Zephyr Boots

Zephyr Boots

Artifact — Equipment

Equipped creature has flying.

Whenever equipped creature deals combat damage to a player, draw a card, then discard a card.

Equip (: Attach to target creature you control. Equip only as a sorcery.)

Latest Decks as Commander

Zephyr Boots Discussion

multimedia on Ghired Quartermaster

1 week ago

Hey, nice version with such a low budget. Only 40 cents or less for each card is an interesting idea.

Even though you're building a very low budget deck still consider some basic deck building guidelines to structure your deck? A basic structure is helpful when building any causal Commander deck to give you a good start.

The numbers in this basic structure are just a start, not all areas are covered and the final numbers may be more or less for each part. A basic structure doesn't need anything but the basics, you can add other cards to make up other areas that you want specifically with your Commander after. 10 ramp and 10 draw sources help to make a smoother gameplay experience. The balance of extra mana from ramp with the draw sources theoretically helps to have mana and cards in your hand to cast with the mana. Creatures can be part of the numbers and cards that have more than one effect that can go in many different areas are excellent and should be priority for cards to play.

Compare the above example to your current deck structure:

  • 33 lands
  • 26 creatures
  • 16 removal sources
  • 3 ramp sources
  • 1 draw source

The amount of creatures is a fine number, but there's disproportionate amount of removal compared to other areas. 33 lands with only 3 ramp sources, two of which are 4 CMC and 5 CMC are risky numbers because you can potentially get land screw (not drawing lands) as well as mana screwed (not having enough mana to cast spells). Having major potential for both of these to happen in a game can be really frustrating and is really bad for gameplay.

I believe you can never have enough draw in Commander since draw keeps the game going for you making gameplay much more fun. Harmonize is a good card, but only having it for draw is not enough.


Ghired and the other impactful cards here are high CMC and you want to get to five mana for Ghired quicker than only relying on your land drops. More ramp can help and the best ramp to add such as Sol Ring and Arcane Signet are budget cards. Unfortunately, they aren't 40 cents or less though, here's some to consider:

3 CMC or less ramp is preferred to have these plays in the early turns of the game which is best time to cast ramp since then it helps you to cast Ghired and all the other high CMC cards you want to cast later on in the game. You don't want to be casting 5 CMC or even 4 CMC ramp instead you want to use that amount of mana along with ramp that you cast before it to cast other more impactful spells.


Lots of draw especially repeatable draw sources are important to have in Commander. Unfortunately, because of the budget restriction for cards doesn't give you a lot of options, but here some to consider:

  • Garruk's Packleader: repeatable draw any time a 3 or more power creature you control ETB including creature tokens. Rhino's have 4 power.
  • Voice of Many
  • Zephyr Boots: repeatable draw, can also give equipped creature flying evasion.
  • Mouth / Feed: only can cast Mouth first to create a 3/3 Hippo then Feed can only be cast from your graveyard.
  • Mask of Memory: repeatable draw, equip any big creature you control who has evasion such as trample or flying.
  • Shamanic Revelation

Creatures who can draw are nice with Flamerush Rider to make a copy of them to then populate with Ghired. This interaction is very good with Garruk's Packleader since the more Packleaders you control the more draw you get especially when you populate a Rhino as well as each Packleader triggers to draw from the other. Three of these suggestions care about the amount of creatures you control which is good when playing tokens.

I've given you a lot to think about, but I offer more advice in another comment if you would like, including cuts to consider. Good luck with your deck.

multimedia on Artifact Commander Turd

1 month ago

Hey, for a first deck on a low budget well done. I haven't seen this partner pairing before.

When you're first starting to deck build in Commander it can be helpful to have some guidelines for a casual basic deck structure.

This structure is meant to be a starting point for a deck in Commander. It's just a basic structure to follow, not all areas of your deck are covered and you may end up with different numbers of each area. For example you might have more ramp from mana rocks because artifacts are important cards here. Silas is quite fragile and he wants to attack therefore having some protection and evasion for him such as Zephyr Boots and Swiftfoot Boots would be helpful.


