Swiftfoot Boots

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Swiftfoot Boots

Artifact — Equipment

Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control.)

Equip (: Attach this to target creature you control. Equip only as a sorcery. This enters the battlefield unattached and stays on the battlefield if the creature this card is attached to leaves the battlefield.)

Nunu312 on Orzhov Spirits

1 week ago

Love a good spirit deck, and nice to see a new commander doing it!

I think you've got some great cards in there that probably don't work as well as you want them to. Luminous Angel is incredibly expensive for a 4/4 flyer that might generate 2-3 tokens. By the time you put it down that's just not a relevant amount. Oyobi, Who Split the Heavens Is in very much the same boat. Because it only happens on casting, it can at most happen 5 times, as that's the amount of spirits you have to cast (and you have no arcane spells). Elesh Norn, Grand Cenobite Is a fantastic card but can occasionally create friction at the table. I don't necessarily suggest that you cut it, but do consider it. It can easily create an environment where some people are unable to play their decks at all until it is delt with.

A bit of the same but Long-Forgotten Gohei definitely fits, but you only have 6 spirit spells and no arcane spells, so you're only using half of it. Etchings of the Chosen is the same price but has an extra ability. You may just want to run both though?

The first thing for additions are the token doublers. These will really help you capitalise on your commander as they will act upon each instance. So instead of casting Triplicate Spirits and getting a rather underwhelming 3, you instead get 6. Then at the end of turn you get another 6... only this is doubled as well, instead of 3, you get 18.Mondrak, Glory Dominus and Anointed Procession are the standouts here, although they are pretty pricy in real world dollars.

Overall though, I feel your ways of generating tokens is very on theme, but not very sustainable. A key thing that you might have missed is that your commander generate spirits for each tokens you make, not spirit tokens. So Collector's Vault, makes a treasure token, free spirit. You have a huge amount of ways to make tokens but a lot of them are humans or other some such (Call the Coppercoats, Martial Coup) so they may not be on brand. Look into ways you can make those one or two treasure / clue / food tokens as you just otherwise play normally.

A conspicuous absence is any of the Teysas. Teysa, Envoy of Ghosts is expensive but fun. Teysa, Opulent Oligarch is much cheaper and synergises VERY well with your commander. Teysa, Orzhov Scion requires a bit more of the black/white spirits, but might still work very well. Teysa Karlov doesn't synergise super well, but has good abilities regardless and certainly isn't a bad pick. The Kaya planeswalkers also often deal with white black spirits as well as having a bit of control so they might be good to look at Kaya the Inexorable being the standout.

another fun card that is changed entirely by your commander Afterlife Insurance and having any method of sacrificing your spirits changes it from just saving those spirits, to doubling their amount. It would go well with Ayli, Eternal Pilgrim, but that starts to lean more into aristocrats than pure spirit tokens.

Another thing is that a lot of white ramp works well with bounce or sac land, you've got the obvious one but you might be able to increase it with Lotus Fieldfoil and Lotus Vale. Things like Land Tax is a staple for white, but even when you're just running Priest of the Blessed Graf they can help you make him work.

My final point is that you don't seem to have a good way of protecting your quite expensive commander. Your group might not place that big an emphasis on commanders, but it's more fun if she sticks around. There are the old standouts of Lightning Greavesfoil and Swiftfoot Boots, but there are a lot of options.

Nunu312 on Bealoth elfball

2 weeks ago

This deck is pretty cool, I love me some goad. It does run pretty good as well.

But I do feel it's also quite fragile, lacks card draw and has a bunch of deckbuilding traps in it. The only real way to protect your commander is Swiftfoot Boots, Tyvar's Stand Wrap in Vigor and two of those are instants that mean you need untapped mana. Given you are going to be getting him out on turn 4-5 and then pumping him up turn 5-6, he will be quite vulnerable to any form of damage or control. And given his ability, he is going to be a target for the whole table.

There are quite a few more instants that are good for protection, the standout being Heroic Intervention that will protect your whole board state. For ongoing protection Asceticism is a little expensive but it comes online at about the right time and is quite strong. I don't think you need much more but that goes hand in hand with the next thing.

