Wednesday 29 March 2017

When Inspiration Strikes - Olivia Voldaren

Those who are down at Rabblemaster Games when Standard is happening may have run into Victor (the guy who makes our decoupage life counters) running his R/B madness vampires deck. Prior to the ban of Smuggler’s Copter, decks like this were close to breaking out of Tier 2. Afterwards, not so much, but they can still have a brutally fast start - and no shortage of late game reach, thanks to Bloodhall Priest and Geier Reach Sanitarium. I’ve been on the receiving end of turn four Collective Brutality, double escalated, madness-casting two Fiery Temper – and it hurts!


Anyone would think the whole set revolves around this mechanic!

But we’re not here to talk about Standard – this is a Commander article – and I’ve been pleasantly surprised with the Commander staples, and great legendary creatures, that have been showing up in Modern Masters 2017. Zur the Enchanter and Wort the Raidmother seem to be the two that have brewers most excited around the store, but while cracking packs for singles, I encountered an Olivia Voldaren staring back at me from the rare slot, and that’s when inspiration struck! Could I do madness vampires in Commander? I haven’t built a red and black deck in years, and the last vampire deck I ran was a black and white life-draining one, so after pricing the pathetic array of singles we pulled, I began the process.

As usual when building Commander decks, I start with a couple of goals for the end product. They weren’t the same as when building the Vial Smasher & Sidar Kondo deck I’ve talked about before; the lack of access to white and green cards rules out certain lines of play, particularly those involving serious ramp and land search, and makes you more of a dog to enchantment-based strategies. In addition, the Sidar/Smasher deck (with a few exceptions) is entirely reactive – it plays permanents that react when opponents do things, and all the spell-based interaction is instant speed, due to the constraints of building around Sunforger – and a red and black vampire deck can’t afford to sit back and be reactive! What’s it going to do when someone drops a Lurking Predators or Future Sight? This deck’s way to deal with threats like that is to put the players casting these spells at a disadvantage beforehand – this way, the rest of the table can assist you in jumping on them. Alternatively, you can try and keep the board as clear as possible. So, the goals:

1) Stick to, but not be a slave to, the theme. Shadows Over Innistrad introduced madness with vampires, but the madness ability isn’t new – it dates back to Odyssey block. I won’t discount taking advantage of older cards that suit the deck just because they aren’t vampire themed, and there’s a few non-vampire staple cards I still want to run. Olivia herself also suggests other strategies than madness, such as steal-and-sacrifice or commander damage (given enough mana) and they are powerful enough that they cannot be ignored

2) This is starting to become a hard and fast rule; only build with cards we have in stock at Rabblemaster Games, regardless of whether something is a better fit. If I enjoy the deck and it doesn’t get the goat of everyone in the store when I play it, upgrades can be made then.

3) Have a combination kill, but not a boring one that puts other players off playing Commander altogether. Sidar/Smasher’s Fire Covenant & Boros Reckoner is the sort of combo I like, not Deceiver Exarch & Kiki-Jiki infinite guys and kill all of you at once.

4) Have the deck play similarly to Victor’s Standard deck, but since it’s Commander, of course on a much larger scale

5) Put opponents under enough pressure that they look like a softer target than I do, despite being in command of a small hoard of fiends of the night.

So, keeping in mind Point 2, above, I start looking for vampires in the store folders. Unfortunately it looks like I’ve come a little late to the party here (vampires increased in popularity with the printing of Battle for Zendikar, and surged again after the release of Shadows) so I can’t find a Malakir Bloodwitch, Captivating Vampire, Vampire Nocturnus, Drana Liberator of Malkir, Mirri the Cursed, Kalastria Highborn, Bloodlord of Vaasgoth, Voldaren Pariah, Stromkirk Condemned, or Necropolis Regent – and I don’t really want to run Ascendant Evincar because he’ll weaken my red vampires

Ugh. It looks like we won’t be running with a full-on aggro lord-fuelled plan; But first and foremost it’s a tribal deck – and there’s another reason (discussed later) why we want it full of creatures, Vampire or not. In absence of the cast above, the creature line-up is as follows:


Always fashionable, regardless of whether she's entertaining 
guests or carrying a funky-looking sword.

Olivia Voldaren Inspiration for the deck, the best incarnation of her ladyship.
Olivia, Mobilized for War I almost want her in charge here, because...