In Commander there's some budget staples to consider adding:

Both your Commanders care about cards in your graveyard, but you don't have very many effects that can get cards into your graveyard or get them out of your graveyard. Here's some budget card suggestions to consider adding to build around to improve synergy with your Commanders.

Baleful Strix is an artifact creature who you want to keep recurring with Silas as a way to draw and more deathtouch. Master of Death can keep returning from your graveyard to your hand for the cost of 1 life at your upkeep. He also has surveil 2 (self-mill) where you look at the top two cards of your library and choose to keep them there in any order or put one or more of them into your graveyard.

Pair Master and Strix with Tortured Existence as a way to discard to then return another creature in your graveyard to your hand (recursion). With Existence you don't ever have to cast Master instead keep discarding it and returning it to your hand which each turn to create a 2/2 Zombie with Tormod for one mana and 1 life.

Riddlesmith is repeatable draw/discard (loot) when you cast an artifact and you choose which card you discard which is helpful. Wonder is a powerful effect when it's in your graveyard, it's a good card to discard, since then if you control just one Island all creatures you control gain flying. Silas has deathtouch which makes it likely he will not be blocked in combat, but flying is actual evasion to make it more consistent that Silas will do combat damage to a player. Wonder can give all 2/2 Zombies flying for big attacks.

I can continue with more advice in another comment. Would you like me to continue?

Good luck with your deck.

multimedia on Sefris Graveyard Shenanigans

2 months ago

Hey, another allstar one drop is Phyrexian Reclamation . It combos with Radiant Solar 's discard activated ability and Sefris to venture into the dungeon two times each turn for three mana. Reclamation can also help to setup Tortured Existence by recurring a creature to your hand to discard. Moon-Blessed Cleric can tutor for either of these enchantments as well as Rooftop Storm and when she dies get her back with these enchantments.

Use Master of Death as a creature for continuous discard with Existence and it can return to your hand from graveyard at your upkeep to keep rolling with Existence or other effects. Equip Sefris with Zephyr Boots to give him flying evasion and with Master of Death a way to venture on your turn when you discard it. Giving flying to Sefris can make him a potential source of threating Commander damage especially if you keep going into "Storeroom" room to make Sefris bigger.

Viscera Seer combos with Reassembling Skeleton and Sefris for two mana to venture on each players turn. Can also use Seer + Skeleton with Radiant Solar for lots of venturing. Compulsion with Sefris costs two mana to potentially venture on each players turn.

Good luck with your deck.

multimedia on EDH Voltron based on "arm for battle"

2 months ago

Hey, you're welcome. If you want more advice from me I would rather give it here.

Some changes to consider based on the card suggestions in my last comment.

These changes would increase interactions with equipment, include equipment tutors, more ramp and better reanimation.

multimedia on EDH Voltron based on "arm for battle"

2 months ago

Hey, nice overall upgrade of the precon on a very low budget.

Wyleth is much better as a Commander than Bruenor because Wyleth can draw cards which is more powerful as a repeatable ability than Bruenor's pump as well as only being able to equip once for free. Drawing cards in Boros can be more difficult than with other colors thus if your Commander can repeatedly draw then that's an advantage that Boros can really benefit from. You can get reduced equip costs or even free equip from other cards.


With Ardenn, Intrepid Archaeologist at combat on your turn you can equip all equipment you control for free to Wyleth which is nice with Colossus Hammer . Ardenn has excellent interaction with Toggo, Goblin Weaponsmith 's Rocks which are equipment that's created when a land you control ETB. Toggo creates free equipment and Ardenn lets you equip it all to Wyleth for free.

Fighter Class is first an equipment tutor and then you can pay three mana for level 2 which reduces all equipment equip cost by two mana. Level 2 and Level 3 effects are static, after you pay mana the first time. With Level 2 you can pay three mana again to further reduce the cost of equipment another two mana, etc. If you pay five mana for level 3 then you don't lose the effects of level 2. Level 3 can be repeatable creature removal of your choice of opponent blocker when Wyleth attacks.


