ForgottenLords
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Commander
Size: 100Salt sum: 26.46
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{"ops":[{"insert":"Deck Philosophy"},{"attributes":{"header":3},"insert":"\n"},{"insert":"As a childhood fan of the Drizzt books, I quite liked the mechanical design of Catti-brie when I first discovered the card and despite already having a couple Voltron decks was curious to see how an equipment one would play. While there isn't a lot of room for style points in a Equipment based Voltron deck, I am trying to find a way to make it a touch more my own. \n\nWhile this deck may be able to present a scary board it is also quite vulnerable to removal and interaction as it lacks diverse means of protecting "},{"insert":{"card-link":"Catti-brie of Mithral Hall"}},{"insert":" .\n\nGameplay"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Early game plan is to mulligan for some ramp and ideally a piece of early drop protective equipment to attach to her as soon as possible to start assembling the voltron. Where possible, playing out a ramp or creature to offer some blockers if necessary. The archer tribal subtheme is mostly there for the flavour. This phase of the game should likely be played a bit aggressive, swinging as often as possible in particular if she's been able to obtain Vigilance, but even if just to get the counters on her. The commander being 2CMC allows her to be cast several times if necessary, and the ramp suite is quite strong in order to pay for the equip costs even if she doesn't need to be recast.\n\nMid game plan is to work towards getting "},{"insert":{"card-link":"Loxodon Warhammer"}},{"insert":" or "},{"insert":{"card-link":"Hammer of Nazahn"}},{"insert":" to get a bit more durability via Lifelink or Indestructable to be able to play even more aggressively. Once Trample gets into play the second ability to spend all of the +1/+1 counters on "},{"insert":{"card-link":"Catti-brie of Mithral Hall"}},{"insert":" becomes a little less useful because it reduces her straight up power. There is still utility available in the ability to remove a problematic creature from combat after she's done her first strike damage or even in combats between two opponents. If a Deathtouch equipment gets on the board there "},{"attributes":{"bold":true},"insert":"may "},{"insert":"be an argument for putting all the rest of the equipment on other creatures since she doesn't need anything more to delete attackers and blockers.\n\nThe late game should be well under way by the time she gets Trample, and we're looking to eliminate players with Commander damage. There are no quick way to take down all opponents simultaneously so we depend on the slow process of attacking to get the job done.\n\nBracket"},{"attributes":{"header":3},"insert":"\n"},{"insert":"While this deck is designed as a Bracket 2 deck and can very much play out like any other Bracket 2 Deck, if the right equipment is available early enough and played aggressively enough it can eliminate players before turn 6 pushing it towards Bracket 3 depending on how reliably it can make that happen.\n\nA Few Notable Cards:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The "},{"attributes":{"bold":true},"insert":"Only"},{"insert":" non-permanent spell in the deck is "},{"insert":{"card-link":"Primal Surge"}},{"insert":" so if the deck is able to cast it you can opt to play out as much of the library as desired. There are no Tapped Lands in order to be able to play this the moment you draw your tenth land without delay. Be careful to not overextend as there is no protection from drawing yourself out or having someone wipe your board immediately following the play. Primal Sure Win Count = 1."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Emeritus of Abundance // Regrowth"}},{"insert":" is here for the Regrowth on a permanent to be able to recur an important piece of the voltron combo."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Hammer of Nazahn"}},{"insert":" is key to get out as soon as possible"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"As with all equipment based decks, both "},{"insert":{"card-link":"Stonehewer Giant"}},{"insert":" and "},{"insert":{"card-link":"Stoneforge Mystic"}},{"insert":" do a lot of heavy lifting."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"\n"}]}
Commander
Catti-brie of Mithral Hall
Reach, first strike
Whenever Catti-brie attacks, put a +1/+1 counter on it for each Equipment attached to it.
, Remove all +1/+1 counters from Catti-brie: It deals X damage to target attacking or blocking creature an opponent controls, where X is the number of counters removed this way.
Whenever Catti-brie attacks, put a +1/+1 counter on it for each Equipment attached to it.
, Remove all +1/+1 counters from Catti-brie: It deals X damage to target attacking or blocking creature an opponent controls, where X is the number of counters removed this way.
Legendary Creature - Human Archer

Commander
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Draw
Armored Skyhunter
Flying
Whenever this creature attacks, look at the top six cards of your library. You may put an Aura or Equipment card from among them onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control. Put the rest of those cards on the bottom of your library in a random order.
Whenever this creature attacks, look at the top six cards of your library. You may put an Aura or Equipment card from among them onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control. Put the rest of those cards on the bottom of your library in a random order.
Creature - Knight Cat

Draw
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Evasion
Evasion
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Land
Land
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Lifegain
Lifegain
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Protection
Celestial Armor
Flash (You may cast this spell any time you could cast an instant.)
When this Equipment enters, attach it to target creature you control. That creature gains hexproof and indestructible until end of turn.
Equipped creature gets +2/+0 and has flying.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
When this Equipment enters, attach it to target creature you control. That creature gains hexproof and indestructible until end of turn.
Equipped creature gets +2/+0 and has flying.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Plate Armor
Equipped creature gets +3/+3 and has ward . (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Equip . This ability costs less to activate for each other Equipment you control. (: Attach to target creature you control. Equip only as a sorcery.)
Equip . This ability costs less to activate for each other Equipment you control. (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Protection
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Pump
Icingdeath, Frost Tyrant
Flying, vigilance
When Icingdeath, Frost Tyrant dies, create Icingdeath, Frost Tongue, a legendary white Equipment artifact token with "Equipped creature gets +2/+0," "Whenever equipped creature attacks, tap target creature defending player controls," and equip .
When Icingdeath, Frost Tyrant dies, create Icingdeath, Frost Tongue, a legendary white Equipment artifact token with "Equipped creature gets +2/+0," "Whenever equipped creature attacks, tap target creature defending player controls," and equip .
Legendary Creature - Dragon