1) She’s a madness outlet, 2) haste is one of Commander’s better ability words, 3) in a roundabout way, she’s a vampire lord, and 4) she makes the deck’s non-vampire creatures benefit from other lords in the deck. The two choices make for very different decks, however; original stays in charge!


I think there's a theme here...

Falkenrath Gorger It’s not ‘madness’ vampires without this card!
Asylum Visitor 3/1 for 1B with potential for huge card advantage? Sign me up!
Blood Artist Things die in Commander all the time – benefit from this.
Blood Seeker No, I will NOT run a deck without Suture Priest in it!
Bloodflow Connoisseur Gain control of creatures, sacrifice them for benefits.
Bloodline Keeper One of the few lords we actually have in stock here!
Bloodthrone Vampire Sacrifice outlet, and a cheap one.
Butcher of Malakir Plenty of sacrifice outlets in this deck; helps keep the board clear
Drana, Kalastria Bloodchief Reusable removal is usually pretty good.
Falkenrath Aristocrat One of the sacrifice outlets mentioned above, and removal resistant.
Falkenrath Noble It’s here for the same reason as Blood Artist is.
Indulgent Aristocrat Combined sacrifice outlet and lord; ideal for this deck.
Kalitas, Bloodchief of Ghet Reusable removal and token generation
Kalitas, Traitor of Ghet On-theme graveyard hate; also a sacrifice outlet, although expensive.
Nirkana Revenant Vampire, mana doubler, plus hits like a truck. Great card all-around.
Pawn of Ulamog It ramps, and gives you double the benefit for each sacrifice!
Thief of Blood No charge counters, no +1/+1 counters, no Planeswalkers. Ha!
Sangromancer A key card in this deck, see the ‘card advantage’ section below.

Now, this seems like a fairly small horde of vampires, and since we’re missing a few of the important ones and intentionally ignoring the highly aggressive ones, we’ll expand the roster a little to include other creatures of the night, as follows;


Wheely big dragons are a key part of this deck.

Solemn Simulacrum Necessary in a deck without green, and a great sacrifice target.
Burnished Hart More of that essential non-green ramp.
Crypt Ghast Mana doubler - Olivia’s black ability isn’t cheap!
Nether Traitor In a deck with sacrifice outlets, it doesn’t stay dead.
Sidisi, Undead Vizier Sacrifice outlet and tutor.
Bloodfire Colossus Board wipe attached to self-sacrifice effect.
Runehorn Hellkite Huge dragon, madness outlet and draw seven.
Dragon Mage Huge dragon, madness outlet and draw seven.
Overseer of the Damned Removal; clears the board with Dictate of Erebos.
Bloodgift Demon Phyrexian Arena on a huge stick.
Archfiend of Depravity Restricts opponents to their two best creatures.
Rune-Scarred Demon Tutor on a huge stick.
Molten Primordial Swipes guys from everyone.
Deepfire Elemental Its actual text reads 1: Destroy target creature token.
Fleshbag Marauder We all sacrifice (I’ll probably sacrifice something of yours).
Smothering Abomination I draw cards when I sacrifice.
Disciple of Bolas Humanity’s last holdout in the deck – and he’s the slave of a planeswalking dragon. Nihilism, much?
Mikaeus, the Unhallowed Hates on humans, gives my creatures undying, has intimidate. Beast.
Stalking Vengeance Smacks people when my creatures die.

I’d really like a Captivating Vampire and Kalastria Highborn for this one, maybe a Lyzolda, the Blood Witch and Tymaret, the Murder King, but space is limited, and the cards aren’t in stock – refer to rule 2) above.

We’ve discussed above the dearth of available ramp in non-green decks and done what we can to assist with our creature base (deck has no use for mana-myr) so as usual in these types of decks, mana rocks play a prominent role in accelerating to the late-game. We’ve got:

Sol Ring MOO! That’s the sound of a sacred cow.
Mind Stone Deck could use the late-game draw effect.
Rakdos Signet The new art looks like a branding iron!
Commander’s Sphere This or Darksteel Ingot – I’d rather have the draw effect.
Talisman of Indulgence A great card, see below.


It's a card that's even on theme with all these noble aristocrats!

Talismans are one of the better cycles of mana rocks and well suited to the Modern format – they allow you to go turn one into 1-drop (probably a discard spell), turn two: talisman and 1-drop (likely a removal spell) then turn three: 4-drop – that’s a lot of velocity in the early game!

