Mirri

NO! Mirri! Don't gnaw the sword!

Hello and welcome to the Mirri, Weatherlight Duelist equipment deck (aka Mirri is gnawing a sword again).

First of all, I hope that you like the deck and Upvote if that's the case.

Mirri is one of my favorite characters from the plane of dominaria, and I wanted to do a commander deck around her some time ago, and with the Secret Lair I reminded that and I tried to do something. I get inspiration of some equipment voltron decks, some cat tribal deck and I tried to do a funny deck to play, that has Mirri as the center of the deck, not a support card. (like in some decks, that the commander is ... because it helps to...) And that is the result.

You might like this deck if...

  • You want to crush the opponent's face with large equipped creatures
  • You want to win with an army of cats
  • You like decks with a lot of Equipments
  • You like cats

You might NOT like this deck if...

  • You don't want to win with the combat
  • You don't like go wide decks
  • You want a "complex" deck
  • You DONT like cats

So, here we go!

Note: Sorry for my bad english if you have problems reading this.

First, let's see what Mirri, Weatherlight Duelist does:

First Strike: That means that is an OK target for pump spells ( Giant Growth , Equipments, Auras...), because the more strenght that she has, the harder is to kill her in the combat.

As long is tapped no more than one creature can attack us: This is good to protect our face, the downside is that don't works if the one that is attacking us has an only large creature to destroy our face (see Voltron decks).

When attacks, each opponent can't block with more than one creature: That ability is the base of the deck, that means that we try to win with the help of that ability. And how we can do that? Let's see:

I love Balan. Balan is the best commander for Equipment Voltron decks: You can attach all the equipments to her, and gains double strike by itself. But what is doing Balan here?

The idea is simple: We have Balan with some equipments attached to she and Mirri with also some equipments attached to she, and we attack to one opponent with the two. The opponent only can block one of them, and the other will crush his or her face. In theory, the most dangerous for the opponent is Balan, because normally will be the most powerful thanks to double strike, but Mirri also deals commander damage. (Now is the time to laugh: WAHAHAHAHAHAHAHAHAHAHAAAA!!!!!!)

The good point of Balan is that is we can't use Mirri (see Pacifism , Darksteel Mutation ) you can simply attach all the equipments that you can to Balan and start smoshing faces.

balan

What Kemba does is to create a lot of Cats and use them to attack one opponent. If we have Mirri in play, the opponent only will be able to block one creature (obviously Kemba, because we will attach all the equipments to her), and all the other cats will... crush his or her face.

kemba

The idea is to attack with this, create some number of copies of it, and as the opponent only will be able to block one of our cats the others will deal damage to that opponent.

The downside of this is that it depends a lot in the board of our opponents, if we attack an opponent that has a lot of tokens, probably we will kill it, but if the opponent doesn't have any creature, then War-Pride will sit down and cry.

nacatl

These are the most notable win-cons, but there are o lot of ways to win in this deck: create an army Cat tokens, win with Big Cats, win with the commander damage of Mirri... and also win with a super-mega large Balan is an option.

So, now we have a general idea about the deck, but what about all the parts and functions of the whole deck? Here I will explain all the deck dividing all the cards in different sections.

Here are all the equipments that the deck uses:

  • Sword of the Animist : Hey, ramp in an equipment, that's great, don't pumps a lot our creatures, but the ramp is great...

  • Hammer of Nazahn : This attaches our equipments to our creatures without paying mana. That saves us a lot of mana.

  • Blackblade Reforged : attach this to a normal creature is really hard (but is possible thanks to things like Hammer of Nazahn ), but fortunately, Mirri, Balan and Kemba are legendary! Weeeee!

  • Argentum Armor : The Big equipment in the room: costs a lot, but thanks to things like Hammer of Nazahn we can attach it faster, and when is attached becomes really powerful. Who doesn't want to have Vindicate when one creature attacks?

  • Bloodforged Battle-Axe : +2/+0, hum... is not quite impressive... but then you will have two, and then three, and then four... Yeah, that is sweet.

  • Colossus Hammer : If we have our attach shenanigans (see Hammer of Nazahn and Sigarda's Aid ) this becomes +10/+10 for only 1 mana! Also works incredibly well with Balan, Wandering Knight . The problem is that I don't know how our little Mirri will use this without help.

  • Conqueror's Flail : in this deck, the attached creature gets +2/+2, and the effect that makes the opponents unable to cast things in our turn is really a big deal.

  • Loxodon Warhammer and Behemoth Sledge : Powerful equipments that give trample to the attached creature.

  • Umezawa's Jitte : What this can do is a lot of things: Pump the equipped creature (the most important), kill little creatures, and gain some life. The seccond effect is really cool, because we can attack with the equipped creature, and then we can weaken the blocker before the damage if it's more powerful than our attacker.

  • Chitinous Cloak : Wh... What is this!? This gives to our creatures +2/+2 and unblockable. Tecnically Chitinous Cloak gives menace, but if we have Mirri, Weatherlight Duelist in play, Menace and Unblockable becomes the same.

  • Champion's Helm : +2/+2 for a good price, and also gives hexproof to our legendary creatures (most notably Mirri, Balan and Kemba).

