Sword of Hearth and Home

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Legality

Format Legality
1v1 Commander 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Sword of Hearth and Home

Artifact — Equipment

Equipped creature gets +2/+2 and has protection from green and from white. ((Remember the acronym debt.) The equipped creature can't be damaged, enchanted, equipped, blocked or targeted by anything green or white. Anything green or white attached to the equipped creature immediately falls off.)

Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle your library.

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.)

smack80 on Zirilan Toolbox

1 day ago

You should play some combination of Molten Echoes and Flameshadow Conjuring, also could also play Zoyawa's Justice, Industrial Advancement and Descendant's fury.

But really, the secret of Zirilian is Repercussion. Play that with blasphemous act: anyone with 3 or more creatures just dies. Or play it with any dragon that deals global damage, such as Thunder Dragon or, god forbid, Balefire Dragon.

If you're using Zirilan to get Worldgorger, just float 5 mana and cast Apocalypse. GG.

Things like Tel-Jilad Stylus are too slow. You don't usually have enough turns in a game to run out of dragons. If you want to keep the dragon you have in play, use Sword of Hearth and Home, Sundial of the Infinite, Voyager Staff, Dragon Mask, Tawnos's Coffin, Cold Storage, Conjurer's Closet.

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

1 month ago

am3ience : Doesn't look like Guerric has been on in over a year so his list is a little outdated. He also made some budget choices. Depending on the power level of your pod you may want to look at stronger support. I've been playing Giada semi-regularly since release and my list has evolved over time:

https://tappedout.net/mtg-decks/help-me-giada-youre-my-only-hope/

There a few notable angels in the year since this list:

Inspiring Overseer - while it released the same time as Giada, Guerric didn't include it. When you're going for a blink theme and Sword of Hearth and Home is out then you can essentially gain life and draw an extra card once per turn.

Guardian of Ghirapur - if you have any ETB effect angels then this one can help immensely. Or if you picked up Throne of Eldraine then you can reset it, leaving 4 white up on opponents turns which is typically the magic number for protection.

Metropolis Reformer - It's a cheap angel at 2W, has vigilance as a keyword, provides us hexproof from targeted spells and semi-lifegain from blocks or a Blasphemous Act

Firemane Commando - While it's a 4 drop it provides much needed draw off attacks which you should be doing every turn.

Roaming Throne - Not technically an angel but it doubles all the triggers. If you check my list I have categories of Angel Triggers. Anything with the keywords "At, When, or Whenever" will be doubled. Unfortunately it doesn't double Giada herself as that's a replacement effect but it can still get out of hand very quickly.

Wojek Investigator - Also a cheap angel at 2W with vigilance and usually a free clue every turn I'd consider it a strict upgrade over Angelic Sleuth. However, if you need more card draw support I'd personally pick Esper Sentinel, Archivist of Oghma or The One Ring.

I didn't add Aurelia's Vindicator or Merchant of Truth because their abilities don't justify the mana cost.

If you like Aurelia's Vindicator ability I'd recommend Angel of Serenity as the Disguise cost and ability is the same as Serenity but you don't have to jump through hoops of turning it face up. Also, you can target it with an Ephemerate or Teleportation Circle to get more than one usage out if it.

leon_bulminot on Volrath, Voltron Reanimator

3 months ago

Profet93

Add in a Sword of Hearth and Home and you can bounce him. Plus some protection for sneaking attackers through.

leon_bulminot on Animar Horde 4

4 months ago

GeminiSpartanX

I mostly kept Armillary because colorless. I contemplated Shard Convergence as a replacement but it didn't work out as well.

For Cultivate, I used to run Tempt with Discovery. I am actually pondering replacing Armillary with Sword of Hearth and Home. Land drop and bouncing. I'd like to get a reliable creature that searches each turn but I'm riding Armillary after readding to test. Then swap to Cultivate for games and see which feels better. I went for more mana filters for now, until I can really nail down which searchers I like and regularly use. The major part of why Cultivate got cut was I always drew it mainly mid game and by that point, animar is like 14 counters deep and Selvala is out. But cost wise, I did like the 3 mana early game.

I honestly didn't even know Roaming existed and being colorless means free summons with enough counters. I am REALLY liking Hormagaunt. Aberrant would bring back some sorely needed removal.

I am trying to figure out how to squeeze Muldrifter in. Or at even Thought Monitor.

All suggestions are awesome. Just need to figure out what's become a stale draw since the update!! But I think I know which card I can cut first for Aberrant. Rootpath Purifier was useful when i had more ramp in the deck. Now she sort of just sits in my hand.

