MotherClap
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Duel Commander
Size: 100Salt sum: 15.09
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Artifact
Goldvein Pick
Equipped creature gets +1/+1.
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Prying Blade
Equipped creature gets +1/+0.
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Artifact
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Creature
Creature
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Instant
Instant
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Land
Land
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Sorcery
Sorcery
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Deck Info
Deck stats
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Description
{"ops":[{"attributes":{"bold":true},"insert":"Primer"},{"insert":"\n\nThis deck is an equipment deck - it uses a mix of creatures that benefit from being equipped, and a variety of equipment cards to synergise with "},{"insert":{"card-link":"Reyav, Master Smith"}},{"insert":"'s ability and create a threatening, aggressive board. \n\n"},{"attributes":{"bold":true},"insert":"Equipment"},{"insert":"\n\nThis deck has a lot of equipment cards, that serve two main purposes: making our creatures bigger, or making them evasive. Cards like "},{"insert":{"card-link":"Armory of Iroas"}},{"insert":", "},{"insert":{"card-link":"Greatsword of Tyr"}},{"insert":" and "},{"insert":{"card-link":"Golem-Skin Gauntlets"}},{"insert":" can come down early and make our creatures grow over time. We have a variety of ways to get past our opponents creatures: "},{"insert":{"card-link":"Whispersilk Cloak"}},{"insert":" is our best evasive equipment by far, but "},{"insert":{"card-link":"Cloak of the Bat"}},{"insert":", "},{"insert":{"card-link":"Hedgewitch's Mask"}},{"insert":" and "},{"insert":{"card-link":"Vorrac Battlehorns"}},{"insert":" provide other kinds of evasion if we need it. We also have some utility equipment like "},{"insert":{"card-link":"Prying Blade"}},{"insert":" and "},{"insert":{"card-link":"Goldvein Pick"}},{"insert":" to ramp while synergising with our theme. \n\n"},{"attributes":{"bold":true},"insert":"Creatures that want to be equipped"},{"insert":"\n\nThere are a number of good equip targets in this deck - but just about any creature with double-strike can be very strong. "},{"insert":{"card-link":"Goblin Gaveleer"}},{"insert":", "},{"insert":{"card-link":"Myr Adapter"}},{"insert":" and "},{"insert":{"card-link":"Champion of the Flame"}},{"insert":" are our best options for stacking equipment, while "},{"insert":{"card-link":"Bladegraft Aspirant"}},{"insert":" and "},{"insert":{"card-link":"Kazuul's Toll Collector"}},{"insert":" can equip themselves cheaply. "},{"insert":{"card-link":"Slith Ascendant"}},{"insert":" and "},{"insert":{"card-link":"Militant Inquisitor"}},{"insert":" will grow big without even being equipped, so giving them one equipment to make them double-strikers can be very potent. Cheap but efficient threats like "},{"insert":{"card-link":"Kitesail Apprentice"}},{"insert":" and "},{"insert":{"card-link":"Armory Veteran"}},{"insert":" are nice additions that can punch above their weight.\n\n"},{"attributes":{"bold":true},"insert":"Equipment Support"},{"insert":"\n\nAs well as our core plan, we need some cards to support our equipment. "},{"insert":{"card-link":"Starnheim Courser"}},{"insert":" and "},{"insert":{"card-link":"Bladegraft Aspirant"}},{"insert":" make all our equipment cheaper, while recursion cards like "},{"insert":{"card-link":"Sanctum Gargoyle"}},{"insert":" and "},{"insert":{"card-link":"Ironclad Slayer"}},{"insert":" can get our best equipment back if it gets destroyed. Equipment are artifacts, so we can get some extra value with cards like "},{"insert":{"card-link":"Foundry Inspector"}},{"insert":" and "},{"insert":{"card-link":"Ingenious Artillerist"}},{"insert":" - which can help to take out our opponents even if we can't push through with creatures.