Akiri, Fearless Voyager is more repeatable draw with equipped creatures as well as a repeatable way to save Wyleth for one mana from many board wipes, other removal and in combat by giving him indestructible. Arcane Signet is a staple mana rock in Commander. Sun Titan is versatile repeatable reanimation of any 3 CMC or less permanent which includes Wyleth.

Pair Empyrial Plate with Thought Vessel to make Wyleth huge and a threat to win by doing evasion Commander damage. Zephyr Boots is a one drop equipment that can give Wyleth flying evasion as well as repeatable loot.

Consider cutting a few basic lands for more Boros dual lands as well as some utility lands? Mistveil Plains combos with Sunforger to keep casting instants since Mistveil puts an instant from graveyard back into your library to then cast again with Sunforger. Battlefield Forge and Furycalm Snarl are budget duals that can ETB untapped and Axgard Armory can be an equipment tutor.

If interested I offer more advice including cuts to consider. Good luck with your deck.

monkeyofficeboy on Alesha, No Idea

3 months ago

multimedia Update No:1

So I acquired some of the cards that have been kindly suggested (thanks multimedia) and have made the following changes. The cards from Modern Horizons 2 will be on their way soon too so I can add those in.

Access Tunnel in for Temple of the False God : More ways to send in unblockable damage, in exchange for a land I often found in my hand and wished I had a basic instead!

Viscera Seer in for Ankle Shanker : Love the mad little goblin, but his attack trigger was poor synergy with Alesha's ability so he makes way for the Seer and his free sacrtifice outlet.

Zephyr Boots in for my foil Anointed Procession : Starting to take apart the mild Tokens subtheme to this deck. Maybe I can make this one be part of a Mardu Tokens deck at some point, but for now, giving my Commander Flying for cheap seems a better deal.

multimedia on Alesha, No Idea

3 months ago

Hey, you're welcome.

Some changes to consider:

Both Goblin Bombardment and Viscera Seer are sac outlets that add to the infinite combo here of Anafenza, Kin-Tree Spirit + Murderous Redcap . Anointed Procession is a good card, but it's an expensive price card that's not doing much here because there's not a strong token sub theme. By sub theme I mean 10 or more cards that care about tokens. You could add more creatures who create tokens when they ETB such as Siege-Gang Commander , but I don't think you need them.

Ankle Shanker is an attack trigger which you will not get when you reanimate him with Alesha. Creatures who have a tap activated ability are less good with Alesha since when you reanimate them with her they ETB tapped not letting them tap to activate.

multimedia on Alesha, No Idea

3 months ago

Hey, nice version of Alesha.

New sets Modern Horizons 2 and Strixhaven has lots of budget goodies for Alesha. The first two cards can tutor for and put Master of Cruelties into your graveyard.

  • Vile Entomber : best card of the bunch to consider adding since it's repeatable Entomb with a deathtouch body who Alesha can reanimate.
  • Unmarked Grave : tutor for any nonlegendary card and put in your graveyard.
  • Goblin Bombardment : now a $1 and it's one of the best sac outlets in Commander especially with Cruelties. After making an opponent have 1 life sac Cruelties to end that opponent and repeat next turn by reanimating Cruelties.
  • Karmic Guide : now a $1, powerful with Alesha because she can reanimate it which then can reanimate any other creature in your graveyard. Karmic can put itself back into your graveyard by not paying the echo cost making it easily repeatable.
  • Zephyr Boots : give Alesha flying evasion and it can be repeatable loot to fuel her reanimation.
  • Access Tunnel : another Rogue's Passage , less mana cost to activate.

Viscera Seer is a one drop sac outlet to abuse reanimation of the same creatures with Alesha and it also can help your draws with repeatable scry. Solemn Simulacrum can be repeatable basic land ramp and draw when reanimated with Alesha. Ravenous Chupacabra can be repeatable creature removal.

Exotic Orchard is another rainbow land. Spectator Seating and Vault of Champions are Bond lands that ETB untapped if playing multiplayer Commander. Talisman of Conviction and Talisman of Hierarchy are two more two drop mana rocks.

If interested in any of these suggestions then I offer more advice including cuts to consider. Good luck with your deck.

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