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Armed and Armored - Dwarf Tribal (EDH / Commander) [Revision 44]

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Viewing revision 44. There is a more recent version of this deck.

Why to play this deck

Can be make in low budget, is tribal, is fun to play with or aganist and is powerfull enougth to have a good match.

> 5 Different commander options

Thsi deck allows you to switch your commander when you like making it very fun to play different styles.

> Explanation

> Lands

ALWAYS ABOVE 37 LANDS

  • We can´t afford to lose a landrop in an aggro deck. Al the llands in this deck are checked to be usefull.
  • We won't have mana problems here. DO NOT GO BELLOW 37 LANDS, that is important as hell.

Untaped multicolored
The following lands give two colors without any significant drawbacks

Untaped utility lands
The following lands gives options to use when when we are out of cards in hand

Conditional taplands
This lands enter the battlefiled untapped the mayority of the time. The duals are great in the late game and the 3 life in the early game is worth paying to start with the lands untaped.

Exta card tap lands
We dont want a lot of tap land so we only include the ones that gives us a card when used

  • Axgard Armory - Excelent tutor for auras and equipments
  • Myriad Landscape - For ramp
  • Spinerock Knoll | Windbrisk Heights - One extra card
  • Boros Garrison - This is an powerfull card card in this deck.
    When using this card take in consideration the following and important things
    • This land can bounce your lands to your hand, so the modal lands that you play in the early game, can be returned to your hand to be played in the late game.
    • When returning this card to your hand follow this stepts:
      1) Choose the land that you want to return to your hand
      2) ALWAYS tap that land first
      3) Play the bounce land, return the land to your hand
      4) You can play the land the next turn, or if it is a modal dual, you can use it rigth in the same turn,

Dual taplands
This lands have a very weird progresion. Are not bad to play in turn one (we wont play anithing that turn). In the ealy play they are bad, but can have a great impact in the late game. Do not be afraid of using them "Just like tapped basic lands". Do not miss the landrop just hopping to use the spell later, it is not worth it.

Basics

  • Plains | Mountain goes as it fit in the deck. Usually you tend to go white

Honorable mentions

> Ramp

The plan is go with 8 accelerator but without sacrifing agro, so a lot of them are vehicules

Mana rocks
Paying two mana to have one additional mana the follwing turns is worth it, even more in a "Artifact matters" deck like this

Mana vehicules

> Runed or Ruined

Runes are a very thematic cards, and in previous stages of the deck I used to use them, but are not ready to be good enougth to make it into the final version. Here some of the pros and cons

  • Runeforge Champion
    PRO: Is a dwarf, and lets you tutor a rune card when it enters.
    CON: There is only 2 options for now
  • Runed Crown
    PRO: We play it for 3, we tutor the rune we like, attach to it and then draw a card.
    CON: Best scenario we end up with an equipment that gices "+2/+1 and haste" or "+1/+1 liflink" and need 2 mor mana to be equiped.
  • Rune of Sustenance & Rune of Speed
    PRO: Is good they replace themself with an additional card. They can be tutored and they can vehicules without going down after they return to non-creature form.
    CON: They are not good enougth. 2 mana for "+1+0 haste " or "just lifelink" at sorcery speed is lame, even drawing an additional card.

In conclussion, runes will be a great addition to the deck if there are future printings with more runes.

> Cards to be include

Devastating Mastery
Sevinne's Reclamation
Vault Robber
Brought Back
Chaos Warp
Slaughter the Strong
Furious Rise
Fumigate
Crush Contraband
Digsite Engineer
true conviction

halvar god of battle // sword of the realms

> Possible cards

This are the possible changes to make in the deck

> Lands

The tap lands make the deck to slow.
The color requirements of the decks are no much. so playing just basics is better than playing tapped duals

Utility
1 Unclaimed Territory
1 Path of Ancestry
1 Needle Spires
1 Darksteel Citadel
1 Inventors' Fair
1 Tomb of the Spirit Dragon
1 Temple of the False God
1 Cathedral of War

To slow with no real benefit
1 Temple of Triumph
1 Boros Guildgate
1 Alpine Meadow
1 Wind-Scarred Crag
1 Lorehold Campus
1 Evolving Wilds

> Ramp and fix

Easy and cheap
1 Star Compass - We have to few basics
1 Mind Stone
1 Prismatic Lens
1 Commander's Sphere