\n\n"},{"attributes":{"bold":true},"insert":"Protection and Interaction"},{"insert":"\n\nOur deck relies on "},{"insert":{"card-link":"Reyav, Master Smith"}},{"insert":" to boost our creatures, and it can be painful when the creature we've just loaded a bunch of equipment onto gets removed, so we need some protection. Cards like "},{"insert":{"card-link":"Blacksmith's Skill"}},{"insert":" and "},{"insert":{"card-link":"Your Temple Is Under Attack"}},{"insert":" can protect our creatures in a pinch. To deal with threats we can't just attack into, we have some removal spells like "},{"insert":{"card-link":"Abrade"}},{"insert":" and "},{"insert":{"card-link":"Journey to Nowhere"}},{"insert":". \n\n"},{"attributes":{"bold":true},"insert":"Ramp and Draw"},{"insert":"\n\nAll decks need ramp and draw to support them, and this one uses artifacts to that as much as possible, which will let us get more rewards from our artifact synergies. Cards like "},{"insert":{"card-link":"Boros Locket"}},{"insert":" and "},{"insert":{"card-link":"Boros Cluestone"}},{"insert":" provide ramp in the colours we need, while "},{"insert":{"card-link":"Gold Myr"}},{"insert":" and "},{"insert":{"card-link":"Iron Myr"}},{"insert":" ramp while being both artifacts and creatures which can be equipped. Treasure tokens are artifacts which produce mana, and cards like "},{"insert":{"card-link":"Hoarding Ogre"}},{"insert":" and "},{"insert":{"card-link":"Unexpected Windfall"}},{"insert":" can help us make artifacts and mana, as well as being strong in their own right. Most of our draw comes from cards like "},{"insert":{"card-link":"Thrill of Possibility"}},{"insert":" and "},{"insert":{"card-link":"Tormenting Voice"}},{"insert":" - which rely on us discarding cards, which is good for us, because we have ways to get artifacts out of the graveyard.\n\n"},{"attributes":{"bold":true},"insert":"Glossary of keywords found on cards in this deck (A-Z)"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Double Strike: "},{"insert":"Creatures with double strike deal their combat damage twice. When you reach the combat damage step, check to see if any attacking or blocking creatures have first strike or double strike. If so, an extra combat damage step is created just for them. Only creatures with first strike and double strike get to deal combat damage during this step. After that, the normal combat damage step happens. All other attacking and blocking creatures that survived, as well as the ones with double strike, deal combat damage during this second step.\n"},{"attributes":{"bold":true},"insert":"Flying: "},{"insert":"A creature with flying can be blocked only by creatures with flying or reach.\n"},{"attributes":{"bold":true},"insert":"Haste: "},{"insert":"A creature with haste isn’t affected by summoning sickness. It can attack as soon as it comes under your control. You can also activate its activated abilities with in the cost right away.\n"},{"attributes":{"bold":true},"insert":"Hexproof: "},{"insert":"A keyword ability that prevents a permanent or player from being the target of spells or abilities an opponent controls.\n"},{"attributes":{"bold":true},"insert":"Indestructible: "},{"insert":" An indestructible permanent can’t be destroyed by damage or by effects that say “destroy,” but it can still be put into the graveyard for other reasons—such as an effect that reduces its toughness to 0.\n"},{"attributes":{"bold":true},"insert":"Menace: A "},{"insert":"creature with menace can’t be blocked except by two or more creatures.\n"},{"attributes":{"bold":true},"insert":"Protection: "},{"insert":"A permanent with protection can't be blocked, targeted, dealt damage, enchanted, or equipped by anything with the quality it has protection from.\n"},{"attributes":{"bold":true},"insert":"Scry: "},{"insert":"“Scry N” means you look at N cards from the top of your library. You can put any number of those cards on the bottom of your library, then you put the rest back on top of your library in any order.\n"},{"attributes":{"bold":true},"insert":"Trample: "},{"insert":"Trample allows a creature to deal excess combat damage to the player it’s attacking, even if the creature is blocked. If you’re attacking with a creature that has trample and it is blocked, you have to assign its combat damage to the creatures blocking it first. If its power is greater than the combined toughness of those creatures, then you can assign any excess damage to the player it’s attacking. If an attacking creature with trample is blocked, but there are no creatures blocking it when damage is assigned (for example, if you used a spell to destroy the blocking creature), then all of its damage is assigned to the player it’s attacking. Trample does not work on Planeswalkers, unless the creature has “Trample over planeswalkers”.\n"},{"attributes":{"bold":true},"insert":"Vigilance: "},{"insert":"A creature with vigilance doesn’t tap to attack. Vigilance doesn’t allow a tapped creature or a creature that entered the battlefield this turn to attack.\n"}]}













































































