xMinty
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Commander
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Commander
Commander
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Ardenn Backup
Forge Anew
When this enchantment enters, return target Equipment card from your graveyard to the battlefield.
During your turn, you may activate equip abilities any time you could cast an instant.
You may pay rather than pay the equip cost of the first equip ability you activate during each of your turns.
During your turn, you may activate equip abilities any time you could cast an instant.
You may pay rather than pay the equip cost of the first equip ability you activate during each of your turns.
Enchantment

Ardenn Backup
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Clones Skullclamp
Arna Kennerüd, Skycaptain
Flying, lifelink
Ward—Discard a card.
Whenever a modified creature you control attacks, double the number of each kind of counter on it. Then for each nontoken permanent attached to it, create a token that's a copy of that permanent attached to that creature.
Ward—Discard a card.
Whenever a modified creature you control attacks, double the number of each kind of counter on it. Then for each nontoken permanent attached to it, create a token that's a copy of that permanent attached to that creature.
Legendary Creature - Human Knight

Clones Skullclamp
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Draw
Consult the Star Charts
Kicker (You may pay an additional as you cast this spell.)
Look at the top X cards of your library, where X is the number of lands you control. Put one of those cards into your hand. If this spell was kicked, put two of those cards into your hand instead. Put the rest on the bottom of your library in a random order.
Look at the top X cards of your library, where X is the number of lands you control. Put one of those cards into your hand. If this spell was kicked, put two of those cards into your hand instead. Put the rest on the bottom of your library in a random order.
Instant

Shorikai, Genesis Engine
, : Draw two cards, then discard a card. Create a 1/1 colorless Pilot creature token with "This token crews Vehicles as though its power were 2 greater."
Crew 8 (Tap any number of creatures you control with total power 8 or more: This Vehicle becomes an artifact creature until end of turn.)
Crew 8 (Tap any number of creatures you control with total power 8 or more: This Vehicle becomes an artifact creature until end of turn.)
Legendary Artifact - Vehicle

Draw
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Equipment
Adaptive Omnitool
Equipped creature gets +1/+1 for each artifact you control.
Whenever equipped creature attacks, look at the top six cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Equip
Whenever equipped creature attacks, look at the top six cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Equip
Artifact - Equipment

Lion Sash
: Exile target card from a graveyard. If it was a permanent card, put a +1/+1 counter on this permanent.
Equipped creature gets +1/+1 for each +1/+1 counter on this Equipment.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Equipped creature gets +1/+1 for each +1/+1 counter on this Equipment.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Creature Artifact - Equipment Cat

Strength-Testing Hammer
Whenever equipped creature attacks, roll a six-sided die. That creature gets +X/+0 until end of turn, where X is the result. Then if it has the greatest power or is tied for greatest power among creatures on the battlefield, draw a card.
Equip
Equip
Artifact - Equipment

Sword of Hearth and Home
Equipped creature gets +2/+2 and has protection from green and from white.
Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle.
Equip
Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle.
Equip
Artifact - Equipment

The Reality Chip
You may look at the top card of your library any time.
As long as The Reality Chip is attached to a creature, you may play lands and cast spells from the top of your library.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
As long as The Reality Chip is attached to a creature, you may play lands and cast spells from the top of your library.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Legendary Creature Artifact - Equipment Jellyfish

Equipment
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Interaction/Protection
Galadriel's Dismissal
Kicker (You may pay an additional as you cast this spell.)
Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)
Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)
Instant

Riptide Gearhulk
Double strike
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, for each opponent, put up to one target nonland permanent that player controls into its owner's library third from the top.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, for each opponent, put up to one target nonland permanent that player controls into its owner's library third from the top.
Creature Artifact - Construct

Interaction/Protection
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Land
Monumental Henge
This land enters tapped unless you control a Plains.
: Add .
, : Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
: Add .
, : Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Land

Land
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Ramp
Ramp
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Tokens
Andúril, Flame of the West
Equipped creature gets +3/+1.
Whenever equipped creature attacks, create two tapped 1/1 white Spirit creature tokens with flying. If that creature is legendary, instead create two of those tokens that are tapped and attacking.
Equip
Whenever equipped creature attacks, create two tapped 1/1 white Spirit creature tokens with flying. If that creature is legendary, instead create two of those tokens that are tapped and attacking.
Equip
Legendary Artifact - Equipment

Illustrious Wanderglyph
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
Other artifact creatures you control get +2/+2 as long as you have the city's blessing.
At the beginning of each upkeep, create a 1/1 colorless Gnome artifact creature token.
Other artifact creatures you control get +2/+2 as long as you have the city's blessing.
At the beginning of each upkeep, create a 1/1 colorless Gnome artifact creature token.
Creature Artifact - Golem