Actually getting to these is going to be pretty unreliable though as you have 3ish sources of card draw. Given an average game might go 15 turns (lot of variance I know), that's 23 cards. You will be seeing about 1 source of card draw every 3 games. The deck thinning from dropping extra land helps, but I would recommend about 10 cards that have some form of drawing, meaning you should bump into one by at least turn 3 every game. These might just be things like Commander's Sphere, War Roomfoil or Collector's Vault, but red has some good ones like Cathartic Reunion. There are a lot of options here and it's just good to get up to a certain critical mass.

You might also be able to make yourself a little more resistant to control with some recursion (people are going to be killing Raised by Giants), Eternal Witness being the green standard but I'm sure you can find an elf like version.

As for the traps I mentioned... Those are things like:

Guild Artisan, Which requires you to attack with your commander, and gives you two mana. Your commander might attack 2-4 times after turn 8? It's not hard to replace, but its surprising how slow some cards that seem good can be.

Farhaven Elf is similarly pretty good, but your deck doesn't benefit from having it over Llanowar Elves, which only costs 1. The only difference is that land doesn't die easy... but unless someone is trying wipe the board or you really need a blocker, neither do the 1/1 elves.

Same for Kodama's Reach and co compared to the 2 cost versions like Three Visits. The extra land in hand is nice, but the one land in play a turn earlier is often nicer. These could speed the whole deck up by at least a turn.

Hope this helps

GregariousG on Manifest the Deadly Disguise

1 month ago

To dylan.575:

Kaust is definitely a commander that screams, “I’m working harder to do my thing than you are.” Yes, the draw of Kaust is the surprise element. There is nothing better than an opponent using panic removal on a manifested land. However, Kaust’s problem is that he supports a draft mechanic. As well, Sultai, particularly and , have more impactful morph creatures. However, there should be more resources as Magic will return to Tarkir in 2025. As well, I’m hoping that Disguise will be an evergreen mechanic. For me, this deck needs more ways to manifest and cloak. Ugin's Mastery, Veiled Ascension, and Mastery of the Unseen pull plenty of weight for me. Though it isn’t a permanent, Hide in Plain Sight is too good to not play.


You are 100% correct on your assessment for instants and sorceries. My build really wants to manifest and cloak the top card, which makes these two cards types even worse. Because of that, I use permanent types that do similar things to the instants and sorceries that were previously in the deck. The thing I found about Kaust, whether testing, playing, or research, is that Kaust has to make the gameplay experience “fair”. “Fair” for who? Fair for Kaust, and just Kaust. That means Kaust needs to slow down the game and shut off game elements he doesn’t utilize. The biggest change in success was shutting off ETB triggers. ETB triggers are simply too good. Almost every deck is playing a creature with ETB triggers, except Kaust for the most part. That isn’t fair and it shows. Torpor Orb, Hushbringer, and Doorkeeper Thrull are some of the best cards in the deck. You could add more Torpor Orb-effects, but I prefer these two because they have flying. You also notice that I’m playing some stax creatures, like Void Winnower and Yasharn, Implacable Earth. I'm gonna point out Yasharn because I don’t use any sacrifice elements outside of fetchlands. Though yahsarn’s ETB will be shut off, I will gladly pay that price to stop players from sacrificing treasures. I’m to the point where I want to add more stax elements to the deck. I agree with your assessment about “on attack” creatures, except for Phlage, Titan of Fire's Fury. Phlage has been great both with and without a Torpor Orb on the field.


Your version has cost reduction, which is something I should put back into the deck. I was using Trinisphere but it was just ok. I thought about putting in Hydra Omnivore and Kamahl, Heart of Krosa in my version. I had Silverback Elder and it ended up on my “maybe” list. I’d be careful of Helm of Awakening cause I won’t want to reduce cost for everyone. I’m an old school player but I’m moving away from the auto inclusion of Lightning Greaves and/or Swiftfoot Boots. I’m finding that lots of ramp acts as recursion and protection for decks. What is Dawn Charm doing for you? I cut Expose the Culprit for Teleportation Circle and I have no regrets. Your top end is good. I like the new Eldrazi support that I added to mine. Because my Kaust builds just makes tons of mana, I can just hard cast Eldrazi. Let’s keep helping each other to make Kaust great!

