
At a glance
- Commander: Akiri, Fearless Voyager
- Colors: Boros
- Archetype: Boros equipment voltron / aggro-draw
- Power tier: mid-high
Cards
The commander (real printed text)
Whenever you attack a player with one or more equipped creatures, draw a card. : You may unattach an Equipment from a creature you control. If you do, tap that creature and it gains indestructible until end of turn.
Two things the scout’s paraphrase got almost right but matter at the table:
- The draw is once per combat, per player attacked — it’s “whenever you attack a player with one or more equipped creatures,” not one card per equipped attacker. So in a 1v1-per-turn sense you draw a single card each combat as long as at least one equipped creature is swinging. (In multiplayer you can attack multiple players and draw once per player attacked.) This means the deck wants breadth of equipped attackers for board pressure, but the card draw itself is reliably one-per-turn — a steady, low-variance engine rather than an explosive one.
- The ability is a protection trick that costs you the Equipment’s attachment: you unattach a piece, tap the creature, and it becomes indestructible until end of turn. Great vs. targeted removal and board wipes, and it can save a blocker — but you lose the buff that turn and re-equip later. Cheap/free equip costs in this deck make that re-suit trivial.
commander_oracle_ok = true — built around the real card.
Gameplan
Suit up a cheap creature turn 1-2, start attacking, and let Akiri turn every combat into a free card. The deck runs the deepest equipment pool in the format and leans hard on self-attaching / token-making equipment (Flayer Husk, Mandibular Kite, Ancestral Blade, the three “For Mirrodin!” pieces) so that even on an empty board, casting an Equipment gives you a body that’s already equipped — meaning it can attack into an Akiri trigger immediately. You out-tempo and out-card the table, then close with voltron beaters and asymmetric burn.
Win condition
Evasive equipped beaters (flyers via Cliffhaven Kitesail / Mechanical Glider / Mandibular Kite / Skyhunter Cub) drawing a card every combat, backed by voltron finishers that scale with attached gear — Goblin Gaveleer (+2/+0 per Equipment, trample) and Champion of the Flame (+2/+2 per Equipment, trample) end games in one or two swings once two pieces are stacked. Akiri’s card lead means you simply have more gas than anyone at the table.
Key synergy lines
- Free body + instant trigger: Cast Flayer Husk / Ancestral Blade / Barbed Batterfist → it makes its own creature and attaches → that creature can attack into an Akiri draw the same turn it’s relevant.
- Re-suit engine: Bone Saw / equip , Bonesplitter equip , Leonin Scimitar equip let you move gear around cheaply. Kazuul’s Toll Collector (: attach) and Kor Outfitter / Weapons Vendor / Item Shopkeep stack equipment onto your Gaveleer/Champion for free.
- Protection loop: Hold up . In response to removal or a wrath, unattach a piece off Gaveleer → indestructible. Re-equip next turn with a equip cost. The deck is dripping in white sources to fuel this repeatedly.
- Myr double-duty: Gold Myr / Iron Myr ramp early, then become equip targets / chump-and-recur fodder late.
- Ironclad Slayer rebuys your best Equipment from the yard after a board wipe or a sacrifice.
Role breakdown (with counts)
- Lands — 36: 9 Mountain, 8 Plains, 19 nonbasic (RW duals: Boros Guildgate, Stone Quarry, Wind-Scarred Crag, Sacred Peaks, Alpine Meadow, Sun-Blessed Peak, Rustvale Bridge, Boros Garrison, Rabanastre, Abraded Bluffs, Lorehold Campus; fixers Command Tower, Path of Ancestry, Evolving Wilds, Terramorphic Expanse, Ash Barrens; cycling lands Secluded Steppe, Forgotten Cave; combat lands Teetering Peaks, Smoldering Spires). Cycling lands smooth flood given the low curve.
- Ramp — 9: Sol Ring, Boros Signet, Boros Cluestone, Mind Stone, Prismatic Lens, Fire Diamond, Guardian Idol, Gold Myr, Iron Myr. (Held at 9 deliberately — this is a low-curve aggro deck; the Myr and Idol double as bodies/equip targets.)
