Sword of Feast and Famine

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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
Penny Dreadful Legal
Tiny Leaders Legal
Vintage Legal

Sword of Feast and Famine

Artifact — Equipment

Equipped creature gets +2/+2 and has protection from black and from green.

Whenever equipped creature deals combat damage to a player, that player discards a card and you untap all lands you control.

Equip

Hi_diddly_ho_neighbor on Phyrexia: All Will Be One …

1 week ago

Ohhhhh baby! That is a spicy tribal commander if real...that's all I am going to say until it is confirmed.

Anyways, onto officially released cards:

New Atraxa is kind of disappointing. I mean, she is strong and the Battle mechanic is interesting and all, but really she is just a blink-value commander. Yawns

Feed the Infection is just a strictly better Ambition's Cost and I am here for it.

Monument of Perfection looks really cool, but unless we get more spheres or loci, it currently can't be activated in standard. Also....suuuuuuupper bad card to pull in limited.

Mirran Safehouse looks really interesting. I am already seeing comments about Nykthos, Shrine to Nyx lines in those weird 60 card formats :P Could be fun in graveyard based lands decks or to have a second copy of Cabal Coffers type lands. Also, play Petrified Field folks....

I was originally a bit down on our latest Sword of X-and-Y, but then I re-read it and realized that you exile the cards before the "play and extra land" trigger. This sword is really good. I don't think anything can usurp Sword of Feast and Famine, but this is definitely in the next tier below.

DemonDragonJ on Ranking the Swords of X …

1 week ago

Crow-Umbra, that is not too bad, but not exactly game-breaking, either, which I imagine was a deliberate decision by WotC.

It is far too early to add sword of forge and frontier to this list, so I shall wait until I have had time to see it in action, firsthand. I also am very glad that the sword is pointing upward in the artwork, maintaining Sword of Light and Shadow's status as the only sword that is pointing downward in its art.

However, I need to make another revision to this list, since I have, indeed, decided to make the change that I considered, above, so my list is now as follows:

8: Sword of War and Peace

7: Sword of Body and Mind

6: Sword of Truth and Justice

5: Sword of Sinew and Steel

4: Sword of Light and Shadow

3: Sword of Hearth and Home

2: Sword of Feast and Famine

1: Sword of Fire and Ice

I switched the places of Sword of Light and Shadow and Sword of Hearth and Home, because, as much as I like the former sword, it simply does not have sufficient impact on a game for me to rank it any higher, whereas I have realized hos good the latter sword is; putting an additional land on the battlefield is always good, and, even if the creature that is "flickered" does not have a triggered ability, the flickering can still remove unwanted auras and counters from it. I am sad that my favorite sword is now at only fourth place, but fourth out of eight (soon to be nine) swords is still fairly impressive.

DemonDragonJ on Ranking the Swords of X …

1 week ago

I just realized that I put the wrong numbers on my list, above, so the proper numbering is now as follows:

8: Sword of War and Peace

7: Sword of Body and Mind

6: Sword of Truth and Justice

5: Sword of Sinew and Steel

4: Sword of Hearth and Home

3: Sword of Light and Shadow

2: Sword of Feast and Famine

1: Sword of Fire and Ice

I am very sorry for that mistake, but I have now corrected it.

DemonDragonJ on Ranking the Swords of X …

1 week ago

Mark Rosewater has revealed that Phyrexia: All Will Be One shall have a new sword of X and Y, which means that I shall eventually need to add it to this list, but, for the present, I have a revision to make (again, this list is purely my own preference, not based of any statistics or data), so my new listing is as follows:

  1. Sword of War and Peace

  2. Sword of Body and Mind

  3. Sword of Truth and Justice

  4. Sword of Sinew and Steel

  5. Sword of Hearth and Home

  6. Sword of Light and Shadow

  7. Sword of Feast and Famine

  8. Sword of Fire and Ice

I moved Sword of Body and Mind to seventh place because its abilities are so different from each other that it is very difficult to build a deck that can truly take advantage of both of them, and I shall admit that I am actually contemplating switching Sword of Hearth and Home with Sword of Light and Shadow, because I am starting to think that the former is actually quite useful, but I shall leave those two as they are, for the moment, since the latter is still my personal favorite of the swords.

I also have put a link to this thread on my user profile, since I shall eventually revisit it when the final two swords in this cycle are printed.

What does everyone else here think of my new ranking?

