Swiftfoot Boots

Swiftfoot Boots

Artifact — Equipment

Equipped creature has hexproof and haste.

Equip

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Printings View all

Set Rarity
Commander 2020 (C20) Uncommon
Commander 2018 (C18) Uncommon
Commander Anthology 2018 (CM2) Uncommon
Masters 25 (A25) None
Commander 2017 (C17) Uncommon
Commander Anthology (CM1) Uncommon
Commander 2016 (C16) Uncommon
Commander 2015 (C15) Uncommon
Commander 2014 (C14) Uncommon
Commander 2013 (C13) Uncommon
2012 Core Set (M12) Uncommon

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Legality

Format Legality
Casual Legal
Unformat Legal
Magic Duels Legal
Block Constructed Legal
Canadian Highlander Legal
Legacy Legal
2019-10-04 Legal
Modern Legal
Commander / EDH Legal
Noble Legal
Tiny Leaders Legal
Highlander Legal
Duel Commander Legal
Leviathan Legal
1v1 Commander Legal
Oathbreaker Legal
Vintage Legal

Swiftfoot Boots occurrence in decks from the last year

Commander / EDH:

All decks: 0.35%

Blue: 0.72%

Black: 0.72%

White: 1.33%

Green: 0.56%

Red: 0.91%

Golgari: 0.44%

GU (Simic): 0.98%

WU (Azorius): 1.55%

UB (Dimir): 1.26%

UR (Izzet): 0.88%

RW (Boros): 2.69%

GW (Selesnya): 1.08%

Rakdos: 0.51%

WB (Orzhov): 0.56%

RBW (Mardu): 0.82%

WUB (Esper): 0.5%

UBR (Grixis): 0.61%

GWU (Bant): 0.8%

Swiftfoot Boots Discussion

StopShot on What are the top two ...

3 days ago

I can see the merits of running Rune of Protection: Red but I feel like the second best or stronger is Rune of Protection: White. Prevention of damage can bypass shroud and hexproof creatures and white specializes in Lightning Greaves//Swiftfoot Boots and tutoring those cards with Steelshaper's Gift, Stoneforge Mystic, Open the Armory, etc. which Rune of Protection: White heavily turns off a lot of voltron-style decks. It's also incredible at turning off a lot of other hard to remove EDH generals such as Avacyn, Angel of Hope, Zetalpa, Primal Dawn, Akroma, Angel of Wrath, Bruna, Light of Alabaster, Sigarda, Host of Herons, Zur the Enchanter, Uril, the Miststalker, Narset, Enlightened Master and Zurgo Helmsmasher. Those generals may be more niche of a damage source than red or green, but that's where the cycling is helpful whereas spot removal can be more effective at dealing with the red and green damage sources.

Rune of Protection: Green I think may be a bit over-valued as the color green I think is a little too good at artifact/enchantment removal, especially when it comes to stapling that effect on their own creatures such as Acidic Slime, Bane of Progress, Caustic Caterpillar, Gemrazer, Reclamation Sage, Sawtusk Demolisher, Trygon Predator, Terastodon, Woodfall Primus. I feel like green could easily remove the rune before you could get much value out of it and that you'd be better off sticking to spot removal. I know white also has enchantment removal but their removal spells I find to be less practical and as efficient as green meaning you wouldn't find as much enchantment removal in a white deck as you would a green deck.

MrKillStar on thats a lotta damage

3 days ago

BURN THEM ALL!
Price of Knowledge could be a nice and fun addition. It has odd cmc, so it would work with Obosh and interacts well with Peer into the Abyss and other "target player draws" cards. Its also a decent punishment for someone who loves drawing a lot of cards (intentionally or not) without any enchantment removal. Its also decent for stuff like Kederekt Parasite and Underworld Dreams. :D
Lightning Greaves/Swiftfoot Boots/Whispersilk Cloak to protect Hidetsugu and Obosh.

RiotRunner789 on Avacyn's bombs

6 days ago

I would cut:

Sensei's Divining Top: Good card but it doesn't ramp you or generate card advantage. You don't need top deck manipulation.

Mask of Avacyn: Either remove or replace with Swiftfoot Boots. It's just too much mana to equip.

Linvala, Keeper of Silence: Good stax card but unless your meta gives you problems with activated abilities that specifically stop your commander it should be cut.

Cards you may consider to swap out for others:

Catastrophe: You only have one mass land destruction. This is a good back up and modal. I would swap it out for End Hostilities.

Ghostly Prison: You don't have much protection outside of board wipes. If your meta has too many go-wides or aggro decks this is worth considering. I would swap for one of your 3 mana ramp cards since this should buy you time to ramp to your commander if you do slot it in.

griffstick on Good cheap staples to pick ...

1 week ago

This are the staple cards you need to get.

