these. At 11 - 16 cards, you're looking at one voltron every 10 - 6.5 turns, which I admit is not very good. However, we have draw / card advantage on top of this, which adjusts these values a little better in our favor.
So I'll get to work on a rough design and post it in here in a little bit.