I mentioned earlier the advantage Victor’s deck obtains by using the ability of Geier Reach Sanitarium to draw, then to play a card with madness instead of discarding it. We’ll be including that land in our mana base (a few colourless lands in a two-colour deck causes no mana problems 99% of the time) but this is Commander – the scale of the effect needs to be increased. Instead of discarding a card, we’ll be chucking our whole hand, hopefully playing a couple of spells with madness, then drawing seven cards! We’ve already got Runehorn Hellkite and Dragon Mage in the deck, above, supported by Sangromancer, so I’m adding the following cards:

Wheel of Fate A draw seven effect that costs no mana on the turn it goes off.
Reforge the Soul Miracle draw seven.
Collective Defiance Tuneable with 3-5 mana to deal additional damage, plus a personal wheel.
Magus of the Wheel Draw seven with a turn’s delay.
Fateful Showdown Instant-speed removal plus personal wheel.


"Nothing but perfectly balanced spells here my good planeswalker."

Aside from throwing down some spells with madness, we can benefit from these wheel effects with
the below couple of cards;

Kederekt Parasite
Underworld Dreams
Psychosis Crawler
Waste Not Huge benefits when opponents discard their hands!

This deck is shaping up as more of a board control deck than a vampire theme deck, but we aren’t a slave to theme – let’s run with it! The next couple of cards won’t win you any friends, but it’s a tough metagame out there!


Vampires aren't known for their environmental policies.

Contamination Makes all lands only produce black mana. Keep mana rocks on-hand to fuel Kher Keep token generation!
Smokestack Keeps the number of permanents on the board down.
Call the Bloodline Powers these cards if you don’t have opponents’ creatures on hand.

We’ll duplicate Olivia’s black ability, using red cards – Molten Primordial, above, plus these:

Mob Rule Who are we kidding – it’s always four or greater!
Grab the Reins It’s also a sacrifice outlet.

Additional tutor effect – this deck is fairly light on tutors.

Diabolic Intent Also a sacrifice outlet.

Most Commander decks run a few pieces of equipment; this one is fairly light-on.

Skullclamp With all this sacrificing going on, snag a few extra cards.
Illusionist’s Bracers Double up on Olivia’s vampire-controlling effect.
Lightning Greaves Protect the queen!

There’s an awful lot of creatures being sacrificed on my side of the board, but also in general; let’s benefit from that:

Dictate of Erebos Store doesn’t have a Grave Pact.
Black Market This usually makes no mana because people kill it. But that doesn’t mean you shouldn’t play it!

So, we’ve wound up with a board control deck, with a minor vampire theme, that seems especially good at filling the graveyards – particularly ours – with creatures. We’re running thirty seven!
We’re lacking a fun combo win, so:


And that does it for non-lands!

Our mana base should have sacrifice outlets as well; High Market, Miren the Moaning Well, and Phyrexian Tower are all ideal; Geier Reach Sanitarium is in as discussed before, and we’ll need as many reasonable dual lands as possible; Command Tower, Shadowblood Ridge, Blood Crypt, Smoldering Marsh, Foreboding Ruins, Rocky Tar Pit, Lavaclaw Reaches, Temple of Malice, Rakdos Carnarium, Sulfurous Springs, Dragonskull Summit and Graven Cairns, plus a few mana-boosting lands – Crypt of Agadeem and Nykthos, Shrine to Nyx will have to do, as the store has a Cabal Coffers but no Urborg, Tomb of Yawgmoth.

Kher Keep makes fodder for Smokestack or Contamination, making it easy to set off Butcher of Malakir and Dictate of Erebos. Spinerock Knoll is absurdly easy to set off in Commander, and answers to problem lands are always worth including; I’m adding Ghost Quarter and Tectonic Edge. I don’t like Evolving Wilds, etc. In two colour decks (unless The Gitrog Monster is involved) as I’d rather have a basic 99% of the time – that covers twenty-two of the thirty-six land slots. The rest we’ll fill with basics; the deck’s colour balance suggests an 8-5 split in favour of swamps.

Pokemon sleeves, of course, and we’re set to take on the next challenger to head down to Rabblemaster Games!