Tur on Hidden Power - Mono-Color - …

4 weeks ago

Hello everyone! This will be a forum post for a "Commander - Hidden Power" series. My goal is to show relatively inexpensive cards which are often overlooked by commander players in semi-competitive and casual play. (This post is not designed for competitive play.) If you enjoy the topic, please upvote the post or provide positive feedback and I will consider creating similar posts.

The powerful cards I plan on discussing are mono-color cards which are strong with big mana in commander.

I will provide one card per mono-color identity. These cards will not include x-spells nor multi-color identity spells. (I.e. no Torment of Hailfire nor Zacama, Primal Calamity)

It is obvious that big mana is a huge part of semi-competitive play. Whether it is from ramping through creatures, artifacts, enchantments, instants, sorceries, or lands. Big mana is pretty fun. Mana doubling effects from lands are especially useful. In this article, I'll be focusing on mana doubling from lands, but other ways to generate big mana are always possible

Here are some common big mana effects for each mono-color identity:

This is not an all inclusive list as Mana Flare, Heartbeat of Spring, Keeper of Progenitus, Sword of Feast and Famine, et cetera would work just as well. In each mono-color identity the artifacts Caged Sun, Gauntlet of Power, and Extraplanar Lens can be used, however the black and green color identities have an advantage for mono-color double mana effects. Furthermore, green contains cards such as Seedborn Muse, Awakening, and Wilderness Reclamation which allow for more interactions.

Well, let us begin in WUBRG order!

White: Sacred Mesa

This card is relatively unused. According to EDHREC, Sacred Mesa is played in 1511/849227 (0%) decklists and is under one dollar. You'd be surpized how powerful this card is with double mana. Imagine making some number of pegasus at instant speed as either blockers or attackers for your next turn. (The upkeep cost can be paid by making a summoning sick pegasus during your turn.) Not to mention power and toughness buffing effects are ideal with Sacred Mesa, examples include Dictate of Heliod, Cathars' Crusade, Caged Sun, or Elesh Norn, Grand Cenobite.

It is often compared to Luminarch Ascension because they have similar effects. Yes, it makes a 4/4 angel instead of a 1/1 pegasus.

However, Luminarch Ascension has many downsides:

  • You have to have four quest counters to use the ability. (That is, you have to not lose life during an opponents turn four times.) This creates a huge target on your life total and you'll see it surely chip away.
  • Bounce effects, such as Cyclonic Rift really mess it up. Welcome back to square one!
  • Common cards, such as Vorinclex, Monstrous Raider prevent quest counters from even occurring. Vampire Hexmage or Hex Parasite are also options to remove the counters.

Sacred Mesa is way more versatile and does not have such downsides. Not to mention is it only three mana, ideal for Sun Titan recursion.

Blue: Compulsion

It is very rare to see this wonderful card. According to EDHREC, Compulsion is played in 1000/945324 (0%) decklists and is under one dollar. Having an activated draw ability with very little downside on a blue enchantment is insane. Ideal when paired with Teferi's Ageless Insight or Thought Reflection. There are a few cards which have a similar effect, such as Triskaidekaphile or Kefnet the Mindful without having to discard a card, but having a two mana activation is much more versatile. I suppose that an argument could be made with Training Grounds, but that is too much just to make the Kefnet the Mindful ability more cost effective. Furthermore, discarding a specific card like Echo of Eons, Wonder, or a shuffle Eldrazi such as Kozilek, Butcher of Truth has some nice synergy. (In fact, it should be played in most bant enchantress decks, such as the commander Tuvasa the Sunlit. Replenish for life!)

Black: Chainer, Dementia Master

This is a wonderful card, but a little pricey compared to the previous two cards. According to EDHREC, Chainer, Dementia Master is played in 6344/983251 (1%) decklists and is approximately ten dollars. Yes, we all know that you can abuse Chainer, Dementia Master with Gray Merchant of Asphodel or Kokusho, the Evening Star with sacrifice outlets such as Phyrexian Altar. Suppose we don't want to abuse this card into the ground is it still just good card? Yes. We can fill up or graveyard with Buried Alive or Entomb and get back a creature card, or we can grab a creature card from an opponents graveyard. It can also be used to interrupt graveyard combos, such as Aristocrats by using the ability on an opponents Butcher Ghoul with the undying trigger on the stack.

