Swiftfoot Boots

Combos Browse all Suggest

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
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl 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.)

ToastedBagl on THE BRAVE DO NOT FEAR THE GRAVE

4 weeks ago

Noteworthy additions: Mithril Coat, Darksteel Plate, Shield of Kaldra combo well with Akroma's Vengeance.

Swiftfoot Boots and Lightning Greaves are more reliable than Cloak of the Bat but won't give flying.

Barrow-Blade means that Cloud can avoid blockers with abilities.

capwner on Hit Me Baby One More Time! *PRIMER*

1 month ago

Neat idea and looks like a solid execution on a budget! To me this feels sort of like 60 card azorius control that you might see in standard But with a built in huge flying beater and card draw. Seems like it would work pretty well either in 1v1 where you are all tempo like a standard deck, or in multiplayer where you can sit back and accumulate cards, using interaction sparingly to stop key plays and eventually attritioning/beating players down, just like the 60 card deck would do with Hall of Storm Giants.

I was going to recommend more wrath but I suppose if you want to be attacked you don't want to wrath too much. Though wraths still seem really good to me in a deck with 43 instants, since you don't have much board commitment. Cards that can hard clear arts and enchants are generally very good, like Hour of Revelation, Planar Cleansing, and Urza's Ruinous Blast. But there's definitely tension between these and your mana rock acceleration. I think maybe a build is possible with more wrath and white catchup ramp that nets lands in place of the artifacts. Also Skyclave Relic is great for this. But the nonland wraths totally crush decks which over-commit to the board, such as the fast aggro or artifact based combo decks which could maybe out-speed and overwhelm you. Since you have a focus on protection for Isperia, wrathing then having her out on an empty board ready to chunk opponents seems pretty good. Finally on the topic of protection, it seems you have a lot of indestructible spells but not much hexproof for things like Plow. What about the classic Swiftfoot Boots? Haste makes a lot of sense too for a commander that wants to be attacking. Anyways that turned into a lot, lol. Cool deck!

Craeter on Can't Catch Me, I'm the GingerBant Man! [Primer]

2 months ago

This is sweet (lol) ~ Bant is prolly my fav Tri color combo. It looks like you've got it pretty well dialed in for the particular game plan you've got going on.

Maybe consider is some targeted protection for your commander. Staples like Lightning Greaves, Swiftfoot Boots. Lesser known DFC Sejiri Shelter  Flip.

There are lots of options for messing with the opponents game plan too, but maybe not enough room in this deck for those. Things like more Counterspells, Control (Opposition is a fav of mine, especially with tokens), commander disabling Darksteel Mutation.

You've also got lots of ETB effects. Those could be abused with Brago, King Eternal, Teleportation Circle. I know the game plan is to just sac them off, but Blink is also an option for added value.

Board wipes could also be good in here. Being able to remove an untargetable enemy Voltron commander for instance, but also your own board, however you still have the Gingerbread men surviving the wipe. It could turn the tables in a clutch moment.

Just some stuff to think about. Honestly as it is the deck looks fantastic. Bant has a ridiculous amount of directions it can be taken.

NV_1980 on Izzet card draw and combo

3 months ago

Nice looking deck! I like how cheap you've kept it. An interesting card to consider could be the new Homunculus Horde (constitutes exponential token growth every turn in a deck like yours, which could be useful as chump-blockers). Something that grants deathtouch to Niv could also be fun for some insta-killing, like Gorgon's Head or Basilisk Collar. Am I correct in assuming you did not include Lightning Greaves/Swiftfoot Boots because of the deck's many counterspells?

multimedia on Zombies.

4 months ago

Hey, Gisa only having one haste source here makes her really slow to get going, if at all. Lightning Greaves, Swiftfoot Boots, Lavaspur Boots, consider maxing out on these haste sources? If you already control one then have more ways to discard away the others Collector's Vault, Putrid Imp?

There's some 2 drop mana rocks/cost reduction you could add to increase ramp Mind Stone/Jet Medallion, but I think you would be better off using these deck spots to improve potential early game reanimation. You have some reanimation, but what I don't see here are effects that can get Zombies into your graveyard to reanimate before you get Gisa as a sac outlet.