GregariousG on Somebody's Watching Me | *Primer*

1 month ago

To dylan.575:

Kaust is definitely a commander that screams, “I’m working harder to do my thing than you are.” Yes, the draw of Kaust is the surprise element. There is nothing better than an opponent using panic removal on a manifested land. However, Kaust’s problem is that he supports a draft mechanic. As well, Sultai, particularly and , have more impactful morph creatures. However, there should be more resources as Magic will return to Tarkir in 2025. As well, I’m hoping that Disguise will be an evergreen mechanic. For me, this deck needs more ways to manifest and cloak. Ugin's Mastery, Veiled Ascension, and Mastery of the Unseen pull plenty of weight for me. Though it isn’t a permanent, Hide in Plain Sight is too good to not play.


You are 100% correct on your assessment for instants and sorceries. My build really wants to manifest and cloak the top card, which makes these two cards types even worse. Because of that, I use permanent types that do similar things to the instants and sorceries that were previously in the deck. The thing I found about Kaust, whether testing, playing, or research, is that Kaust has to make the gameplay experience “fair”. “Fair” for who? Fair for Kaust, and just Kaust. That means Kaust needs to slow down the game and shut off game elements he doesn’t utilize. The biggest change in success was shutting off ETB triggers. ETB triggers are simply too good. Almost every deck is playing a creature with ETB triggers, except Kaust for the most part. That isn’t fair and it shows. Torpor Orb, Hushbringer, and Doorkeeper Thrull are some of the best cards in the deck. You could add more Torpor Orb-effects, but I prefer these two because they have flying. You also notice that I’m playing some stax creatures, like Void Winnower and Yasharn, Implacable Earth. I'm gonna point out Yasharn because I don’t use any sacrifice elements outside of fetchlands. Though yahsarn’s ETB will be shut off, I will gladly pay that price to stop players from sacrificing treasures. I’m to the point where I want to add more stax elements to the deck. I agree with your assessment about “on attack” creatures, except for Phlage, Titan of Fire's Fury. Phlage has been great both with and without a Torpor Orb on the field.


Your version has cost reduction, which is something I should put back into the deck. I was using Trinisphere but it was just ok. I thought about putting in Hydra Omnivore and Kamahl, Heart of Krosa in my version. I had Silverback Elder and it ended up on my “maybe” list. I’d be careful of Helm of Awakening cause I won’t want to reduce cost for everyone. I’m an old school player but I’m moving away from the auto inclusion of Lightning Greaves and/or Swiftfoot Boots. I’m finding that lots of ramp acts as recursion and protection for decks. What is Dawn Charm doing for you? I cut Expose the Culprit for Teleportation Circle and I have no regrets. Your top end is good. I like the new Eldrazi support that I added to mine. Because my Kaust builds just makes tons of mana, I can just hard cast Eldrazi. Let’s keep helping each other to make Kaust great!

legendofa on Tyranid Upgrade

2 months ago

Welcome to the club, bitis!

I'm not an expert Commander player, I mostly make gimmicky casual decks, but for your cards you're trying to add, my suggestions are:

Counterspell replaces Cancel: same effect, lower cost.

Temur Ascendancy and Rhythm of the Wild replace Invigorating Hot Spring and Stroke of Genius: more reliable for haste, counters, and card draw.

Swiftfoot Boots replaces Thrill of Possibility: you have a lot of draw and card filtering already, and this deck doesn't really take advantage of discarding.

seshiro_of_the_orochi on How to keep Nekusar on …

5 months ago

I mean, Swiftfoot Boots and Lightning Greaves seem obvious. Next best things are Whispersilk Cloak and maybe Mask of Avacyn. Kaya's Ghostform and similar cards might work as well.

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