- - December 21, 2024 - -

Duskmorn Update

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March 24 ~~ Murders at Karlov Manor Update
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May 14 ~~ Outlaws of Thunder Junction Update
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August 29 ~~ Bloomburrow Update
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- - December 21 ~~ Duskmourn Update - -
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Description

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First Commander

October 26, 2011 - July 23, 2013

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This is my first Commander deck. I started building it in October 2011. The original motivation for this deck was the desire to use The Kaldra Set and assemple Legendary Avatar to the board. To get the best use out of these Equipment, I required a synergistic Commander.

The only options available in 2011 were Kemba, Kha Regent or Raksha Golden Cub. I obviously decided on the former as the First Commander.  Having a Commander that initially costs seven mana would only invite problems.

The early builds of this deck were Voltron/Token hybrid strategies to make use out of Kemba's Cat tokens. I'd equip her and build up a Token army while attempting Combat Damage kills. Overtime, I grew tired of the token half of the deck's strategy and desired to go full Voltron. The support for it dwindled as I began looking for an alternative Commander to better deal Commander Damage.

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Second Commander

July 23, 2013 - February 3, 2017

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My search for a new Commander led me to the format's old treasure trove of Kamigawa. The first set in the Block, Champions of Kamigawa, had the best candidate for the Second Commander: Eight-and-a-Half-Tails. This famous Kitsune offered the ability keep targeted removal off of my permanents while also making himself unblockable. A great fit for my new needs.

8.5-Tails wasn't without his fair share of problems. His abilities required three mana to be open at all times to be effective as a removal deterrant. He was never an early-game play, and keeping his abilities active always stung when mana-screwed. Regardless, I was content with 8.5-Tails as my Commander for the coming years.

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Third Commander

February 3, 2017 - November 30, 2017

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Aether Revolt introduced a peculiar Dwarf, Sram, Senior Edificer. My initial impression wasn't the best. The though of using him as a Commander didn't come to mind right away and I initially dismissed it as a bad Puresteel Paladin, nothing I really wanted in the 99.

After giving it some thought, I figured that this was an opportunity to have Equipment support back in the Command Zone and return to using an early-game Commander, and Sram, Senior Edificer took over as the Third Commander.

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Forth Commander

November 30, 2017 - February 12, 2021

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Sram's reign as Commander was short-lived. Mere months after he took the position, Commander 2017 introduced the Forth Commander.

Balan, Wandering Knight was a game-changer, possessing the ability to be an aggressive win-con. With previous Commanders, getting a vanilla 2 power creature to deal 21 total damage reliably more often than not involves numerous Equipment, causing their clocks to take several turns and giving opponents plenty of breathing room to draw into answers. Balan's natural double strike increases her clock dramatically, requiring less Equipment to be a legitimate threat and take out opponents in a more reasonable amount of time. She would also consistently two-shot opponents with any couple of Equipment, and had the potential to one-shot using a specific pair.

Another great aspect of Balan was her attach ability. For two mana, all Equipment I control attached to her, greatly saving on mana when equipping her. She could also use her attach ability to dodge high equip costs.

Fifth   Commander  

February 12, 2021 - Present

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As such a proficient win-con, Balan was the best Commander yet. I honestly believed she would be at the helm of this deck for a long time. However, Halvar, God of Battle  emerged from the frigid realms of Kaldheim to become the Fifth Commander.

Possessing double strike when equipped like his predecessor, Halvar  has a blazing fast clock. His double strike requires a single solid Equipment, and can easily two-shot opponents if that lone Equipment increases his power to at least 6 and provides sufficient evasion. Halvar  also shares his double strike to any other equipped creatures, offering the option to focus on multiple opponents at once.

Sword of the Realms  adds a layer of utility alongside the regular Voltron gameplan. It causes any one of this deck's alternative threats to act like a Partner by returning it to my hand when it dies. This devalues my opponents' creature removal and keeps a key creature on board.

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This deck has three different path to follow:

  • Auxiliary Path: The Tyrite Blade ---- Using the Sword of the Realms  to support an alternative threat.
  • Default Path: The Godless Struggle ---- Using alternative threats without the aid of Halvar  or his Sword.  

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The path I start with each game is dictated by my opening hand. I may have good Equipment and drop Halvar  right away. I may have an early threat and wish to use Sword of the Realms  to keep it around as long as possible. I may have a middling hand and decide to build my resources before committing to either side of my Commander right away. No matter how I begin, whichever path I walk is subject to change as things progress and situations evolve.


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The Primary Path is the one I will prioritize throughout the game. As an Equipment Voltron deck, dealing full Commander Damage to each opponent is the main win condition, so I will attempt to have Halvar  active whenever feasible.

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The First Step
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Halvar's Assualt
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Straying from the Path
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Drawing the Blade
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Tyrite Heroes
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The Burdens of the Sword
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Changing Paths
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Fallen God, Shattered Blade
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Last Resort
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Greater Weaponry
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Beacon of Hope
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Building Resources
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Handling Opponents
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Equipment Support
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Land Ramp & Fetch
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Removal & Disruption
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Recursion
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Other Utility
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Halvar's Favourites
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Powerhouses
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Utility
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Artifacts

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Mana Rocks

  • Sol Ring is among the best Mana Rocks, providing a substantial bump in mana for minimal costs. It's a staple so ubiquitous it's seen as a symbol of the format. Intentionally excluding it from your deck is a disservice.
  • Mind Stone is a 2mv Rock that can be popped for a card when it isn't needed. Creates a card draw engine with Sun Titan.
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Expedition Map

Grabs one of the many utility lands this deck uses for whatever the situation calls for.