**Utility, Draw, Artifact matter ramp
1 Boros Locket
1 Blinkmoth Urn
1 Armillary Sphere

> Creatures

Dwarves
1 Dwarven Recruiter
1 Duergar Hedge-Mage
1 Radiant Scrollwielder
7 Seven Dwarves
1 Fearless Liberator
1 Breakneck Berserker
1 Goldmaw Champion
1 Master Skald

No Dwarf creatures that help
1 Gerrard, Weatherlight Hero
1 Aeronaut Admiral
1 Speedway Fanatic
1 Chief of the Foundry
1 Foundry Inspector
1 Jhoira's Familiar
1 Jor Kadeen, the Prevailer
1 Jhoira's Familiar
1 Keeper of the Accord

> Non-creature permanents

** Vehicules (and support)
1 Aradara Express
1 Ovalchase Dragster
1 Built to Last
1 Consulate Dreadnought
1 Aethersphere Harvester

Equipments
1 Maul of the Skyclaves
1 Embercleave
1 Grafted Wargear
1 Slagwurm Armor
1 Prying Blade
1 Manriki-Gusari
1 O-Naginata
1 Masterwork of Ingenuity
1 Tenza, Godo's Maul
1 Maul of the Skyclaves
1 Mace of the Valiant
1 Inquisitor's Flail
1 Veteran's Armaments

> MISC

1 Sram's Expertise
1 Wear // Tear
1 Aerial Modification
1 Boros Locket
1 Refurbish
1 Ballista Charger
1 Arcane Signet
1 Fumigate
1 Aradara Express
1 Rimrock Knight // Boulder Rush
1 Paradox Engine
1 Reconstruct History
1 Pia's Revolution
1 Showdown of the Skalds
1 Masterwork of Ingenuity
1 Bloodline Pretender
1 Giant Ox
1 Caught in the Brights

> Expensive things

1 Spectator Seating
1 Inventors' Fair
1 Rugged Prairie
1 Hellkite Tyrant
1 Hofri Ghostforge
1 Bloodforged Battle-Axe
1 Furycalm Snarl
1 True Conviction
1 Generous Gift
1 Maskwood Nexus
1 Ugin, the Ineffable

Tags

This deck does not appear to be legal in EDH / Commander.

Problems: A commander deck should contain exactly 100 cards, including the commander. · You cannot play more than 1 of: Depala, Pilot Exemplar, Command Tower, Battlefield Forge, Needleverge Pathway // Pillarverge Pathway, Spire of Industry, Slayers' Stronghold, Buried Ruin, Mishra's Factory, Shatterskull Smashing // Shatterskull, the Hammer Pass, Emeria's Call // Emeria, Shattered Skyclave, Clifftop Retreat, Castle Embereth, Dwarven Mine, Boros Garrison, Axgard Armory, Myriad Landscape, Spinerock Knoll, Windbrisk Heights, Kabira Takedown // Kabira Plateau, Valakut Awakening // Valakut Stoneforge, Makindi Stampede // Makindi Mesas, Ondu Inversion // Ondu Skyruins, Sol Ring, Boros Signet, Arcane Signet, Mind Stone, Talisman of Conviction, Colossal Plow, Raiders' Karve, Cultivator's Caravan, Conqueror's Galleon // Conqueror's Foothold, Toolcraft Exemplar, Axgard Cavalry, Gearshift Ace, Restoration Specialist, Sram, Senior Edificer, Magda, Brazen Outlaw, Veteran Motorist, Duergar Mine-Captain, Fairgrounds Warden, Warchanter Skald, Aerial Responder, Renegade Wheelsmith, Stoic Farmer, Aethershield Artificer, Reckless Crew, Dwarven Reinforcements, Metalwork Colossus, Koll, the Forgemaster, Reyav, Master Smith, Hofri Ghostforge, Smuggler's Copter, Heart of Kiran, Mobile Garrison, Renegade Freighter, Daredevil Dragster, Peacewalker Colossus, Mizzium Tank, Bomat Bazaar Barge, Fleetwheel Cruiser, Thundering Chariot, Untethered Express, Weatherlight, Skysovereign, Consul Flagship, Demolition Stomper, Parhelion II, Sunforger, Bearded Axe, Siege Modification, Aerial Modification, Swords to Plowshares, Dispatch, Path to Exile, Rip Apart, Citywide Bust, Dusk // Dawn, Armed and Armored, Boros Charm, Start Your Engines, Throne of the God-Pharaoh, Tempered Steel, Forging the Tyrite Sword.

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