Wildborn Preserver
Flash (You may cast this spell any time you could cast an instant.)
Reach (This creature can block creatures with flying.)
Whenever another non-Human creature you control enters, you may pay . When you do, put X +1/+1 counters on this creature.
Reach (This creature can block creatures with flying.)
Whenever another non-Human creature you control enters, you may pay . When you do, put X +1/+1 counters on this creature.
Creature - Elf Archer

Pump
(CTRL to add secondary)
Ramp
Ramp
(CTRL to add secondary)
Removal
Hunter's Talent
(Gain the next level as a sorcery to add its ability.)
When this Class enters, target creature you control deals damage equal to its power to target creature you don't control.
: Level 2
Whenever you attack, target attacking creature gets +1/+0 and gains trample until end of turn.
: Level 3
At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.
When this Class enters, target creature you control deals damage equal to its power to target creature you don't control.
: Level 2
Whenever you attack, target attacking creature gets +1/+0 and gains trample until end of turn.
: Level 3
At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.
Enchantment - Class

Removal
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Tutor
Tutor
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Maybeboard
Maybeboard
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Tokens & Extras
Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Deck Philosophy"},{"attributes":{"header":3},"insert":"\n"},{"insert":"As a childhood fan of the Drizzt books, I quite liked the mechanical design of Catti-brie when I first discovered the card and despite already having a couple Voltron decks was curious to see how an equipment one would play. While there isn't a lot of room for style points in a Equipment based Voltron deck, I am trying to find a way to make it a touch more my own. \n\nWhile this deck may be able to present a scary board it is also quite vulnerable to removal and interaction as it lacks diverse means of protecting "},{"insert":{"card-link":"Catti-brie of Mithral Hall"}},{"insert":" .\n\nGameplay"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Early game plan is to mulligan for some ramp and ideally a piece of early drop protective equipment to attach to her as soon as possible to start assembling the voltron. Where possible, playing out a ramp or creature to offer some blockers if necessary. The archer tribal subtheme is mostly there for the flavour. This phase of the game should likely be played a bit aggressive, swinging as often as possible in particular if she's been able to obtain Vigilance, but even if just to get the counters on her. The commander being 2CMC allows her to be cast several times if necessary, and the ramp suite is quite strong in order to pay for the equip costs even if she doesn't need to be recast.\n\nMid game plan is to work towards getting "},{"insert":{"card-link":"Loxodon Warhammer"}},{"insert":" or "},{"insert":{"card-link":"Hammer of Nazahn"}},{"insert":" to get a bit more durability via Lifelink or Indestructable to be able to play even more aggressively. Once Trample gets into play the second ability to spend all of the +1/+1 counters on "},{"insert":{"card-link":"Catti-brie of Mithral Hall"}},{"insert":" becomes a little less useful because it reduces her straight up power. There is still utility available in the ability to remove a problematic creature from combat after she's done her first strike damage or even in combats between two opponents. If a Deathtouch equipment gets on the board there "},{"attributes":{"bold":true},"insert":"may "},{"insert":"be an argument for putting all the rest of the equipment on other creatures since she doesn't need anything more to delete attackers and blockers.\n\nThe late game should be well under way by the time she gets Trample, and we're looking to eliminate players with Commander damage. There are no quick way to take down all opponents simultaneously so we depend on the slow process of attacking to get the job done.\n\nBracket"},{"attributes":{"header":3},"insert":"\n"},{"insert":"While this deck is designed as a Bracket 2 deck and can very much play out like any other Bracket 2 Deck, if the right equipment is available early enough and played aggressively enough it can eliminate players before turn 6 pushing it towards Bracket 3 depending on how reliably it can make that happen.\n\nA Few Notable Cards:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The "},{"attributes":{"bold":true},"insert":"Only"},{"insert":" non-permanent spell in the deck is "},{"insert":{"card-link":"Primal Surge"}},{"insert":" so if the deck is able to cast it you can opt to play out as much of the library as desired. There are no Tapped Lands in order to be able to play this the moment you draw your tenth land without delay. Be careful to not overextend as there is no protection from drawing yourself out or having someone wipe your board immediately following the play. Primal Sure Win Count = 1."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Emeritus of Abundance // Regrowth"}},{"insert":" is here for the Regrowth on a permanent to be able to recur an important piece of the voltron combo."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Hammer of Nazahn"}},{"insert":" is key to get out as soon as possible"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"As with all equipment based decks, both "},{"insert":{"card-link":"Stonehewer Giant"}},{"insert":" and "},{"insert":{"card-link":"Stoneforge Mystic"}},{"insert":" do a lot of heavy lifting."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"\n"}]}









































































