Sword of Hearth and Home

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Legality

Format Legality
1v1 Commander 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
Tiny Leaders 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

philosopher on Boros death and taxes

1 day ago

Hello Davidecavm,

  1. I rarely see Ragavan, Nimble Pilferer in RW taxes, so don't put it in.

  2. You are correct about fury. I recommend adding two Skyclave Apparitions instead of Wall of Omens. The reasons is that you can fetch Skyclave Apparition with your recruiter and you can blink it with Ephemerate.

3a. I have never seen a Sword of Hearth and Home in a D&T deck; however, it looks fun and i have always wanted to try it because its blink ability works with your enter the battlefield creatures. I recommend playing it if your local opponents play decks like titan or yawgmoth, as those are green decks.

3b. Sword of light and shadow is good against scam decks. I run Extraction Specialists in my mono white D&T deck because i like recurring my Thalia after a bolt and it's good against scam decks.

  1. Please update me on how Squee, Dubious Monarch is doing because it looks like a fun card and I have not seen it in D&T decks.

Ref: Extraction and Taxes - Streets of New Capenna Ver. https://tappedout.net/mtg-decks/extraction-humans-taxes/

Beebles on Samut Nayanara

1 month ago

Hey, nice to see we share a commander! Some tips when browsing your list.

Check out my primer here: Samut, Inspiring Warleader | V-SNC

DawnsRayofLight on THE NECROGEN PROJECT

1 month ago

Pretty cool deck! I would add in some more card draw like Bolas's Citadel, Phyrexian Arena, I don't know what else to recommend other than the usual sorcery cards since you're not playing reanimator/certain big creatures that could help with draw are outside of your mana range.

You could use the Swords to give Skittles protection, Sword of Fire and Ice could help with draw, Sword of Feast and Famine for discard and ramp, Sword of Hearth and Home for ramp (though the other ability doesn't interact too well), Sword of Truth and Justice, I mean, this should be in there period, proliferate and pumping skittles? Sword of Light and Shadow could help with recursion of certain creatures, Sword of War and Peace and Sword of Sinew and Steel are other options that could help with life gain and dealing with certain targets that black normally cannot handle.

Davinoth on Prosper's Purgatory [Treasure EDH]

4 months ago

     elliotmward97: Mostly because I'm only running 33 lands. In a draw where I'm not pulling mana rocks and playing against heavy removal, they're a nice back up way of making sure I'm staying on curve.

     Solemn Simulacrum is pretty slick with Sword of Hearth and Home too! They may end up getting cut for a couple of lands, but I've really liked their inclusion so far. =)

griffstick on Florian Draining Blade

4 months ago

I'm just gonna rattle off some good equipments

sean360 on [Primer] Helming the Host of Heaven: A Giada Guide

4 months ago

Guerric I only played a few games with it but it worked really nicely with the mana curve of the deck, having it it my opening hand was a boon and the combo of drawing a card and casting an angel turn 3 allowed me to keep up with the other three players who were ramping/drawing cards early in the game. Most of our other card draw is pretty slow so casting an angel and drawing a card for 3 mana felt good, even if you can't repeat the effect like you can with our other card draw. Having this and Sword of Hearth and Home out would be the dream.

The competition for three drops in this deck is tough, they're all strong. I swapped out Angel of Vitality becuase I would rather have card draw than life gain, even if it means a smaller body.

Guerric on [Primer] Helming the Host of Heaven: A Giada Guide

4 months ago

sean360 I do have Inspiring Overseer and it is on my list to try. It obviously is very good in concert with Sword of Hearth and Home where it can be a draw engine, could also draw us cards if we blink it with Angel of Condemnation and could net us an extra card when recurred. On the low end it is a three-drop which is great and replaces itself. I think I just picked other three-drops that I thought were more impactful, but I might swap it our for either a two drop or a five plus drop. Are there any particular experiences with it or synergies that have worked well?

Guerric on [Primer] Helming the Host of Heaven: A Giada Guide

4 months ago
The first major update to the deck has been completed, the major theme being more draw. All of my initial testing showed that this deck goldfishes very quickly, but is hungry for resources, and that just drawing one extra card per turn, which it was consistently able to do, wasn't enough to feel like we had options and could easily rebuild after a blow out. Burst card draw pieces like Well of Lost Dreams and Thorough Investigation (which builds up tokens to be used as burst draw later) have been the powerhouse pieces. As such, the idea with this update is to add either more of those, or more one card per turn pieces so that it is likely we can have two of them out most games. Below are the lists of cuts and adds with justification.

1) Burnished Hart OUT Pearl Medallion IN

Hart is a great card, and research suggests it's one of the winningest cards in EDH, so naturally in a monowhite deck that a land ramp piece like this would seem to be great. I think the issue for it here is it just isn't fast enough for the deck. Giada doesn't need to ramp a lot to be relevant, and in testing I've found that we often have something more urgent to do cast it initially or sac it to get the lands. It's still a great card, but likely better suited to more controlling decks. What is amazing in this deck, however, are cards that discount creature spells like Herald's Horn, as we can use them to more easily put out multiple pieces in a turn at discount. Making your four drops three drops is incredible acceleration that suits our gameplan just fine. And Medallion does this not just for our creature spells, but any spell in white. It's fabulous!

