Mask of Memory

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Mask of Memory

Artifact — Equipment

Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card.

Equip (: Attach this to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves the battlefield.)

Niko9 on Choosing Equipment-based Card Draw in …

1 week ago

I think you hit the main ones for card advantage, and I really like Mask of Memory because you are running Karmic Guide and Bruna, the Fading Light  Meld and you can sometimes pitch a big creature to get reanimated. I have a Bruna deck and it's very fun to reanimate in mono white : )

Other equips you might consider in general are: Dowsing Dagger  Flip is great with flyers, and pays back 3 of it's 4 mana often on the turn it comes down.

Hedgewitch's Mask I really like this one, especially with flying creatures to limit who can block them even more.

Explorer's Scope might just be my all time favorite equip, but it might just be me : ) Most often it is just a more efficient Wayfarer's Bauble and even if it bricks, it's surprisingly valuable to know your next draw and plan your plays before you draw.

And one I really like in angels is Concerted Effort It can turn Mother of Runes into boardwipe protection, or give your whole team double strike, or just make your support creatures flyers.

Oh, and also, equip decks can have a lot of fun with Leonin Shikari that can give all creatures Lightning Greaves or add on more Sword of Fire and Ice triggers, more Sword of the Animist triggers, it's always pretty good.

AstroAA on Choosing Equipment-based Card Draw in …

1 week ago

RiotRunner789, I do agree Mask of Memory is better because it's cheaper mana-wise and draws more than Rogue's Gloves. That might just be the winner.

plakjekaas, I've never seen that sword before. It seams neat, but personally I'm not a fan of exiling cards and then trying to play them, as if you don't end up playing them you can't play them after that turn. Not that it's a bad card, I just don't like those type of effects.

FormOverFunction, I ran Skeleton Key in my Brimaz, King of Oreskos deck for a bit, but don't really remember it all that much. Personally I think Mask of Memory is better in that regard as it's the same mana-wise and draws one additional card. Plus, with my commander being Giada, Font of Hope and a vast majority of the creatures in the deck being angels, it's likely I'll have the highest power on board.

Thank you three for your comments! I appreciate the input!

AstroAA on Choosing Equipment-based Card Draw in …

1 week ago

Greetings folks of the forums.

I come to you today asking for opinions in regards to card draw in mono-white. In particular, for my Giada, Font of Hope tribal angel deck found here: [EDH] Giada's Angel Harem

Now, specifically, I'm trying to decide between an equipment-based piece of card draw that is tutorable with Steelshaper's Gift, Open the Armory, and Stoneforge Mystic. Currently my options are Sword of Fire and Ice, Mask of Memory, Rogue's Gloves, and Infiltration Lens. However, if others exist that do similar effects I'd be open to considering them.

I really like Sword of Fire and Ice due to the added protection it gives to whatever creature in two removal-heavy colors. It also gives an added ping which can be useful in taking out hatebears and dorks.

I like Infiltration Lens because we can attach it to large creatures and force our opponents to block. However, at the same time, it's dependent on our opponents actually blocking, and since most of the creatures in this deck have flying I'm not sure how often it'd actually draw us cards.

I like Mask of Memory due to it being able to draw two cards, however, you also lose a card by being forced to discard a card. You cycle through your deck faster, but at the same time you lose a bit of card advantage at the same time since you have to discard.

I like Rogue's Gloves because it's arguably the most simple of them all - deal combat damage to a player, draw a card. However, it's four mana for this effect, and for one more mana Sword of Fire and Ice adds a lot more utility.

Which card should I go with? In addition, what card should I cut?

Sudooku on Value Town

5 months ago

harbingerofduh Thanks for your comment. I played Mask of Memory a long time ago, but now I think I will give it another try. It felt bad to invest in it and not be guaranteed a payoff, where Sticky Fingers will always replace itself and requires almost no mana investment at all. Mask of Memory was in a goblin shell at the time though, and I think it will play much better with the evasion in the current build. Thanks!

harbingerofduh on Value Town

5 months ago

This kind of incremental, semi-durdly approach to card advantage is right up my alley. And I always throw an upvote to a creative mono-red deck! Nicely done.

Have you considered Mask of Memory over Sticky Fingers? It costs slightly more mana upfront, but for your purposes (painting a target on Squee's back) it's still on-curve. It even sticks around after Squee dies to generate more value with the free discard.

Profet93 on ♫ ♪ Grey grey, my world is grey ♫ ♪

7 months ago

+1

You should replace some wastes with more non-basic lands to provide utility. I notice you have a homeward path (assuming meta has steal effects) then High Market might be worth considering

You need more draw as most of your draw is really expensive, a cantrip or just not efficient. Easiest suggestion is Skullclamp. Mask of Memory and Infiltration Lens might be worth considering as well

Profet93 on War of the Machines

7 months ago

Skullclamp - Top choice

Mask of Memory - Relies on combat player damage

Infiltration Lens - Relies on opponent blocking (or you get to attack them directly, probably best for your commander)

Karn, Scion of Urza - Pretty cool walker, mini commander so to speak.

Bonders' Enclave - Draw in a land

Hedron Archive/Mind Stone - Ramp when you need it, draw when you don't. Stone acts as more of a cantrip while archive provides actual card draw. Stone helps get your commander faster while hedron does not.

I got some ideas for cuts for the combos I mentioned previously and/or the cards in this comment should you wish.

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