Wednesday 22 March 2017

Off the Beaten Path - Part I

How many times have you looked at your Commander deck and thought, "Hey, this deck just looks like every other *insert commander here* deck."
Off the Beaten Path is here to show you how to give a bit of unique flair to your prized stack of cards by examining some out of the ordinary card picks, and what decks they shine in. You certainly won't find anything here in the "top cards" section on EDHrec.com. Each article I'll be taking a single card from a specific colour and writing why it deserves a bit more love.

But first, a bit of an introduction. I'm Tom, and I've been playing Magic since Mirrodin in 2003, and commander since 2012. It is by far my favourite format for it's diversity and general "fun" factor, and allows you play with cards that would never see the light of day in any constructed format. But that's enough of the introduction, let's get into this article's cards!

According to the colour wheel we're going to start with white. Every playgroup I play with knows me well for this one, so let's kick off this series with Parallax Wave!


I don't blame you; at first glace this card really, REALLY, looks like an old school Journey to Nowhere. But it's utility is much deeper than that.

Taking a note out of Journey to Nowhere's book, it's very useful for dealing with problematic creatures, though temporary. Worst case, you exile a few attackers, and it saves you from being dealt lethal. Best case, it rips apart that pesky creature combo deck.

But that's not the main reason. It doesn't specify who the creatures have to belong to, so it's just as useful when exiling your own creatures. Got a good board state but facing a Wrath of God? Exile as many of your creatures as you can, then have them all come back next turn. Want to reuse that Avenger of Zendikar and get even more tokens? Put it under Parallax Wave, and when it comes back it'll make those tokens all over again.

And it's even abusable by you combo oriented readers! As soon as it enters the battlefield, put your Auramancer or Eternal Witness under it, and when it inevitably goes to the bin, you can get it back with either of them.

Even though I would argue that it belongs in any deck with Plains in it, there's a few commanders that can break this card in two.


Atraxa, Praetor's Voice is the first. I know it's not going to win you the game, but she lets you ignore the fading part of the card, and just exile things. As long as she stays in, you can guarantee whatever creatures you exiled stay out. And in a similar vein, Ertai, the Corrupted can allow you to pull off some Fiend Hunter-esque shenanigans. Remove all the counters from Parallax Wave, and while those triggers are on the stack, sacrifice it with Ertai. Parallax Wave's "leaves the battlefield" trigger resolves first, then the creatures get exiled. FOREVER. Bye bye, creatures!

And with that, I think I've shed all the light I can on this deceptively powerful enchantment. If you have a white deck, consider trying it out. It's has a lot more utility than would appear at first glance!

May you never be the target at your table,
Tom

Tuesday 14 March 2017

Vial Smasher and Sidar Kondo, a (un)surprising partnership

Welcome to our very first article!

This one's been done by Simon, and discusses a game and format he's fond of (it's Magic, and Commander - surprised? no? good!) and the principles that he keeps in mind when he approaches the format, whether it's constructing a deck or playing an unfamiliar one. A prolific deckbuilder and brewer, Simon has played since 4th edition and owns Rabblemaster Games, the store that brings the collectable industry back to Fremantle after twenty years.
Hey readers and customers!
Today we're talking about the Commander format and how I approach deck construction. Many people, Tom Macmillan included, will see what cards are popularly played with a certain commander via EDHrec, but personally, I don't like to do this, as your deck frequently ends up looking like everyone else's.
Tom's Rhys deck is a bit of an exception to this rule, at least, owing to the enchantment subtheme.
Staples are all well and good, but I've always been a brewer, and put a personal touch on everything I build, net-decked list or otherwise. The best tool I find is simply the gatherer advanced search - but you have to have a fair idea of what you want to build to start with. EDHrec likely has a similar search, but old habits die hard, and I'm no longer a young man!


