Sword of Sinew and Steel

Sword of Sinew and Steel

Artifact — Equipment

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

Whenever equipped creature deals combat damage to a player, destroy up to one target planeswalker, and up to one target artifact.

Equip

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Legality

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

Sword of Sinew and Steel occurrence in decks from the last year

Latest Decks as Commander

Sword of Sinew and Steel Discussion

RA_HORAKHTE on CAT AGRO

1 week ago

Hi smitty6,

I've also an Arahbo player,

I like your deck version, somewhat different to mine, more centered on cat tribal and equipments rather than lifegain.

Things I think you could change: Sword of Feast and Famine and Lightning Greaves are awesome commander staples, but just in Arahbo are negative: your equiped cat can't be target of any of Arahbo abilities due to shroud of the greaves, and protection of the sword. I know they are powerful but you will be throwing stones to your own roof. Try antoher swords like Sword of Sinew and Steel and Sword of Fire and Ice , that none of them give protection from white or green, Arahbo's colors.

With only 13 artifacts in a 100 card deck, Mox Opal , another awesome card, sadly will not work as fine as if you are playing a real heavy artifact deck.

Some cards you would love to play in your deck: Feline Sovereign , Kaheera, the Orphanguard (not as companion, if you want to keep your non-cat creatures, but into the 99s), King of the Pride , Sacred Cat (Awesome in your life gain strategy, and if dies will be back), Duelist's Heritage (Much better than, for example, than gigant growth, and you can use this enchantment to make politics offering opponents double strike if they don't attack you). Heroic Intervention or Teferi's Protection : In this type of deck, you need some instant protection to evade mass destruction. Return of the Wildspeaker , Hunter's Insight or similar cards: With Arahbo effects, you will draw 4-9 cards easily, so you will no run out of cards if you have some spells like those.

Phyrexian11 on God of Thunder and Love

1 week ago

I'm not sure of previous versions of this deck, but I have some cards I think you should add, plus some cards I think you should either just consider replacing or simply just take out. We'll start with the ADD list.

ADD:

  • Earthquake and/or Rolling Earthquake (You already have an effect like this in Subterranean Tremors , but this also hits players, so you'll deal EXTRA damage on top of the extra damage from the commander.)

  • Arcane Signet (You have Fire Diamond , but not Arcane Signet?)

  • Starstorm (An effect like many others, but this one has cycling.)

  • Fire Servant (It's not the cheapest creature, but it has an ability that you might want more of. You can always use more damage doubling.)

  • Mana Geyser (Look, it's just a good card to get a lot of mana quickly. Not super necessary, but it's fast mana in R)

  • Heartless Hidetsugu (I'm just suggesting this one because cutting your opponents down to 20 is great and makes killing them easier.)

  • Seething Song (Fast Mana good.)

  • Seize the Spoils (I noticed a lack of card draw, and this is a pretty neat mono-red card draw spell.)

  • Endless Atlas (Again, card draw, and it's cheap and consistent.)

  • Genesis Chamber (Yeah, it requires your opponents to be playing creatures a bit, but it makes it just that much easier to kill them. Plus the Myr generated are all 1/1s, so they will easily let excess damage through from the rest of the deck.)

  • Sanctuary Blade (A little expensive on the equip side, but this is another consitent way to give your commander pro-red.)

  • Sword of Sinew and Steel / Sword of War and Peace (You have Sword of Fire and Ice , so why not have more of the red ones?)

  • Chandra, Awakened Inferno (Her + kills your opponents faster, her - does what you commander wants, her -X is neat. I think she's all around a great inclusion.)

  • Chandra, Torch of Defiance (Okay, so now is where I admit that you only had 1 planeswalker and I talk about how much I like Planeswalker cards. I think they're cool and fun. This specific one is great beacause she either gives you mana or draws you a card, essentially. Her two differ +1's are really the only reason, but her ult is something your opponents wont want to have go off, either.)

  • Caged Sun (More Mana in mono-red.)

Subtract:

  • Ignite the Future (It's too expensive for what it does. You can better spend the mana on a Chandra, Torch of Defiance or something. Yeah, it's kind of card draw, but you can do better.)

  • Pyroblast (Unless this is for a VERY SPECIFIC meta where you are going against mean U decks, this will be more frustrating in hand than useful, I think. Plus, color-specific hate like this just feels out of place in this format, unless, of course, your meta is particularly skewed a certain way.)

  • Red Elemental Blast (See Above.)

  • Tibalt's Trickery (Yeah, cool counterspell, but I think the deck should focus more on itself, personally.)

