Whilst a lot of players are split whether Sunforger belongs in Feather decks or not, I personally find it far too useful and able to make much more reliable games, so I can't bring myself to cut it. Aside from it being able to tutor 23 cards, most being crucial to our gameplan, it can bring about a really awesome play pattern that can propel us VERY HARD above the rest of the table if unstopped. First, we can use Open the Armory or Steelshaper's Gift to fetch the Sunforger. As soon as we get it, either by natural draw or through our tutoring, we can pay to play and equip, then unequip to get our first 'combo' piece, Magnetic Theft . Mag Theft makes it so not only is activating Sunforger more efficient, going from to , but we can now activate SF at any players' turn, without needing to wait for our turn to re-equip and reset SF. We could then use SF to search and cast Enlightened Tutor to get us ramp cards, which we can talk about next..
Running such low CMC cards is practically mandatory, as we want to cast our cards as many times per table rotation as possible, to draw the most cards, and always have protection spells available. So we want as much mana we could possibly get, and there are 5 main ways to do this;
- Arcane Signet , Boros Signet , Fellwar Stone , Mox Tantalite , Talisman of Conviction and Wayfarer's Bauble . Our Commander is very cheap, at the cost of having a titled mana cost of . We want to get Feather on board as soon as possible, and ideally even hold up mana to protect her, so our rocks + Bauble curve out nicely to use our turn 2 mana so that we can almost always get on turn 3. This is why we don't run cards like Boros Cluestone or Boros Locket , as we get very little value from Spending turn 3 to ramp, to have Feather on the field a turn slower, with 2 mana open instead of 1. The heavy colour requirements in both the commander and our cards is why I think cards like Sol Ring are wasted here. Sure, it could potentially bring in a Boros Signet turn 1, but then we untap turn 2 with mana for Feather, and one coloured and one colourless mana at best. Not only is this not that amazing, it requires a VERY lucky draw just to put us off to a slightly better start, at the cost of having a useless card at any other point in time. Go for it if you want, but I can't see any value with it here.
- Monastery Mentor / Young Pyromancer + Path to Exile . With this combo, we can cast PtE, causing Pyromancer or the Mentor to trigger, creating a token, that we can target with PtE to search our library for a basic land at instant speed, for as little as .
- Solemn Simulacrum / Kor Cartographer (possibly Knight of the White Orchid )+ Cloudshift / Acrobatic Maneuver . With these cards, we can pay either a to blink one of our creatures to fetch either a basic land or any plains (looking at you Sacred Foundry and Mistveil Plains ) at instant speed, or for the same effect, except we draw a card as well.
- Open the Armory / Steelshaper's Gift / Enlightened Tutor for Sword of Feast and Famine or Sword of the Animist . With our tutor effects, we can go outside getting our SF, and instead opting to look for one of our ramp swords, with Sword of the Animist being a cheaper card that can actually bring more mana to the table over time, and Sword of FaF being essentially a mana doubler, letting us cast all our spells before combat to draw or ramp as much as possible, then being able to untap all our lands to hold up protection and any other cantrips or blinks we wish to still play at instant speed. Note that we can fetch these swords AFTER Sunforger, if we use the uneqip ability for Enlightened Tutor , something we can also do with our final category...
- Enlightened Tutor for Braid of Fire or Smothering Tithe . Both of these enchantments NEED to get answered by your enemies, or you will run away with the game without breaking a sweat. Braid of Fire will grant us an increasing amount of during each of our upkeeps to cast all our red pump and cantrip spells without wasting our lands. Smothering Tithe is simply one of the best white cards in EDH, which can either hinder our opponents and their ability to deal with us, or allowing us to get even further ahead. Often with S. Tithe, enemies are forced to pay mana to deny us ours, in an attempt to cast removal spells we probably have an answer for, or to have enough mana to attempt to cast better/more removal, that we now have more mana to respond with to. Casting this as early as turn 3, 4 or 5 pretty much guarantees us a steady flow of mana every turn, or should the opponents choose to pay, a table full of opponents that aren't able to use their early game mana to interact with the game. Simply strong in every situation.
- Burnished Hart , Neheb, the Eternal , Treasonous Ogre . Hart is just an amazing card in any non-green deck looking to get mana beyond rocks, while Neheb rewards us with mana for each damage we can do to our opponents. This is essentially a huge mana ramper, as a spell like Invigorated Rampage that costs can become as much as that we can easily use to cast our cantrip spells. Ogre, meanwhile, we can use to generate mana before combat, to cast our red pump and cantrip spells, to let our lands stay untapped to cast protection spells when we need them. The 3 life is very negligible in a deck like this, where our focus is to get to 21 damage for each opponents as soon as possible.

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Date added 5 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

28 - 0 Rares

26 - 0 Uncommons

23 - 0 Commons

Cards 100
Avg. CMC 2.45
Tokens Elemental 1/1 R, Monk 1/1 W, Treasure
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