Collector's Vault, Diresight, Entomb, Unmarked Grave, Buried Alive, Lively Dirge, Putrid Imp these are spells you could potentially cast long before you control Gisa. Getting some cards into your graveyard a little faster helps Stitch Together's threshold. Can even play more potential early game draw Night's Whisper/Sign in Blood to get more than 7 cards in hand which then you can at your Cleanup step discard down to 7 cards as free discard to setup reanimation. If you're discarding creatures to reanimate then consider increasing lower mana cost reanimation Reanimate, Animate Dead, Persist, Necromancy?

Consider adding an earlier game reanimation plan to get Grave Titan onto the battlefield? Titan being a repeatable Zombie token source can hold down the fort until you get Gisa going. In the meantime, Titan could do damage to opponents. Archon of Cruelty also isn't a Zombie, but is an excellent reanimation target, who if you can control it in the earlier game can give you a huge advantage. When your Commander can create creature tokens and with Grave Titan, Altar of Bhaal is powerful repeatable reanimation when you have creature tokens to exile.

I hope this advice was helpful and if you're interested I offer more advice about what cards to consider cutting.

Eilel on Selvala, Heart of the Wilds

5 months ago

RAMP:

Llanowar Elves

Elvish Mystic

Fyndhorn Elves

Incubation Druid

Gwenna, Eyes of Gaea

Quirion Ranger (commander untap)

Scryb Ranger (commander untap + flying en prod blue)

Entish Restoration

Patriar's Seal

Gaea's Touch

Fanatic of Rhonas

Awaken the Woods (mana sink)

Archdruid's Charm (ook removal)

Goreclaw, Terror of Qal Sisma (ook trample enabler)

Nyx Lotus (late game super ramp wss)

Lands:

Boseiju, Who Endures

Emergence Zone

Homeward Path

Oran-Rief, the Vastwood (ik vind niet super maar ik ken genoeg mensen die m dat wel vinden)

Temple of the False God

Myriad Landscape (niet te veel tap lands spelen maar denk dat deze wel kan)

Blighted Woodland

Card draw / advantage

Vivien, Monsters' Advocate (buiten de ability ook tutor op de -2)

Last March of the Ents

Lurking Predators

Monstrous Vortex

Tribute to the World Tree

Garruk's Uprising (ook trample enabler)

Battle Mammoth (creature en soort ward voor alle creatures)

Disciple of Freyalise  Flip (kan je als een landslot spelen, dus eigenlijk gratis include. als je niet nodig hebt als land heb je carddraw en lifegain)

Regal Force (creature)

Tutor

Finale of Devastation (ook haste enabler)

Tooth and Nail

Weird Harvest

Natural Orderfoil

Green Sun's Twilight

Recursion / Graveyard

Bala Ged Recovery  Flip (ook een land)

Long Rest (kan elk type kaart terug pakken, mass recursion)

Eternal Witness

Enablers

Concordant Crossroads (haste)

Surrak and Goreclaw (trample + haste)

Temur Sabertooth (combo kaart, alles met etb kan je opnieuw spelen, ook voor meer carddraw etc)

Ulvenwald Oddity  Flip (Trample + haste en +1/+1 enabler als die geflipt is)

Thousand-Year Elixir (geeft je commander soort van haste en kan untappen)

Removal

Scavenging Ooze (graveyard)

Rampaging Yao Guai (ook mana sink)

Beast Within (raakt practish alles)

Terastodon (super goed)

Collective Resistance

Khalni Ambush  Flip (fight spell die je als land kan spelen)

Bridgeworks Battle  Flip (fight spell die je ook als land kan spelen)

Kogla, the Titan Ape

Protection

Tyvar's Stand (of een mana sink)

Lightning Greaves (haste voor je commander met 0 equip)

Swiftfoot Boots

wincons

Goldvein Hydra (mana sink en eventueel super late game extra ramp)

Ochre Jelly (mana sink + trample + moeilijk vanaf te komen)

Silverback Elder (removal / card draw / lifegain)

Alternative wincons

Helix Pinnacle

Triumph of the Hordes (als je een teringlijer wilt zijn)

Load more