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Format | Legality |
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Vintage | Legal |
Sword of Vengeance
Artifact — Equipment
Equipped creature gets +2/+0 and has first strike, vigilance, trample and haste.
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.)







Profet93 on
Arna's Kennundrüm: Counters Auraquipment?
8 months ago
Last_Laugh +1
I'm not too familiar with this archetype but I'll do my best. Given your deck has a focus on your commander which has built in ward and you are in blue, some additional draw can't hurt. I like Mystic Remora for a cheap and easy draw source. Perhaps even a Cloud Key or Semblance Anvil for artifact ramp? Speaking of artifacts, I would put in the Academy Ruins in the maybeboard over vault of the archangel. Vault requires a lot of mana and isn't necessary while academy requires less mana and can recur 1/3rd of your deck.
Sword of Vengeance > Wand of Orcus - You aren't a token or zombie based strategy. I do understand the appeal of having a wide token base which can help against edict effects. That being said, you already have a fair amount of hexproof/shroud so boardwipes are your biggest issues. I would suggest something similar to flicker as a means to reutilize ETB effects and protect from wipes but given it would remove auras and equipments, it isn't as helpful. As such Sword of vengeance is keyword soup which is also easier to cast at the same CMC.
Inspiring Statuary - Idk if this is good for your build but I imagine u can tap your (used) equipment to help pay for other stuff.
Stoneforge Mystic > Brotherhood Regalia - Ward is nice, can't be blocked is better. Do you need the redundancy for ward? I feel you might be better served with Stoneforge which replaces itself and can help cheat equipment into play.
How has Blade of Shared Souls been playing for you? Seems cool but not needed. Perhaps a Codsworth, Handy Helper might be more helpful as a ramp piece.
Same question with Assassin Gauntlet and Anduril, Narsil Reforged, how have they been?
Overall it's a solid deck. I think my favorite card in here is the conqueror's flail! Triple boost while requiring them to use instants prior to battle, gotta love it all for 2 mana! I like how you have a balance of removal, defense and artifacts. Your creature count is slightly low for my tastes but given your commander is the lynchpin of the deck, it makes sense to prioritize artifacts > creature count.
pipercraven on
Upgrades Unleashed Precon with upgrades
9 months ago
Plenty of cards to cut:
and many more
Profet93 on
Dirty Needles
1 year ago
I was gonna recommend the several instant cards that return your creature when it dies but given the exile opponent, I am hesitant to recommend them at this time. They might want to be reconsidered later. Until then, below are some general suggestions to improve the power/consistency of the deck while remaining "budget"
Draw to maintain gas (as you will be targeted)
Crux of Fate - Boardwipe for when things get out of hand
Imp's Mischief - Under $10 but extremely useful!. Redirect _targeted _ removal, draw and extra turns. Not to mention, it can "counter" counterspells and having 2 mana open will allow you to bluff interaction.
Force of Despair - Interaction while tappedout gives you a strong ability to bluff. May or may not be useful but worth mentioning.
Lightning Greaves - I know you have swift boots which allows you to put on other equipment but redundancy is nice to protect your costly commander.
Champion's Helm - Similar to above and swift boots
Trailblazer's Boots - Almost guaranteed unblockable
Sword of Vengeance - Not needed but potentially worth looking into
Animate Dead - Recursion is always nice in black
Thespian's Stage - Copy coffers or opposing utility land
Homeward Path - $15 but meta call should you find theft to become more common
You really need more ramp in this deck to make your commander more threatening
Mind Stone/Commander's Sphere - Ramp when you need it, draw when you dont
I can provide several suggestions for cuts should you wish, let me know. Hope this helps.
DrSnipy on
Balan the Magnetic Cat
1 year ago
Cool Deck! Did you consider Sword of the Animist as another ramp card?
I also like Hero's Heirloom as another way to get haste and trample (basicly a discount Sword of Vengeance)
ArtistaFeo on
Chishiro Precon 1
2 years ago
Easy Cuts
Old-Growth Troll, Walking Skyscraper, Smoke Spirits' Aid, Vastwood Surge, Sword of Vengeance, Unquenchable Fury, One with the Kami, Elemental Mastery,
Ox of Agonas (Swap for Inspiring Call), Ulvenwald Oddity Flip (switch for Primal Rage), Spearbreaker Behemoth (Swap for Heroic Intervention I have a copy of this card to give you.), Ascendant Acolyte - maybe cut? good card but i think you can do better.
Shifting Shadow, only keep if you have a lot of creatures with ETB effects. By a lot I mean at least 10.
Blackblade Reforged, Bonehoard, andFireshrieker can be upgraded for more synergistic equipment or auras. For example Bone Sabres, Fractal Harness, and Luxior, Giada's Gift. Search scryfall for equipment with counter keywords, then do the same for auras. You should absolutely play Sword of Truth and Justice
Search scryfall for cards with "evolve" for early game creatures that are growers, not showers. I highly recommend Experiment One and Gyre Sage! Gyre is 100% better than either spell I talk about below. vv
Most ramp spells in your deck should cost 2 or less CMC. 3 is fine. But you want to play them early game rather than late game. Cards like Tanuki Transplanter are very good ramp spells, but you only want 1 or 2 ramp spells that cost 4 or greater in your deck. I would keep this card in your deck depending on what the rest of your ramp looks like. Rampant Rejuvenator is another 4 cmc ramp. it does synergies with your counter theme, but its less dependable ramp because it has to die and your deck isn't playing sac outlets like Phyrexian Alter. on the plus side it is nice to beef it up and wait for that pending board wipe to slingshot your land base past the rest of the table. These are the tough decisions we are faced with. You should cut one of these cards. Keep Bear Umbra, it is better than both above mentioned and has the same CMC.
I would cut most lands that enter the battlefield tapped, they really f*ck up your early game. its ok to have a few, but they better be worth it.
VampyLOL on
Catti-Brie is kinda fun
2 years ago
Removing:
Behemoth Sledge, kind of costly with 3 mana to bring out and 3 mana to equip.
Sword of Vengeance, this is also a 3 cost to bring out and 3 to equip. It is very useful for my commander but I'm going to try lower mana cost cards.
Adding:
Commander's Plate, because it's time the gloves come off! Let's see how this one does.
Grafted Exoskeleton, I wanted to try Infect again because why not. It is 4 to cast and 2 to equip.
Grind on
Rougueishly Rogueish
2 years ago
Cool deck!!!!!!
A couple ideas for your consideration:
Point removal: i like Reality Shift as it can hit indestructible creatures.
Lands: i like Dimir Aqueduct as it can help you hit another land drop if you can tolerate a tapland.
If you mill your opponents, its good to run graveyard hate. Some decks like muldrotha thrive on being milled. Scavenger Grounds, Stonespeaker Crystal, Soul-Guide Lantern, and Nihil Spellbomb are a few playable options.
An easy cut is bonesplitter. If you want equipment, Mask of Memory, Sword of Vengeance, or Whispersilk Cloak are probably better.
Also, Changelings are rogues: maybe Shapesharer or Cairn Wanderer are interesting.
Anyway, just some thoughts, cheers and have fun!!!!
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