If played on Turn 1, it can grab Ancient Tomb to cast Halvar  early.

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Haystack

An on-demand source of phasing to safeguard a threat and the Equipment it wields from any and all forms of removal.

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Sensei's Divining Top

A three-card hand extension. Helps dig for needed cards.

It can also trigger Barracks of the Thousand   every turn without needing to burn up additional resources.

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Thousand Moons Smithy  

An artifact that produces a threatening Gnome Soldier token and can later transform into a token factory.   It offers an effective way to go-wide without detracting from the main Voltron gameplan.

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Enchantment

(Just the one)

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Forge Anew

An Equipment support package providing recursion, instant-speed equipping, and a free equip every turn.

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Equipment Tutors
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Removal Spells
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Protective Spells
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Other Spells
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Karn, Scion of Urza

A utility Planeswalker that provides card draw and bodies.

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18 Basic Plains

This deck needs its White mana, and Basic Lands are the major providers.

I need to have plenty of Basics so that Emeria, the Sky Ruin can function properly.

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Modal DFCs

Unique cards that allow utility cards and land drops to exist simultaneously.

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Abstergo Entertainment

Dual historic card recursion/grave purge in a land slot.

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Ancient Tomb

A lands that tap for in exchange for 2 life. Helpful for paying for heavy Equipment costs and casting expensive spells.

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Barracks of the Thousand  

Once the Smithy  transforms, it can pump out a Gnome Soldier token every turn so long as I have the artifacts and/or creatures to fuel it. Sensei's Divining Top is an effective way to trigger it without expending resources.

Creating a massive token this way allows this deck to go-wide without detracting from the main Voltron gameplan.

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Command Beacon

A Commander Tax break when Halvar  gets expensive to cast.

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Demolition Field

A utility land that destroys another utility land.

I use it over other Strip Land options due to Field replacing itself so I'm not down a land.

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Emeria, the Sky Ruin

A powerful creature recursion engine just for having a bunch of Plains.

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Kor Haven

A protective utility land that deters my opponents' threats.

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Minas Tirith & War Room

Card draw engines in land slots.

  • Minas Tirith can draw cards on the cheap as long as I attack with multiple creatures. It also produces and can enter untapped if I control a legendary creature.
  • War Room has a more flexible and unrestricted card draw ability, requiring only the minimal of life payments.
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Mistveil Plains

Tuck cards from my graveyard. This simple ability has a few handy applications:

  • Gives instants and sorceries the chance to be used again.
  • Allows Equipment to be retutored back into play. This is especially effective with Stonehewer Giant.
  • Denies my opponents' targeted grave-hate or recursion effects on my own cards.
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Plaza of Heroes & Talon Gates of Madara

Lands that protects a creature from removal.

  • Talon Gates of Madara acts like a protection spell by its unique ability to place itself directly on the battlefield from the hand for its enters trigger to phase out a creature.
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Rogue's Passage

Makes a threat unblockable. Very helpful when my available Equipment lack the proper evasion.

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Sanctum of Eternity

A land that bounces my Commander.

Aside from saving my Commander from removal during my turn, it allows me to swap between Halvar  or Sword of the Realms  at will without waiting for either to return to the Command Zone the 'conventional' way.

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Thespian's Stage

A land clone that can repeatedly change what it becomes. It can simply be a Plains when there's no other land worth copying.

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Urza's Cave

A fetchland that gets any utility land that I desire.

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Urza's Saga

A unique Saga that provides a couple of bodies and tutors for a cheap artifact.

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Poison Counters
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Catch-up Ramp
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Mass Land Destruction
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The Remaining Swords
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Other Equipment
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Clones are only as powerful as what you can copy, and this deck doesn't provide that much to work with.

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Support
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Artifacts
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Enchantments
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Sorceries
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Instants
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Artifact Lands

They don't provide any meaningful utility. Being artifacts and fueling the one card this deck has with metalcraft isn't enough to warrant a spot over any other utility land.

They can also end up as collateral damage from my own sweepers.  

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Fetchlands

They're primarily used for colour-fixing, which a Mono-Coloured deck doesn't need. Deckthinning with them is statistically negligible, especially so in a 99-card deck.

There's also an opportunity cost. Each Fetchlands added is one less utility land I'm able to include. And this deck loves its utility lands.

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Nykthos, Shrine to Nyx

Building devotion is difficult in a deck with a high concentration of colourless permanents and a plethora of sweepers. I had it in this deck for a number of years before giving up on it entirely.

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Temple of the False God

This card is a trap.

Its promise of is enticing, but it's a dead card when that mana matters the most.

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Updates Add

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Duskmorn Update

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Duskmorn: House of Horror

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Main Set

None
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Commander

None
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Foundations

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Main Set

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Jumpstart

None
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Other Additions

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Double Striking
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Protective Armor
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Goodbye, Mana Crypt
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Comments View Archive

Top Ranked
Date added 12 years
Last updated 2 days
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

18 - 0 Mythic Rares

50 - 0 Rares

11 - 0 Uncommons

2 - 0 Commons

Cards 100
Avg. CMC 2.85
Tokens Angel Warrior 4/4 W, Cat 2/2 W, Construct 0/0 C, Elephant 3/3 G, Fish 1/1 U, Gnome Soldier X/X C, Map, Phyrexian Germ 0/0 B, Rabbit 1/1 W
Folders favorites, Commander, great edh deck, Faves, EDH, EDH Decks, decks i want to build, edh, EDH, Decks Im going to get soon
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