Red: Scourge of Kher Ridges

An extremely powerful and undervalued card. According to EDHREC, Scourge of Kher Ridges is played in 1005/912333 (0%) decklists and is under three dollars. If you're able to untap with Sourge of Kher Ridges and double mana, your opponents are going to have a rough time. As you can put multiple activations on the stack, it provides you with a very high on-board presence. Even within a response to removal. I've heard players complain that Scourge of Kher Ridges dies too quick to removal and my answer is "from your opponents perspective it needs to die before you're able to untap". Ideal with lifelink (and deathtouch) equipment such as Basilisk Collar or Shadowspear.

Green: Kamahl, Fist of Krosa

Typically unseen in play. According to EDHREC, Kamahl, Fist of Krosa is played in 4786/880991 (1%) decklists and is approximately five dollars. It is odd how unused Kamahl, Fist of Krosa is compared to Ezuri, Renegade Leader when they basically have the same effect. Overrun as an activated ability which is stackable multiple times. I agree that Ezuri, Renegade Leader is better in elf tribal decks, however Kamahl, Fist of Krosa is great in most big mana decks. Ideal for wide aggro. Tall aggro will gain the benefit of trample. If you don't have extra creatures you can animate your lands as 1/1 attackers, correction 7/7 attackers. (Pretty interesting because these attackers get around Cyclonic Rift, they're lands.) You can also get some payback by animating your opponents lands in response to a creature board wipe. (From that reasoning it can be paired with cards such as Ascendant Evincar and Crovax, Ascendant Hero to destroy opponents lands through animation.)

All in all, these are relatively unused cards which have a lot hidden power with big mana. If your deck is mono-colored and designed for big mana spells or abilities, think about giving these cards a chance. See if they work well for you and your playgroup.

kirbysan on [Primer] Helming the Host of Heaven *Update*

1 month ago

Guerric

Buddies cancelled so I played 3 pub games instead:

Opponents: Esix, Fractal Bloom, Captain N'ghathrod, Sigarda, Host of Herons

Starting hand: Emeria, The Sky Ruin, Plains, Plains, Path to Exile, Angelic Page, Archangel of Tithes, Sanctuary Warden

As we played through the game it became clear that Esix was the big threat. The board was wiped twice, once with N'ghathrod's Hex and a second time with Sigarda's Day of Judgment. Archangel of Tithes helped get a few early attacks in against Esix as they usually tapped out to play some bigger spells.

I was able to keep Esix in check a few times by using Path to Exile on their commander when they were about to pop off. I also used Oblation again on Esix when they cast a Pest Infestation destroying my Crucible of Worlds and Vanquisher's Banner but netting 12 pests. Finally, I had a Kabira Takedown  Flip but only 2 creatures on the field so it couldn't deal with anything on Esix's board so I used it on Sigarda's Soul Warden.

At the final turn I had Sanctuary Warden equipped to Sword of Feast and Famine, Righteous Valkyrie and Angelic Field Marshal. In my hand I had Avacyn, Angel of Hope, Emeria Shepherd, Sword of Hearth and Home and a Seraph Sanctuary. Giada had been removed 3 times this game so she cost 8. Esix was at 6 but also had a Sublime Epiphany with open mana and a Craterhoof Behemoth in hand with 19 creatures, mostly 1/1 tokens on board.

As I'm writing this I realized I had the answer but didn't realize it at the time. If I had casted Sword of Hearth and Home Esix would have countered it and bounced my Sanctuary Warden forcing it out of their hand. I could then equip the Sword of Feast and Famine to another angel and swung for lethal since they had no flying blockers. I could have also moved to equip Sword of Feast and Famine to another angel which they could've countered once, but I had open mana to do it again. Despite losing this round let's count it as a win due to my misplay.

Opponents: Tevesh Szat, Doom of Fools, Kraum, Ludevic's Opus, Captain N'ghathrod, Sigarda, Host of Herons

Starting hand: Windswept Heath, Sol Ring, Pearl Medallion, Angel of Vitality, Mangara, the Diplomat, Soul Warden

Perhaps this was a risky hand to keep but with the Sol Ring and Pearl Medallion I could literally play everything in my hand if not disrupted so I kept it.

Kraum also kept a risky hand but it paid off for them in the short term. They cast a Show and Tell which let me only drop Angel of Vitality but they dropped an Omniscience and proceeded to play out their hand giving themselves an immense board state on turn 3.

