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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Highlander | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Oathbreaker | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Wrecking Ball Arm
Legendary Artifact — Equipment
Equipped creature has base power and toughness 7/7 and can't be blocked by creatures with power 2 or less.
Equip legendary creature
Equip (: Attach this to target creature you control. Equip only as a sorcery. This enters unattached and stays on the battlefield if the creature this card is attached to leaves the battlefield.)
legendofa on
Technically still blockable
3 weeks ago
rtdfjyghc Some fun thoughts here. First off, I overlooked that Dormant Sliver prevents our dude from attacking, so Guard Duty for everyone! Second, creature type restriction vs. numbers restriction. Hmm. The creature type already has a very narrow window, so maybe needing 12 creatures on hand might in fact be the way to go. Will have to tinker with that one, since the defense relies on having Clone effects anyway, and the simple solution would be to just have even more Clones. For Ghost of Ramirez DePietro, the window would be power exactly equal to 3 with Wrecking Ball Arm and Hedgewitch's Mask, and toughness =< 2. That window can be hit with Kudo, King Among Bears + Banners Raised or something. So that would be -1 Lifecraft Engine, and switch Harmonious Archon for those two cards. So no net change in number of cards needed to defend, but small increase in complexity of defense. Using that same logic for Hexmark Destroyer as the attacker, it would be about the same complexity, or maybe a little less, but a huge jump in the number of cards needed to defend. Will have to meditate and tinker.
Keep the thoughts coming!
NV_1980 on
Kotis, the Critterkeeper
1 year ago
This look like a very interesting budget version of Kotis. I've been playing him for some time and I think I'd add the following to your list (I've tried to keep the maximum price at around 5 dollars per card):
- Aqueous Form: a very simple enchantment that simply makes Kotis unblockable.
- Arcane Flight: very cheap to cast and an excellent addition to making Kotis harder to block.
- Combat Research: draw cards upon damage and grants Kotis some boost and protection.
- Curiosity: why not draw some cards upon damaging opponents?
- Elusive Otter: its sorcery-adventure side (Grove's Bounty) is a great way to make Kotis a little stronger, and you can still summon a prowess-Otter afterwards.
- Eternal Thirst: creatures tend to die a lot in a game of commander, so banking on that with this enchantment for Kotis seems to make sense. The lifegain is fun too.
- Felix Five-Boots: what's better than stealing stuff once per attack? Stealing stuff twice per attack of course!
- Gonti, Night Minister: this card is ideal in a four-player (or more) pod. Gonti diverts attention away from you because he makes it much more lucrative for all your opponents to attack anyone but you. The fact that for every spell that you don't own but cast, you also receive a treasure token just synergizes extremely well with Kotis.
- Hydra's Growth: doubling Kotis' power/toughness every once in a while seems very beneficial.
- Strong Back: insanely powerful in that it acts as an Ancestral Mask that also cheapens all further aura casting and equipping.
- Tarrian's Soulcleaver: something dies, Kotis gets stronger. Vigilance is also very strong on a being like Kotis.
- The Thirteenth Doctor
: so for every spell that you cast from opponents' libraries, Kotis can gain more power/toughness. To top it off, the doctor allows you to untap Kotis after an attack; double trouble for your opponents! - Villainous Wealth: basically Kotis in sorcery form.
- Well Rested: one of the most ridiculously strong auras I've ever seen, especially considering its cost to cast. For just two mana, every time Kotis untaps you gain life, draw a card and you make Kotis stronger!
- Wrecking Ball arm: instead of bae power/toughness 2/1, why not make it 7/7? Also makes him a bit less blockable.
Hope this helps you in some way; good luck!