The deck I've played the most around the tables recently started with Saskia the Unyielding as the commander, and I began by searching the terms "can't", "each player", "each opponent" and "if able" and looking to force players to attack each other. I never ended up casting her - the commanders are now Vial Smasher, the Fierce and Sidar Kondo of Jamuraa, a much better embodiment of the deck's ideals - and there was no great need to force players to attack, because they usually will if they can in any case! This decks wants to do these things:
1) Ramp - essential in Commander. If you're playing four-drops while the table plays eight and nine-drops, you're not going to win.
2) Discourage attacks against it - again essential in Commander, because there's three other players, minimum, out for your blood. It can be done by either by staying under the radar, making other players a better target than you, or playing defensive permanents
(this deck does all three)
3) Chip damage. Commander players don't notice or care about one or two damage at a time, and when it's happening to the opponents too, well, that permanent usually gets to stay right where it is.
4) Chip lifegain. Necessary in Commander, because other players will play sources of chip damage, or just hit you in order to trigger their own creatures' on-hit abilities. Eventually you become an easy target
5) This is likely the most important overall - be versatile! Other players will have ridiculous strategies to end the game, and you need to be prepared to deal with infinite combinations of various types, huge hordes of indestructible tramplers, swarms of goblins, or just a huge Exsanguinate for 40 to everyone
6) Have a combination finish (not necessarily an infinite one) to ensure games don't drag on until midnight
7) Have permanents providing a steady advantage over time
8) Benefit from other players doing things. In Commander, the opponents' mana is triple (at a minimum) what yours is. You either out-do them, or find a way to ensure theirs is spent for your benefit.
OK here's the list, and why some cards have been chosen:

Versatility:


Demonic Tutor (finds anything)
Eladamri's Call (finds creatures; the deck's combo finish is creature-based)
Enlightened Tutor (finds equipment, including Sunforger)
Traverse the Ulvenwald (the deck plays all permanent types, delirium is easy to get)
Sunforger (reusable, and disgustingly powerful, refer below)
Ramp & fix:


Weathered Wayfarer (can be turned off by ramping too hard, but usually someone is still ahead. Don't forget you can land-search in response to cracking a fetchland!)
Sol Ring (as close to an auto-include as it gets)
Farseek (also finds Mistveil Plains)
Kodama's Reach
Rites of Flourishing (share the love)
Tempt with Discovery (share, but share more with me!)
Eternal Dragon (finds Mistveil Plains, late-game recursive threat)
Karametra, God of Harvests (also finds Mistveil Plains)
Chip damage / lifegain:


Vial Smasher, the Fierce (random hits don't draw as much attention as targeted ones)
Suture Priest (stops infinite creature combinations)
Cryptolith Fragment (I don't expect this to transform)
Burning-Tree Shaman (stops infinite activation combinations)
Zhur-Taa Druid (is also ramp)
Charging Cinderhorn (also encourages attacking)
Fate Unraveler (also stops people drawing their entire deck)
Kambal, Consul of Allocation (both lifegain and damage)
Shattered Angel (this trigger goes off all the time)
Exquisite Blood (no Sanguine Bond - I just want to gain life when other players are attacked)
Defense / encouragement to look elsewhere:


Kazuul, Tyrant of the Cliffs (can block infinite creatures)
Ghostly Prison
Windborn Muse
Sphere of Safety (these three also discourage attacks by infinite creatures)
Gisela, Blade of Goldnight (best "hey look over there" effect in the game)
Mogg Maniac, Stuffy Doll and Boros Reckoner (naturally defensive, but also a combo-kill with Volcano Hellion or Fire Covenant)
Gahiji, Honoured One (power boost for all when attacking my opponents)
Sidar Kondo of Jamuraa (grants evasion to opponents' weenies)
Vraska the Unseen (discourages attacks, and is also removal)
Marchesa's Decree, and Queen Marchesa (monarchy is effective card advantage in this deck, as it is difficult to attack)
Fumiko the Lowblood (great interaction with Ghostly Prison - if the opponent chooses me and not to pay for Prison, they are forced to attack elsewhere)
Rite of the Raging Storm (Lightning Ragers can't attack me)
Karmic Justice (hands off my things!)
Steady advantage:


Nahiri, the Lithomancer (the -2 is also recursion)
Stonehewer Giant (can search for and attach a lifelink equipment to Volcano Hellion at instant speed; allows for an infinite life combo)
Godo, Bandit Warlord (for finding Sunforger)
Stoneforge Mystic (for finding Sunforger)
and their associated equipments...
Behemoth Sledge, and
Loxodon Warhammer (great when equipped to Vial Smasher, Charging Cinderhorn, Fate Unraveler, Burning-Tree Shaman or Zhur-Taa Druid)
Lightning Greaves (search out with Stonehewer Giant to foil removal!)
Lurking Predators (other players should kill this on sight, but don't)
Oath of Druids (other players will use their free creatures to attack each other, while you're safe behind a couple of prisons)
Erebos, God of the Dead (also prevents lifegain)
Phyrexian Arena (1 card = 1 life; a rate set by Necropotence many, many years ago)
Tainted Remedy (stops players undoing all that chip damage)
Skyline Despot (Monarchy, as mentioned above, plus free dudes)
Giant punches in the face:


Painful Quandary (makes everyone hurt - this WILL attract attention on the table, so have some defenses up!)
Heartless Hidetsugu (also a fan of holding a Warhammer/Sledge)
Fire Covenant (gets pointed at Boros Reckoner & co)
Blasphemous Act (board wipe plus reflected damage from Reckoner & co )
Volcano Hellion (likewise, however damage amount is unbounded)
Random recursive effect:
Obzedat's Aid (deck plays all permanent types)
Sunforger's greatest hits:


Abzan Charm (only way to draw 2 without blue at instant speed)
Crackling Doom (sacrifice effect & chip damage)
Wrecking Ball (to hit Gaea's Cradle, Reliquary Tower, etc)
Rakdos Charm (to ruin token players' or reanimator players' days)
Comeuppance (to ruin craterhoof-boys' days)
Utter End (THE all-purpose solution - except for lands, that is)
Oblation (friendly version of Utter End)
Volcanic Fallout (also ruins token players' days)
Also found by Sunforger in this deck, and already mentioned above, are Enlightened Tutor, Eladamri's Call and Fire Covenant
Sunforger is in my humble opinion, by far the most versatile card in the entire game, and it's perfect for this deck; it can find a solution to almost any problem. It also provides inevitability with Mistveil Plains, which returns used instants to the deck in order to be searched out again. The deck is at heart a Sunforger deck; the rest is, well, not quite window dressing, but almost. There are a lot of interlocking pieces, and Sunforger is what ties many of them together.
I rejected these cards as potential Sunforger targets:
Urza's Rage (was too mana-intensive to kick it)
Debt of Loyalty (too situational)
Deflecting Palm (Comeuppance always trumped it in testing)
Swords to Plowshares (it was a very hard cut, I promise)
Skullcrack (this effect is now on permanents in this deck)
Holy Day (Comeuppance is a better fog. Batwing Brume is a pet card that doesn't work with Sunforger, it was therefore rejected)
Tithe (I simply don't own one and nobody has brought me one in trade - would consider cutting something for it)
Tutor chains in the deck can be involved, and approaching the situation in reverse is a great way to deal with it.
e.g. you're playing this deck, and topdeck a Stoneforge Mystic while hellbent; in play is a Boros Reckoner equipped with Lightning Greaves - can you search up a possible win, this turn, provided you have the mana and are ahead in life totals? You should be ahead in life totals, of course, but it's never a guarantee, and if not, you can still tie the game.
1) Boros Reckoner must be hit with either Fire Covenant or Volcano Hellion, but has shroud; another creature is needed, but the SFM should suffice.
2) Fire Covenant can only be found with Sunforger or Demonic Tutor; Volcano Hellion can be found with Eladamri's Call, a delirious Traverse, or Demonic Tutor.
3) Eladamri's Call can also be found by Sunforger
4) Sunforger is therefore the obvious piece of equipment to find with SFM
So yes, you can. SFM finds Sunforger -> equip Greaves to SFM -> drop Sunforger for 1W -> attach Sunforger to Reckoner-> unattach it to search for and cast Eladamri's Call -> find Volcano Hellion -> play it and roast Boros Reckoner for your opponents' life total.
If you've already used Eladamri's Call to find something earlier, you can terminate the chain by unattaching Sunforger to search for and cast Fire Covenant instead.
Nahri, the Lithomancer's +1 makes a token and attaches Sunforger to it. This token, with RW up, is now the best defensive creature in the game; it can hold off a horde of Craterhoof-powered elves, a single 72/72 flying attacker or simply wipe the field clear of five hundred attacking goblin tokens. An indestructible man-land is about the only thing getting through unscathed!
Sunforger; available with a small package of spells in the Saskia the Unyielding Commander 2016 precon. Get your filthy mitts on one today and discover the many uses of Magic's best Swiss army knife. It also provides a power boost of +4; shockingly, the least relevant part of the equipment!
For your reference, readers, this is the list of things you can do with a Sunforger, my pick for most versatile card in Commander
Do you have a contender for most versatile card in Commander?
Sound off below!