Kraum made a serious misplay here as they used a Cyclonic Rift on my Sol Ring and a bounce spell that returned all creatures with power less than 5. This was supposed to wipe the board but Angel of Vitality was a 5/5. They followed this up with a Wheel of Misfortune paying 35 life expecting us to bet high life totals so they wouldn't get the wheel. Unfortunately for them we bid pretty low numbers and Kraum took the full 35. With no flying blockers on board they were dead next turn.

With Kraum out of the game and a fresh 7 card hand I ended up dominating the board. Some nice synergies were using Sword of Hearth and Home on Sanctuary Warden to 2 cards a turn, one for ETB, one for swinging. Bishop of Wings with Resplendent Angel and Angelic Accord gave me double angels on my end steps. Finally, having Emeria, The Sky Ruin and 7 plains let me fill my boardstate quickly. While the game took longer I never hit another board wipe and closed it out with 64 life.

Opponents: Kykar, Wind's Fury, Atraxa, Praetors' Voice & Sigarda, Host of Herons

Starting Hand: Flooded Strand, Path of Ancestry, Soul Warden, Luminarch Ascension, Pyre of Heroes, Folk Hero, Angelic Curator

I was excited about this hand because it had 2 new cards that hadn't come up in the last couple games I played so I wanted to test it out. While it should have curved out pretty nicely, having only Folk Hero as the draw card with a single angel should've been a warning sign. My early board state included Giada, Font of Hope, Soul Warden and Luminarch Ascension. As predicted, Luminarch Ascension was able to get 3 counters on it after a single turn.

However I was hit by a board wipe early on and had to decide whether to use Luminarch's ability or recast Giada. I foolishly recast Giada only to have her removed again with Skysovereign, Consul Flagship. When Sigarda went to blow up Luminarch I produced 3 4/4 angels with 6 mana to give me some blockers. I had also drawn into The Ozolith but it was only able to add 1 counter on it.

For the rest of the game Kykar solely targeted me with their growing vehicle board state. Since Giada now cost 6 and Skysovereign was pinging for 3 every turn I couldn't waste the mana to recast her which turned off Folk Hero. I cast Angelic Curator just for a blocker since it would be hugely advantageous against vehicles but it was promptly removed with Dispatch by Kykar. I was also able to draw into a Mask of Memory but was stalled out since Kykar had Spirit token blockers, Atraxa had their commander and Sigarda also had their commander. I was the first to be knocked out and this was a definite loss. I did cast Pyre of Heroes but didn't draw into any angels until late game so it had no effect.

Archangel of Tithes is actually pretty great but probably more effective as a late game play when board states are bigger. Battlecruiser decks will typically tap out to get the edge and will not hold up mana for tax effects which will help in getting damage through.

Luminarch Ascension is a great card but also a lightning rod. In the third game it presented a threat early on and if Giada hadn't been removed twice so early it could've helped end the game. Not getting those +1/+1 counters on the angels hurt my game plan quite a lot.

The Ozolith saw play but had little impact. Again, if Giada hadn't been removed early I could've dumped all those counters onto it and preserved threats.

Pyre of Heroes also saw play but had little impact. The overall flow of the game meant I was essentially stuck. Eye of Vecna would've been more impactful here but since Kykar had such an oppressive board state I would need to play much bigger threats to make a difference.

While Giada may not always be necessary to our gameplan, not having her and being unable to cast her slows us up so much that opponents can just out ramp or out threaten us pretty quickly. Dodging an entire table's board wipes and single target removals is pretty tough and makes me consider Lightning Greaves or Swiftfoot Boots again.

kirbysan on [Primer] Helming the Host of Heaven *Update*

2 months ago

Guerric

I love your deck and have been using it as a template as my regular deck for random pub games. While it performed pretty well without any upgrades, I found it ran out of steam mid to late game after I get blown out by a board wipe. After a game or 2, players would usually exile Giada the moment it hits the board, slowing down our ramp signifcantly. Also, if we miss a land drop mid-game, we're basically stuck waiting for a good draw. I realized that building an early oppressive board state begs for a board wipe when everyone else is still building but it sets us back significantly. With that in mind, I cut a lot of the lower CMC angels and built more towards value/recursion. Based on your comments it seems that this deck is more budget focused but since I'm making this my main, I've decided on pulling the best cards from other decks for some spicy upgrades. Let me know what you think below (sorry for the wall of text):

Mana Crypt - What's better than a Sol Ring? A free Sol Ring. Life loss is not concerning.