  • Wheel of Fate (There are better, and faster, ways to draw cards. I like the idea of this card, but in having played it over and over again, either it never actually resolves -like the game ends- or it just feels like a relative waste because people can see it coming and plan ahead.)

  • Fire Diamond (Replace this with Arcane Signet . It's just better.)

  • Lavabrink Floodgates (To be fair, I've never played with this card, but OH BOY does it seem bad. If you're not proliferating the counters, then this will NEVER go off if your opponents don't want it to, and they would never want it to with this deck, unless a board-wipe JUST happened and there are not creatures. So then it's just a 4-drop mana rock producing 2, and you can just replace it with something better like Caged Sun that will help you Earthquake for a win faster.

  • Arch of Orazca (I noticed in your mana base that you have 13 lands that tap for colorless. That seems like too many for me - it's almost the same number of Snow-Covered Mountain s you have. So I am recommending removing some. I get why this one is here, for the card draw, but this is SO EXPENSIVE. I don't even run it in my colorless Emrakul deck.)

  • Great Furnace (I like this card, I really do. I LOVE artifacts. But without any artifact synergies, this is more likely do get Shatter ed or Vandalblast ed than actually help you, and that'll feel bad. Just replace it with a Snow-Covered Mountain .)

  • Hanweir Battlements  Flip (Same reason for the colorless mana, and I don't really see many reasons other than, maybe 2 creatures for the need for haste, but it's not a necessity to be removed.)

  • Leyline of Punishment (I get that this is here to make it harder for your opponents to survive or heal up, but honestly, just play Heartless Hidetsugu or something else to keep life totals low. This one is often going to feel more like a do-nothing enchantment unless your meta is HEAVY life-gain.)

  • Treasonous Ogre (Fast mana, sure, but it seemed overall pretty meh to me in this deck. It's better at killing you than it is at providing mana in this specific deck, I think.)

  • Varchild, Betrayer of Kjeldor (The effect is important for making sure you opponents have creatures, but getting her to hit you opponents before they have blockers is going to be a challenge, and if you draw her late-game, then she's just a 3/3 blocker.)

  • Bonfire of the Damned (The miracle cost is cool, but most of the time I think you'd rather something like Earthquake that will most likely hit almost all of their creatures AND more than 1 opponent/opponent's board. Plus, if this isn't Miracle'd, then this is pretty trash in your hand.)

I'm sure I said add more cards than take out, and I know I said take out a couple lands, but not really add any, but I hope this is helpful.

DespairFaction on Balan, one-punch woman

1 month ago

All in all, everything looks pretty tight and it seems like you have bases covered pretty well. Heres a few things I might explore. First up I am BIG fan of Sword of Sinew and Steel I think only feast and famine is better when getting only a single sword trigger. Next, Ardenn is an insane card that you definitely want to be running, if you cant find a cut I would switch it for Sigarda's Aid which ive always been luke warm on. Keeper of the Accord of the is much better than Verge Rangers, more lands and tokens give you sacrifice protection and blockers. Akroma's Will and Faith's Shield have both been ridiculously good in my decks. Akromas is protection and a finisher, and Faiths Shield is protection for ANY PERMANENT and/or unblockable as needed so I would definintely clear room for these. And if you are able to cut a basic you can run Sejiri Shelter  Flip as a 3rd one of these. I very much like to have 2 fog effects whenever I can swing it. Teferi's proteciton is one, Comeuppance is another that I really like, but you can also use Settle the Wreckage or Dawn Charm as additional ways to not get run over by stuff. Finally, if you are facing stronger and/or more value based decks I always recommend a few key hatebears to stop your opponents from going wild Hushbringer is hilarious in how many different strategies it inteferes with Archon of Emeria or Rule of Law can slow down a player who is very far ahead, if you don't want to use Winter Orb which is a powerful, skill intense, but also salt inducing card. Landwise I would get yourself a Bonders' Enclave and a War Room but ive always used Mikokoro, Center of the Sea and Geier Reach Sanitarium to good effect in mono white...id probably just run all of them and tutor for Feast and Famine asap.

DawnsRayofLight on Marquis De Chainer, Sadism 101

1 month ago

Mastermind's Acquisition Is a great card to combo with Xiahou Dun, the One-Eyed. You can make a 15 card board and put some cards in to help against certain decks that gives chainer some issues (blue white control--Nevi's Disc, Hero's Downfall and the like, Sword of Sinew and Steel, etc.) it allows you to run 15 extra cards without having them eat up space in your deck.