Mortlocke on Indoraptor Combo

5 months ago

Apologies for taking so long to make a reply, life is busy and all. Before going into your deck, i'll speak on what I think are the ideal cards for your commander, Indoraptor, the Perfect Hybrid. This deck's primary wincons appear to be death by Commander Damage, as your Commander grows exponentially when it's Cast under the right conditions. The Enrage trigger is meant to deal with the opponents left after the initial shock of blowing up one opponent after the combat step.

In my opinion, your deck seems close - but misses the mark when supporting your commander's themes. Some of your cards seem a little too divergent from a nice central theme which I believe is or should be a form of group slug. However, you will break pairity through your commander's enrage ability. Obviously this won't earn you many friends but when you throw around enough damage friends may not even be necessary.

Objectively, your deck has all the usual suspects when it comes to solid reliable options that help with consistency. Demonic Tutor, Grim Tutor, etc are always the best options when you have available to you. Same for the other colors. Good job on making sure you have your options available to you when you need them. Great manabase as well - you've picked essentially all the best options. I would however advise a word of caution regarding the inclusions of Urborg, Tomb of Yawgmoth and Yavimaya, Cradle of Growth - fixing your opponents manabase can push them multiple turns ahead as well and cost you the game. I'd typically recommend cutting these unless you can break pairty and find a use for them that far outstrips the benefit to your opponents (e.g. include Cabal Coffers for urborg).

As painful as it is to cut or change themes, here are the cards I think would better suit your commander:

  • Caltrops: A reliable method to trigger your commander when Pyrohemia or Pestilence isn't on the field. it also punishes opponents as well. However, a word of caution here - if you can't deal damage to opponents before you cast your commander, then this will result in a nonbo or anti-synergy. Take or leave this one.

  • Rite of Passage: Enrage naturally wants to kill creatures off, so why not make that an advantage for you and break pairty?

  • Roaming Throne: Double up on triggers.

  • Wrathful Raptors: Double up on triggers.

  • Raging Regisaur: Did I say Double up on triggers? I feel like I haven't.

  • Fiery Confluence: When you simply need to get another trigger from your commander.

  • Forerunner of the Empire: The tutor effect is neat for when you need to get another Dinosaur - but what's really great is his second ability which you guessed it - gets you another trigger from your commander when said other Dino hits the battlefield.

  • Assassin's Trophy/Beast Within: Your deck doesn't have very much interaction, which will lead to situations where you will find yourself wanting to do something about a problematic card - but unable to do so.

  • Deflecting Swat/Deadly Rollick: The free cast spells are great in any deck - and thanks to the "recently" released commander masters these cards are cheaper than they've ever been.

  • Compy Swarm: This creature will get your consistent Dinosaur ETB triggers as your opponent's creatures die off from Pyrohemia and the like triggers.

  • Plague Spitter: It does what Pyrohemia and Pestilence does - with caveats. With the effect being only once per turn

  • but free, you don't have to worry about keeping mana open to use it. But it's on a body and can be easily removed.

  • Ranging Raptors: As you are using Enrage, why not ramp while you're at it?

  • Sword of Hearth and Home: Given your commander's first ability is an ETB trigger, when not have the option of potentially increasing it's power and toughness after a particularly vicious turn? The ramp also doesn't hurt to boot. The best part though, is that you don't have to target your commander - need another creature to ETB so you can trigger something else? You can do that too.

  • The Ozolith: This is obviously an expensive suggestion - and I don't know your budget. But this card has some very obvious synergy with your Commander that would definitely make all those recasts worth it - and you know you'll be recasting your commander.

The Proliferate/Poison cards are an interesting method of dealing with opponents early - but this theme unfortunately requires much more cards to be built around it to work in my opinion. Proliferating the +1/+1 counters and the poison counters already on an opponent is great and all - but I don't think that will create consistently lasting and reliable game states that are favorable to you. It only takes a single piece of interaction to make the whole process fall, and that interaction only needs to target your single point of failure - your commander.

You have a solid deck, but I think over time as you play it in pods and ponder your themes you may make make some changes or tweaks. I hope my card suggestions are something useful to you. +1 from me, if I haven't already.

Granular_Quality on Gobs of Goblins

7 months ago

Jeska's Will looks like a good include, for ramping I like Sword of Hearth and Home and Sword of the Animist

Azoth2099 on Gruul Aid Jihad [Omnath, Locus of Rage]

8 months ago

Abby_Slim

This deck's solid! I'm sure it's been playtesting wonderfully.

That being said, I'd consider the following cards:

Burgeoning, Crop Rotation, Tectonic Reformation, Sword of Hearth and Home, Wayward Guide-Beast, Scapeshift & Silverback Elder.

Peace!

SufferFromEDHD on Azorius Spirits

9 months ago

Reality Acid solid removal

Harsh Mercy tribal removal

Sword of Hearth and Home flicker + ramp

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