Mox Amber - With Giada on our board turn 2, this is like an additional land drop.

Mox Opal - I'm currently running 19 artifacts so hitting metalcraft isn't hard.

Land Tax - This card is just straight up good in mono-white. Not so much for never missing a land drop but also so we don't draw into lands on later turns.

Archaeomancer's Map - This one isn't as good as Land Tax but it can help us keep pace with Green ramp and drop the tapped lands on opponent's turns when we can't use them efficiently.

Smothering Tithe - I've played this card in 2 other decks and it's always been great. It usually pays for itself by the time it comes back to you and if not removed can add plenty of mana over the course of the game.

Smuggler's Share - I have mixed feelings about this card. The smarter opponents will play around it, but should still give us some card advantage overall.

Sensei's Divining Top - Helps keep tempo in the game for the cost of 1.

Scroll Rack - Wheeling away a mediocre hand for 1 is strong. Particularly good with Land Tax or Windbrisk Heights.

Lotus Field - I loved Lost Vale so much I wanted another one, especially when someone blew it up.

Flagstones of Trokair - Comboes with Lotus Field.

Thespian's Stage - Copy Lotus Field or Lost Vale.

Vesuva - Copy Lost Vale or Flagstones of Trokair or Myriad Landscape.

Nykthos, Shrine to Nyx - Value with a strong board presence.

Ancient Tomb - Helps with the artifacts and equip costs, life loss is not a concern in this deck.

Cavern of Souls - I hate when blue counters our big angels, so this stops it.

All the fetch lands - Arid Mesa, Fabled Passage, Flooded Strand, Marsh Flats, Prismatic Vista, Windswept Heath. This reduces our number of basic Plains to 11-12 but I haven't had issues with it yet so far as long as we have access to colored mana in my starting hand.

Enlightened Tutor - I swapped out Search for Glory as it can hit my rocks early game or stronger equipments mid-game.

Stoneforge Mystic - Amazing with Sword of Hearth and Home. Keep blinking it and grab the rest of your equipment package for free. Second target would usually be Lightning Greaves just to get some protection on the board or make some hasty angels.

Weathered Wayfarer - Comboes well with the newly added lands. Fetching Lotus Field helps guarantee activation while keeping pace with the ramp.

Recruiter of the Guard - Prime targets would be Stoneforge or Wayfarer but can also hit Starnheim Aspirant or Karmic Guide. Also gets the cost reduction from Herald of War which is nice.

Pyre of Heroes - While Search for Glory can fetch some of our legendary creatures, I prefer getting them straight onto the battlefield. I wouldn't use it on the lower cmc Angels, which I mostly pulled out, but on the higher cost ones to cheat out big angels. The dream is to target the one-off 5 cost angels like Karmic Guide or Sigarda's Vanguard to pull Sanctuary Warden for the card draw into Emeria Shepherd for the recursion or Bruna, the Fading Light  Meld to bring out Brisela, Voice of Nightmares  Meld  Meld

Sword of Feast and Famine - This card is probably the best addition to the deck so far. Having the pro green & black which are both popular colors in Commander usually lets us have a free target. The resource denial isn't super relevant but getting an extra untap for lands is super strong. It's even better if we drop a tapped land before attacks and getting all that value on second main phase. It does draw a lot of hate, but even getting 2 swings off is well worth it. We can also recur it with Serra Paragon or Emeria Shepherd.

Sword of Fire and Ice - I haven't added this one in yet but I think it's a strict upgrade over Rogue's Gloves. Getting the pro blue/red and pinging things off the board is just so much more value for the extra 1 cost.

Lightning Greaves - Short of board wipes, single target removal is the bane of this deck. I usually voltron Giada with all my equips and let the other angels synergize the board.

Angel of Destiny - Needed an alt-win con option and this can provide a way out to knock out combo players. The double strike is also relevant as most of our equipments are based on combat damage so we get 2 triggers.

Emeria Shepherd - Especially strong recursion with fetches. Dropping this on the right turn with a fetch in hand can be game ending.

Serra Paragon - Doubles as a Crucible of Worlds and can grab our swords back when destroyed, and it's an angel to boot. Definitely an auto-include.

Steel Seraph - Haven't playtested this one yet but I like that it's a 3 drop with relevant abilities. The dream is to cheat out Emeria Shepherd with Pyre of Heroes as a turn 3-4 play.

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