Cardboard ChemistHostMoonhaven MageHostHalvar is a 4-4 God legendary creature that costs 2 generic mana and 2 white mana.
His abilities state that creatures I control are enchanted or equipped and have double strike, and at the beginning of each combat, I may attach target aura or equipment attached to a creature I control to target creature I control.
I had to think about the second ability for a little bit and figure out all that it could mean and how it could be used.
My thought is that if I have a lot of creatures with a lot of different equipments on the board, right before my combat, I could potentially move an equipment that is one of my other creatures to boost another one of my creatures.
So I think, for example, if I had an equipment on a creature that gives it flying.
However, second ability allows me to move that equipment to my heaviest hitter so that if my opponent has no flying or reach creatures, more damage can get through.
Another example is if I have creatures out on the board, and one of my other creatures has either two types of equipment, more specifically an equipment that gives a creature haste, then I could use Halvar's second ability to move that equipment to the new creature so that I can get that creature to be attacking right away.
I'm sure there are better ways to use that ability, but at least in this example, that's how I could think of potentially it being used.
Anyway, Halvar is an equipment extraordinaire, so I wanted to find a deck that has a ton of equipment to boost my creatures so that my already pumped creatures would do double the damage with his double strike ability.
The deck I found is called Halvar, Armory of the Gods, very appropriately named, by Spirechild, and it goes for about $1,120.
In the description, Spirechild wrote, Halvar provides a resilient and repeatable source of double strike and combat hijinks.
Quite honestly, I couldn't have come up with a better summary of the deck myself.
So, like the summary so eloquently states, the goal of Halvar and this deck is to suit up and swing out.
There are a whopping 26 artifacts in this deck, and almost all of them are equipment.
Some of them are massive pumps like Argentum Armor, which costs 6 uncolored mana, but gives equipped creature plus 6 plus 6.
Now if I can get this card attached to a creature like Halvar, that could potentially be 20 points of damage from Halvar alone heading towards the chemist.
So if I can get cards like the enchantment Sigardus Aid on the board, that would be extremely helpful.
Sigardus Aid states that I can cast aura and equipment spells as though they had flash and that whenever an equipment I control enters, I may attach it to the target creature I control.
Halvar is a 4-4 God legendary creature that costs 2 generic mana and 2 white mana.
His abilities state that creatures I control are enchanted or equipped and have double strike, and at the beginning of each combat, I may attach target aura or equipment attached to a creature I control to target creature I control.
I had to think about the second ability for a little bit and figure out all that it could mean and how it could be used.
My thought is that if I have a lot of creatures with a lot of different equipments on the board, right before my combat, I could potentially move an equipment that is one of my other creatures to boost another one of my creatures.
So I think, for example, if I had an equipment on a creature that gives it flying.
However, second ability allows me to move that equipment to my heaviest hitter so that if my opponent has no flying or reach creatures, more damage can get through.
Another example is if I have creatures out on the board, and one of my other creatures has either two types of equipment, more specifically an equipment that gives a creature haste, then I could use Halvar's second ability to move that equipment to the new creature so that I can get that creature to be attacking right away.
I'm sure there are better ways to use that ability, but at least in this example, that's how I could think of potentially it being used.
Anyway, Halvar is an equipment extraordinaire, so I wanted to find a deck that has a ton of equipment to boost my creatures so that my already pumped creatures would do double the damage with his double strike ability.
The deck I found is called Halvar, Armory of the Gods, very appropriately named, by Spirechild, and it goes for about $1,120.
In the description, Spirechild wrote, Halvar provides a resilient and repeatable source of double strike and combat hijinks.
Quite honestly, I couldn't have come up with a better summary of the deck myself.
So, like the summary so eloquently states, the goal of Halvar and this deck is to suit up and swing out.
There are a whopping 26 artifacts in this deck, and almost all of them are equipment.
Some of them are massive pumps like Argentum Armor, which costs 6 uncolored mana, but gives equipped creature plus 6 plus 6.
Now if I can get this card attached to a creature like Halvar, that could potentially be 20 points of damage from Halvar alone heading towards the chemist.
So if I can get cards like the enchantment Sigardus Aid on the board, that would be extremely helpful.
Sigardus Aid states that I can cast aura and equipment spells as though they had flash and that whenever an equipment I control enters, I may attach it to the target creature I control.
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