Attrition and Overseer of the Damned is a fun combo. I have gotten tons of use out of attrition.

The Rings + Basalt combo is nice, but I ended up dropping it out of mine. It is nice if you play Torment of Hailfire and Exsanguinate but I went more control than combo after a while.

Thought-Knot Seer is great for some recurring hand hate

Tevesh Szat, Doom of Fools has been an all-star in my deck, you could also add Karn Liberated and Ugin, the Ineffable for more pointed permanent destruction

Flesh-Eater Imp is also a fun sac outlet and an alternative win con.

Volrath's Stronghold is good for saving some of your cards from graveyard removal and I have been debating Phyrexian Reclamation and or Tortured Existence. Fortunately I have not seen too many EDH decks with a lot of dedicated grave hate.

Disciple of Bolas is also an all star card, he keeps chainer going like you wouldn't believe

Davinoth on Rograkh and the Mistress [Voltron EDH]

3 months ago

     CannedCanOpener: Aye! Something I definitely considered when adding Sword of Fire and Ice & Sword of Sinew and Steel. I figure between the likes of Gadrak, the Crown-Scourge, Captain Lannery Storm, Godo, Bandit Warlord, Leyline Tyrant & even Impulsive Pilferer I'd likely still manage to make the less appealing Pro-Swords valuable. =)

jakeyuki12 on Akiri Beatdown

3 months ago

If your deck is struggling to compete in the late game, I suggest taking a look at 2 things. 1) One of the roles of equipment is to help your creatures scale better into the late game. If you feel you're struggling in the late game, I suggest getting higher quality equipment that make your creatures more threatening. Most of the swords do a good job at this, Sword of Fire and Ice is really good. Sword of Sinew and Steel and Sword of Truth and Justice give you a good bang for your buck. 2) One of the ways Boros gets really scary late game is through stuff like extra combats, double strike, double damage, etc. You've already got some of that in your deck with Aurelia and Godo.

Tzefick on Sword of Life and Limb

4 months ago

I find it a bit amusing how not two months ago there was posted a thread specifically dedicated to brew card ideas for the remaining 3 Swords of X and Y and then this shows up.

DemonDragonJ I would agree that having three abilities would break the pattern.

Personally I think the life gain is already covered by Sword of Light and Shadow and Sword of War and Peace. One static, one dynamic.

There is already token generation with Sword of Body and Mind.

Personally I think the Sword should do something a bit different than that. Please keep in mind that the Swords have generally been designed to be beneficial to most colors and multiple strategies - hence why a Sword like Sword of Body and Mind is generally considered the worst/most niche, closely followed by Sword of War and Peace. The latter because it doesn't affect the board and lifegain is... only relevant in certain situations. If you make a token generator + Populate effect, it works by itself but is generally not useful for many decks.

Take a Sword like Sword of Truth and Justice. It plays well by itself by enabling its own scaling when you have multiple creatures. However you can also utilize the Proliferate on poison counters, -1/-1 counters, planeswalker loyalty counters. It has built-in support for multiple strategies.

A card like Sword of Sinew and Steel is more niche, but it has some very powerful removal effects to compensate. In addition the protections are very on-point in protecting against most targeted removal and all of red's board wipe repertoire.

Tokens for the sake of tokens is often not that impressive. That's why I would suggest to aim for something else than basic token generation.

If you are hellbent on the token generation I would consider granting a different incentive:


Alternative A Show


Alternative B Show


If we're being honest, most of the swords don't see play and those that do are mostly Sword of Feast and Famine and Sword of Fire and Ice. I've seen a fair bit of Sword of Truth and Justice as well. I think hitting around that spot would be ideal.



If we aim for something else than basic token generation, we could aim for some tech options.

Delve deeper Show

DemonDragonJ on Sword of Life and Limb

4 months ago

There are still three cards remaining to complete the "sword of X an Y" cycle (green/white, black/blue, and red/green), so here is my guess for the white/green sword in that cycle:

Sword of Life and Limb Show

This card was heavily inspired by Sword of Truth and Justice, since they share a color and both have effects that synergize with themselves.

I had forgotten that there is already a card named Life and Limb when I made this card, so, when I remember that that other card existed, I briefly considered changing the name of this card to "sword of vigor and vitality," but that name was not a easy to remember, since every sword, with the exception of Sword of Sinew and Steel, has a name that contains a popular phrase containing two opposing (or complimentary) elements.

What does everyone else think of this card? Do you like it?

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