Myrel, Shield of Argive
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.
Whenever Myrel attacks, create X 1/1 colorless Soldier artifact creature tokens, where X is the number of Soldiers you control.
Whenever Myrel attacks, create X 1/1 colorless Soldier artifact creature tokens, where X is the number of Soldiers you control.
Legendary Creature - Human Soldier

Tokens
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Tutor
Cloud, Midgar Mercenary
When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
As long as Cloud is equipped, if a triggered ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time.
As long as Cloud is equipped, if a triggered ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time.
Legendary Creature - Human Soldier Mercenary

Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Tutor
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Maybeboard
Assault Suit
Equipped creature gets +2/+2, has haste, can't attack you or planeswalkers you control, and can't be sacrificed.
At the beginning of each opponent's upkeep, you may have that player gain control of equipped creature until end of turn. If you do, untap it.
Equip
At the beginning of each opponent's upkeep, you may have that player gain control of equipped creature until end of turn. If you do, untap it.
Equip
Artifact - Equipment

Donatello, Gadget Master
Sneak (You may cast this spell for if you also return an unblocked attacker you control to hand during the declare blockers step. He enters tapped and attacking.)
Whenever Donatello deals combat damage to a player, create a token that's a copy of target artifact you control.
Whenever Donatello deals combat damage to a player, create a token that's a copy of target artifact you control.
Legendary Creature - Mutant Ninja Turtle

March of Swirling Mist
As an additional cost to cast this spell, you may exile any number of blue cards from your hand. This spell costs less to cast for each card exiled this way.
Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Instant