Creatures

Instants

Sorceries

Artifacts

Enchantments

Planswalkers

I hope this helps because it took forever to type out.

ColdDeath on Multani, Shrouded by Nature

2 weeks ago

For carddraw action I would consider Font of Mythos. For an extra boardwhipe I would consider Wave of Vitriol. To make Multani a bigger threat I would consider Rancor, Swiftfoot Boots / Lightning Greaves. Maybe put in some tutors? Personally I love Fierce Empath and Woodland Bellower, they can look for each other, so if you have one, you practically have the other as well. Your deck has a lot of six drops and efficient three drops. I think they can make your deck more consistent.

MrKillStar on Let the bloodies hit the floor!

2 weeks ago

I would personally replace:
Prism Ring for Trading Post - Could be very handy artifact in decks like this.
The Immortal Sun for Exquisite Blood - creates infinite loop with Vito and Sanguine Bond, but isnt cheap. I wouldnt bother with The Immortal Sun, unless your playgroup runs a lot of planeswalkers or you struggle with card draw (which shouldnt be a problem in mono-black.
The Haunt of Hightower - I would say you need either more discard or mill effects to get Hightower big.. Doom Whisperer seems to be much more useful.
Tavern Swindler - Its just gamble that doesnt seem to be worthy in a deck, where you can already get a lot of life by other cards. Bastion of Remembrance works as another aristocrat effect (Tortured Existence+Desecrated Tomb+Phyrexian Altar as infinite engine).
Dreadhorde Invasion - You dont use any other Amass effect cards and it takes 6 turns to make a 6/6 zombie with lifelink (which will last only until end of your turn), which is pretty meh. It would be good if you had some sacrifice cards, like Smothering Abomination, Village Rites, Diabolic Intent, etc. I would go for either Twilight Prophet or Bloodline Keeper  Flip. Captivating Vampire could be useful aswell. With Carnival of Souls you could get a bit of ramp, but can backfire really hard, so its kinda risky.
Gifted Aetherborn - is pretty nice drop I guess, but feels kinda weak overall. Kalastria Highborn supports your mostly vampire creatures and can also drain your opponents.
Swiftfoot Boots - unless you want the haste, Whispersilk Cloak seems like a decent option. It cost more to cast and to equip, but makes your creature unblockable.
Drag to the Underworld - should do a good job, Oblivion Strike might be something to consider aswell. Or just Corrupt?


Some more cards that might be useful:
Call the Bloodline - discards useless cards and makes a 1/1 vampire token (once per turn).
Revenge of Ravens - decent defensive enchantment that could fit your lifesteal deck nicely.
Burnished Hart - slow ramp creature. BH also triggers your Dread Presence and Staff of the Death Magus.
Crypt Incursion, Suffer the Past - more graveyard hate and another life gain.

multimedia on Wild Bonder

2 weeks ago

Hey, good budget version and interesting description. Nice Demonic Tutor :)

Cards $2 or less each to consider adding:

You want more protection for the creature you mutate too because without protection the mutate creature can be killed in response to being mutated or after. In multiplayer Commander mutate is much more of a problem because there's three or more opponents who could have removal. That's a lot more potential removal you have to deal with than if you were playing 1v1.

Swiftfoot Boots gives the equipped creature hexproof meaning that creature can't be targeted by your opponents removal. Boots is an equipment, it can be equipped to any creature you control and it doesn't leave the battlefield when the equipped creature is removed. Open the Armory is a budget tutor that can get Boots.


Flying and double strike is a good combination to do Commander damage with Snapdax. Hushbringer is powerful disruption in multiplayer Commander since it prevents all creatures who have an enter the battlefield ability that triggers and any creature who has a dies ability that triggers. These two types of triggers are ways for players to gain a lot of value from creatures. Hushbringer is not going to affect you much since mutating is not an enter the battlefield trigger it's a cast trigger thus Hushbringer doesn't prevent mutating.

Will-o'-the-Wisp is a one drop flying creature who can regenerate. This little Spirit can be powerful with mutate. Brightling is a unique creature with mutate since you can bounce it as well as all creatures that are mutated back to your hand. This is pseudo protection because you can activate Brightling in response to opponents removal. By bouncing all the creatures that are mutated then you can mutate them all again getting more value out of mutate.


When Snapdax dies you can choose to spend it to your graveyard instead of putting it back into the Command Zone. This gets around having to pay Commander tax for Snapdax and the tax must be paid even if you're mutating Snapdax from the Command Zone which can be problematic. When Snapdax goes to your graveyard then you can recur it with cards that recur creatures from your graveyard. Phyrexian Reclamation is very good repeatable recursion at instant speed for mutate creatures because you want the creature to come back to your hand to then cast it again to mutate again.

Cards to consider cutting:

Good luck with your deck.

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