Magic Rush Commander Equipment

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Aug 4, 2024, 7:08:08 PM8/4/24
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Aknight levels his lance at his foe and charges across the plains. A fur-cloaked berserker swings her ax in wide arcs, cleaving through a horde of goblins. A rogue dons a magic cloak, and slips unseen past the guards. Heroes with fancy weapons are popular images in fantasy media, and Magic: the Gathering is no exception. Since 2003, players have been attaching equipment to creatures for a variety of buffs and effects.

Viridian Longbow comes out of the original cycle of equipment. It turns the equipped creature into a pinger. Three to equip is too slow for most formats, but Viridian Longbow shines in the Pauper format, where it frequently makes appearances in elf tribal decks. Appropriately on theme, that deck struggles with dealing with flying creatures and getting past walls and the lockdown effect of Stonehorn Dignitary.




While a number of creature-type focused equipment exist, Blade of the Bloodchief stands out amongst the crowd by virtue of being one of the quickest possible ways to put a ton of +1/+1 counters on the field. In its heyday, Zendikar-Innistrad standard was full of low-to-the-ground vampire creatures that formed the frontlines of any aggro deck. Vampire Lacerator and Guul Draz Vampire were aggressive one-drops that were only supplemented the following year by Stromkirk Nobles, and free sac outlets were plentiful with Viscera Seer and Bloodthrone Vampire. In any vampire deck, a turn one Blade of the Bloodchief spells doom for your opponents.




Another EDH staple, Whispersilk Cloak does double-duty as protection for your creature as well as evasion to deal unblocked combat damage to your opponent. Five mana is a bit on the expensive side as far as combination protection-evasion equipment goes, but nothing will stand the test of time like the Cloak.


Lots of creatures want to be equipped as well. The new Nahiri, Forged in Fury churns through your deck for attacking with equipped creatures, and Reyav, Master Smith turns those Bone Saws into Fireshriekers.


There are even a number of legendary creatures that make the perfect commander for any equipment deck. Wyleth, Soul of Steel generates a ton of free draw off of your equipment, and Galea, Kindler of Hope can help you skip those prohibitive costs.


The easiest way to support your equipment is by reducing the cost to play or equip them. Syr Gwyn, Hero of Ashvale, Bruenor Battlehammer, Puresteel Paladin, Stoneforge Mystic; the list goes on and on. There are cost-reducers for your equipment deck at every price point and in almost every color.


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Magic Item Creation: PRD wrote:To create magic items, spellcasters use special feats which allow them to invest time and money in an item's creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with. The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item (see Cursed Items for more information).


Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites.


While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.


Magic supplies for items are always half of the base price in gp. For many items, the market price equals the base price. Armor, shields, weapons, and items with value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies), but it does increase the final market price.


In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs. The cost to create these items is the magic supplies cost plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.


The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by +5.


The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).


A character can work on only one item at a time. If a character starts work on a new item, all materials used on the under-construction item are wasted.So what this means to me is that there are three basic ways of crafting in the core rule book.


Should this not mean you could adventure while fitting in 4 hours getting 2 hours of progress (250 gp), then during the 7 hours of change use 4 hours for crafting at an accelerated pace for another (1000 gp) for a total of 1250 gp a day?


From the text above, the 4 hours when out adventuring are an alternative to the 8 or 4 hours of straight work, not an addition. Nothing prohibit you from speeding up the work you do during the adventuring days.


The tools bonus is for crafted mundane items, not magic items.

I doubt they work with the valet familiar, but that is an interpretation, the rules are unclear. The text seem to imply that you produce a fixed value of finished items.

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