The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Ardenn's ability to free equip a stack of swords on to a creature is all fine and dandy. But what happens on the harrowing turns where you already got your guy suited up with 4 equipment and ready for combat? Well I have the solution for you: A large pile of skullclamps. Practical, elegant, and NOT overkill in any way, this is how to convert excess Ardenn triggers into pure value.\n\n-------\nOVERVIEW\n\nThis is a toolbox deck that has several layered subthemes stapled together by the equipment card type. Skullclamp + Ardenn allows us to kill opposing X/1's while profiting, scaling up significantly with additional copies of skullclamp. The card skullclamp also loves being in decks that can produce many X/1 tokens. Many X/1 tokens act as great bodies for us to put stat-boosting equipment onto and swing into the red zone for damage and value. These three layers together with the recursion engine that Silas provides for resiliency make up the bulk of the deck's core gameplan.\n\n-------\nSKULLCLAMP\n\nThe key feature about Ardenn for this deck is that the start of combat trigger can target any creature in play. Including opponents'. However, you still retain control of the equipment. There's a small suite of equipment in this deck that's geared towards this use-case. \n"},{"insert":{"card-link":"Skullclamp"}},{"insert":" : The namesake of the deck. A pile of N skullclamps lets you kill up to an N toughness creature each combat and draw 2N cards off your Ardenn trigger. Since Ardenn moves all the equipment at once, you'll still draw 10 cards if you put 5 skullclamps onto an opposing "},{"insert":{"card-link":"Birds of Paradise"}},{"insert":" ."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Helm of the Host"}},{"insert":" : The start of combat trigger has no intervening if clause, so it triggers even if it's not equipped to anything. At beginning of combat, trigger Helm and then Ardenn targeting whatever you want to make a token clone of. Then resolve the Ardenn to move the Helm of the Host onto that creature. Then Helm of the Host resolves and makes you a hasty token copy of that creature immediately. I'd never cut this card from an Ardenn deck since it's a clone on steroids."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe deck is a bit light on volume for these sorts of effects since the real prize is the skullclamp. And we have many ways of finding it. Below are a couple of the standouts.\n"},{"insert":{"card-link":"Cloud, Midgar Mercenary"}},{"insert":" : The premier skullclamp finder since it leaves behind a trigger doubling X/1 body that can be immediately offered to the skullclamp grinder and draw 4."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Stoneforge Mystic"}},{"insert":" (SFM): This + Cloud being on bodies means that they can start a tutor chain off of "},{"insert":{"card-link":"Sword of Hearth and Home"}},{"insert":" , where on combat damage, blink the SFM for skullclamp. It's somewhat risky since interaction can cut us off the skullclamp this way, but the upside is huge."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Artificer's Intuition"}},{"insert":" : Can discard artifacts to be played later with Silas & find the skullclamp that way. Conveniently, this card is a self-contained way of finding skullclamp + a way to clone it in "},{"insert":{"card-link":"Masterwork of Ingenuity"}},{"insert":" , so this one gets the ball rolling quickly."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Urza's Saga"}},{"insert":" : Skullclamp finder on a land is sweet."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nCloning the Skullclamp is another big objective of the deck. I tried to have the clones be flexible so that they are not completely shoe-horned into this role, but it is my plan-A to copy skullclamp with these sorts of cards. Here is a small sample of the effects in the deck for this purpose:\n"},{"insert":{"card-link":"Masterwork of Ingenuity"}},{"insert":" : Gives redundant equipment tutors/"},{"insert":{"card-link":"Artificer's Intuition"}},{"insert":" a way to get a \"second\" skullclamp."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Phyrexian Metamorph"}},{"insert":" : The gold standard clone. Recurrable with Silas. Findable off "},{"insert":{"card-link":"Recruiter of the Guard"}},{"insert":" ."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"The Mycosynth Gardens"}},{"insert":" : Clone on a land is pretty sweet."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n--------\nWINNING THE GAME\n\nSo while making several skullclamps is a noble goal, it does not win the game. I attempted to layer the deck's actual gameplan well with the general theme of skullclamp + offensive equipment. Having recently gotten into pauper and loving caw-gates, I think it's powerful to have a constant stream of bodies that you can easily turn into a big threat. Here, I decided to go with the idea of making tokens. These tokens will provide repeatable bodies to throw equipment onto and actually pressure life totals. Excess tokens can also be fed into the skullclamp grinder for cards. \n\nGenerally speaking, the deck is built to be grindy and accumulate value through its equipment suite placed onto lower-MV bodies and whittling away at life totals.\n\nHere are some token makers that I think highlight the vibe of what I'm going for:\n"},{"insert":{"card-link":"Retrofitter Foundry"}},{"insert":" : Mana sink that is fetchable off "},{"insert":{"card-link":"Artificer's Intuition"}},{"insert":" and recurrable with "},{"insert":{"card-link":"Silas Renn, Seeker Adept"}},{"insert":" . I love playing with this card in cube too."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Bitterbloom Bearer"}},{"insert":" : New Lorwyn edition that is much welcome timing! Steady stream of 1/1 flyers that is fetchable off "},{"insert":{"card-link":"Recruiter of the Guard"}},{"insert":" . Flash fits very well with the more control-nature of this deck."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Thopter Foundry"}},{"insert":" : Combo piece w/ "},{"insert":{"card-link":"Sword of the Meek"}},{"insert":" and a way of protecting artifacts in play from exile effects to be replayed later with Silas."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Illustrious Wanderglyph"}},{"insert":" : Produces a massive amount of tokens and is recurrable with Silas. Once they become 3/3s with the city's blessing, skullclamping them is a bit awkward, but I think that the volume + recurrability is worth it here. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nAs just mentioned, there is a very powerful synergy between "},{"insert":{"card-link":"Thopter Foundry"}},{"insert":" and "},{"insert":{"card-link":"Sword of the Meek"}},{"insert":" that can quickly scale out of control. \n\nThere is also a modest suite of offensive equipment that is very powerful in the context of having creatures beat face for a win. Outside of the first 3 equipment that do their pure stat job comically well, I tried to make every equipment in the deck have utility or value on top of just stat buffs. Here is a small selection of those cards:\n"},{"insert":{"card-link":"Colossus Hammer"}},{"insert":" : Self-explanatory in an Ardenn deck"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Sword of Vengeance"}},{"insert":" : The main reason this card is here is the great interaction between first strike, vigilance, and trample with Silas' native deathtouch. Blocking this thing profitably becomes essentially impossible outside of first strike blockers, and even then they trade and Silas can replay himself. vigilance lets Silas swing freely and still be an insane blocker that will deter aggression."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Cranial Plating"}},{"insert":" : I want to try this card for its instant speed equip ability. It seems like it can be very potent on offense and defense, and its natural equip cost is very low which makes it nice when Ardenn is being kept down."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Adaptive Omnitool"}},{"insert":" : This card is one of the cream of the crop for stats + value. Getting the card on attack instead of combat damage makes this play much better in practice than other equipment like "},{"insert":{"card-link":"Buster Sword"}},{"insert":" , which we don't play in this deck because that card is very mid if you don't play a super high density of creatures/have a commander with evasion."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Lion Sash"}},{"insert":" : Grave hate is an important part of the toolbox and this also provides stats AND even a skullclamp-able body when initially played if we're very desperate."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nAnother powerful equipment for the deck's gameplan is "},{"insert":{"card-link":"The Reality Chip"}},{"insert":" . This deck's low curve makes this card a very potent card advantage engine. This card is sometimes worth tutoring first before skullclamp depending on the situation.\n\n---------\nFINAL THOUGHTS\n\nArdenn is my favorite partner card, and I think that the archetype of \"slower equipment deck with non-voltron pivots\" is overall very underexplored in EDH. My inspiration for this deck comes from my recent success with "},{"insert":{"card-link":"Ardenn, Intrepid Archaeologist"}},{"insert":" + "},{"insert":{"card-link":"Kraum, Ludevic's Opus"}},{"insert":" . There, my opponents must respect the possibility of Kraum voltron beatdown but was layered with a very serviceable blink backup gameplan (via equipment like Sword of Hearth and Home and Helm of the Host) to grind a longer game. That deck is a ton of fun to pilot, and I hope to have a similar amount of fun with this one!\n"}]}



























































