  • Inquisitor's Flail : This is a sweet one. The equipped creature deals double damage, and that means that if it has Double strike, also deals DOUBLE of damage. For example a 2/2 with double strike will do 4 damage, but with this will do 8 damage, and with that Balan, Wandering Knight will be happy. Is true that other creatures deal double of damage to the equipped creature, but if Inquisitor's Flail is attached to Mirri or Balan (that is the idea), that is not important in a combat, because they have First Strike (and Balan also can have Double Strike).

  • Swiftfoot Boots : Cheap equipment that gives protection. Lightning Greaves is not available because if your creature has shroud, you can't attach anything to it.

  • Sword of Fire and Ice : Protection from blue and red is good, and also gives card advantage.

  • Sword of Light and Shadow : This gives protection from black and white, that (outside of red) are the colors with more removal. Also gives recursion, that is a very important tool in any deck.

  • Sword of Feast and Famine : Like all the swords, the protection that this one gives is very important, and untap all our lands is a very relevant ability.

  • Sword of War and Peace : Another sword with great protection, that can deal some damage to the opponents and gain us some life. Becomes powerful against control decks, because they usually have a great amount of cards in hand.

  • Sword of Sinew and Steel : Another sword with an excellent protection (I think that red and black are the colors with more removal). And this destroys artifacts, that is a great effect in commander, and planeswalkers.

sword

Here are the cards that create a lot (or at least, some) of kittens! (appart from Kemba, Kha Regent and Nacatl War-Pride )

  • Pride Sovereign : The big cat of the pride, can create a lot of tokens, and also can be a really good finisher.

  • Leonin Warleader : A good way to generate cats if we have Mirri and some equipments attached to Leonin Warleader to let him survive.

  • Brimaz, King of Oreskos : He has the same utility that Leonin Warleader has: create some cats, but this is worse, because when attacks only makes 1 cat, and is impossible for the cat that creates when blocks to survive.

  • Jedit Ojanen of Efrava : This angry-looking cat is another good card to generate more cats, and sometimes Forestwalk will be relevant (the tokens also hace Forestwalk)

  • White Sun's Zenith : Is the hour of the really-big-amount-of-cats! HAHAHAHA!

kitten formation

  • Regal Caracal : The lord of the cats is here, but go carefully, because if it's angry it will feed you to the crocodriles.

  • King of the Pride : Although it isn't the real King (everyone knows that the real King is Regal Caracal ) is a very good way to pump our army of kittens.

  • Arahbo, Roar of the World : Sometimes we will have a ton of kittens, but sometimes we will only have 1 or 2 big cats, and Arahbo is the best to make them bigger!

  • Jazal Goldmane : Jazal becomes lethal if we have a ton of kittens, and first strike can make it a decent target for equipments (most notable Inquisitor's Flail ).

  • Raksha Golden Cub : You only need to attach an equipment to he, and your little kittens will become very dangerous creatures.

  • Hungry Lynx : This one is very funny, and works very well with Mirri. It gives tokens to the opponents, but your opponents only can attack you with one creature as long Mirri is tapped, and that means that the opponents will use these rats to fight each other, and all the rats that will die will grow our cats.

regal caracal

slingers

sram

  • Heroic Intervention : Oh No! An opponent casts Wrath of God ! No! But I can protect My creatures with an Heroic Intervention ! Weeeee! And that is basically what this does.

  • Leonin Abunas : We have some ways to protect our cats, but what about our equipments?

  • Eight-and-a-Half-Tails : "Oh... that poor cats... they ONLY have 1 tail, I have 8,5. But I'm a good boi, and I will protect that pathetic cats..." Is true that there are other options like Mother of Runes , but what I like of 8.5 is that he can protect something more than one time, because we don't need to tap it.

tails

  • Cavalier of Dawn : Is an efficient removal that can be a good on the battlefield, and the death-trigger can help Mirri to recover her toys.

  • Winds of Abandon : This can be like a "normal" removal that kills only 1 creature, but the idea is to have it like our Cyclonic Rift , to have a boardwipe that don't affect our creatures.

  • Worldly Tutor : The tutor for the specific cats that we need to have a crazy board.

winds

  • Sword of the Animist

  • Farseek : This can search for nonbasic lands that have a basic land type, like Temple Garden , and that is what makes it good for mana fixing.

  • Nature's Lore : See Farseek

  • Harvest Season : This can put a lot of lands to the battlefield, but this is not a ramp spell to cast in thurn three or in the start of the game, because you need some creatures to make it effective.

  • Smothering Tithe : 2 mana for drawing a card is a lot, and if we cast it in early-game probably we will take a lot of advantage of it.

  • Mirari's Wake : Appart from generating a ton of mana, it pumps all out kittens.

harvest

Yeah, this is the section for the utility lands.

mine

So, that is the deck, I hope you enjoyed the primer or that this amount of words has been useful for you!

cat

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Comments

92% Casual

Competitive

Date added 4 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

24 - 0 Mythic Rares

42 - 0 Rares

16 - 0 Uncommons

4 - 0 Commons

Cards 100
Avg. CMC 3.03
Tokens Cat 1/1 W w/ Lifelink, Cat 2/2 W, Cat Soldier 1/1 W, Cat Warrior 2/2 G, Copy Clone, Golem 3/3 C, Rat 1/1 B w/ Deathtouch, Treasure
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