2) Cosmos Elixir OUT Vanquisher's Banner IN

Elixir is theoretically a good card in this deck as it can draw cards off life-gain or gain life. The problem is it never does both, it draws one extra card per turn at most, and costs 4 mana for the privilege. It's equivalent card would be Sigarda's Splendor, but that always gains us life, and is simply based on not having lost life from the last noted turn, which is more reliable. Banner costs more, but its floor is replacing every angel we cast with a card, and its ceiling is drawing several cards in a turn, so it's better all around. The anthem is just gravy.

3) Welcoming Vampire OUT Mask of Memory IN

While a fabulous card, Giada's ability ensures that we won't draw cards with angels off of vampire. It will definitely find a home in a new deck. Mask of Memory, however, is great. It costs two and equips for one, meaning an easy early line of play would be to cast it turn three, attack it to Giada, and get an engine going. We get to draw two cards and then discard the one in our hand we need least, which allows us to be up a card while moving through the deck to what we need. Sometimes we might even discard a good card only to recur it with another later, so there are lots of nice little possibilities with this one.

4) Mirror Entity OUT Sanctuary Warden IN

So far we've replaced subpar draw with better draw, but no we are upping our count. I've never like entity, but I thought it might be better here since Giada gives it counters that make it more resilient when not being pumped. Still though, like all changelings, its an angel that doesn't fly, which is wicked annoying. Moreover, while its ability is a powerhouse with 1/1 tokens which can be turned to 4 power with 4 mana, it's not so great when the average power of an angel is already 3/3 or 4/4. It will weaken some of your angels, and where it improve them it takes a monstrous amount of mana to do so. Finally, while one might be tempted to add Reveillark to complete the combo with entity and Karmic Guide, we have to remember that Giada shuts entity off from killing the board, effectively shutting down the combo. It's just bad, trust me. This is where a lot of online deck tech's fail. They just throw it in because its an "angel" and a generically good card without thinking through the consequences! Meanwhile, while costly Sanctuary Warden is an absolute powerhouse. It immediately replaces itself, and can draw cards more cards this way for free by being blinked with Sword of Hearth and Home. It's an engine that draws us cards every turn, and we can use our plentiful supply of +1/+1 counters to power it, leaving the shield counters to protect it from most removal and board wipes. It's an all-star card.

5) Plains OUT Tome of Legends IN

I'm hoping I don't regret going down to 35 lands, but I think the deck can sustain it, especially when we are upping the draw. Tome is an amazingly good and underrated card. It can net us an extra card the turn we cast it, and can draw one every turn as long as we attack with out commmander, something that isn't too hard to do here. Keep in mind, Giada has vigilance, so even if we want to tap her to cast an angel we can always do so on our second main phase! The best part of this card is that it costs only two mana, allowing us often to ramp it out turn three with another angel or put it out early with another two drop. It's been great in other decks and I expect no less here!

6) Archaeomancer's Map OUT Eye of Vecna IN

This might be a more controversial cut, but I don't think I need the ramp map theoretically provides, and it can be a tricky card to play here. Ideally you'd want to get this down turn three, in order to ramp lands based upon your opponent's turns, but you'll have to discard if you do unless you played a one drop turn one. It's not as great late game, and the ramp is conditional based on having the extra land in hand and not missing a land drop, which can happen without enough draw. Eye immediately replaces itself and draws one card every turn for the low cost of 2 life, which we aren't worried about at all here. The only downside is that Angel of Jubilation shuts it down, but that is a narrow enough case that it isn't worth not playing a 2cmc draw spell over.

7) Disenchant OUT Together Forever IN

We have plenty of removal and I think we can afford to cut our least relevant piece. Together Forever is amazing, cheap, efficient protection for our entire board, including Giada. It can save our stuff from being destroyed by removal or damage, and has value as repeatable single-target protection and board wipe protection. I expect this to be an all-star piece.

8) Desert of the True and Drifting Meadow OUT War Room and Bonders' Enclave IN

I hated these cycling lands in early testing because they are just not worth having the lands come into play tapped. War Room and Enclave actually draw us cards, and come into play untapped. Sure, 4 mana is a lot for a single card, but there are times we will be happy for it, and in a monocolored deck the colorless nature isn't too much of a drawback.

9) 2x Plains OUT Emergence Zone and Seraph Sanctuary IN

Why not attack lifegain to a land? Sanctuary is just an obvious card for this build that I somehow missed the first time around. Zone is a deeply underrated card that allows you once in a game to get the jump on your opponents by becoming a one turn Vedalken Orrery. The element of surprise is what often wins you games in aggressive decks, and this card allows for that!

So that's the first update! I'll have updates to the primer coming later today or tomorrow. Hope this helps all of you as you build and play the deck!

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