- Card advantage — ~10: Akiri herself (the engine), Weapons Vendor (ETB draw + free attach), Thraben Inspector, Novice Inspector (Clues), Reckless Lackey (sac → draw + Treasure), Mind Stone & Boros Cluestone (late-game sac-draws), Goldvein Pick + Prying Blade (Treasure tempo that refills mana for re-suiting), Ironclad Slayer (card recursion).
- Spot removal / interaction — 12: Lightning Bolt, Shock, Galvanic Blast, Magma Jet, Lightning Strike, Searing Spear, Abrade, Incinerate (burn, much of which also goes face), Path of Peace, Pacifism, Luminous Bonds, Journey to Nowhere (white lockdown/exile for big things burn can’t kill).
- Pseudo-wipes — 3 (asymmetric): Boiling Earth, Scouring Sands, Barrage of Boulders all deal 1 to creatures you don’t control (or “don’t control” / “opponents control”), sweeping mana-dork and token boards without touching your own equipped team.
- Payoffs / enablers — remainder: voltron bodies (Goblin Gaveleer, Champion of the Flame, Militant Inquisitor, Myr Adapter), equip-matters creatures (Auriok Glaivemaster, Dwarfhold Champion, Kitesail Apprentice, Leonin Den-Guard, Sunspear Shikari, Skyhunter Cub, Armory Veteran, Bladegraft Aspirant — cost reducer), attach-engines (Kor Outfitter, Kazuul’s Toll Collector, Item Shopkeep), and the equipment suite itself.
Curve is overwhelmingly ≤3 MV; almost nothing costs more than 4.
Pilot notes
- Mulligan for a turn-1/2 equip or Sol Ring + a one-drop body. You want to be attacking by turn 3 to switch on Akiri.
- Don’t overcommit into open mana — a single equipped attacker still draws you the card. Keep up when you suspect removal or a wrath; the indestructible trick is your main answer to sweepers.
- Stack equipment onto one trample threat (Gaveleer/Champion) when you want to kill someone; spread it out when you just want value and board presence.
- Treasures from Goldvein Pick / Prying Blade / Reckless Lackey exist to pay equip costs and re-suit after using Akiri’s unattach.
- Burn is flexible — point it at problem blockers early, save a Bolt for the face as a finisher.
Weaknesses
- Board wipes hurt despite the indestructible trick (you can only protect one creature per activation, and you still lose attachments / tapped-down attackers). Ironclad Slayer + cheap equip costs rebuild, but a well-timed wrath sets you back.
- Artifact removal hits your whole gameplan; against an artifact-heavy meta you lean more on the creature-anchored bodies (Gaveleer’s base body, the “can’t be equipped” Goblin Brawler is intentionally not here).
- Lifegain / fog decks can outlast a grindy one-card-a-turn clock — close before they stabilize.
- No true unconditional creature removal beyond burn caps and white tap-down auras; very large indestructible/hexproof threats can be awkward (lean on Pacifism-effects and Path of Peace).
Decklist
⬇ Download as .txt — paste into Moxfield, Archidekt, or MTG Arena.
Show the full list (99 + commander)
Commander 1 Akiri, Fearless Voyager Deck 1 Mountain 1 Mountain 1 Mountain 1 Mountain 1 Mountain 1 Mountain 1 Mountain 1 Mountain 1 Mountain 1 Plains 1 Plains 1 Plains 1 Plains 1 Plains 1 Plains 1 Plains 1 Plains 1 Boros Guildgate 1 Stone Quarry 1 Wind-Scarred Crag 1 Sacred Peaks 1 Alpine Meadow 1 Sun-Blessed Peak 1 Rustvale Bridge 1 Boros Garrison 1 Command Tower 1 Path of Ancestry 1 Rabanastre, Royal City 1 Abraded Bluffs 1 Lorehold Campus 1 Evolving Wilds 1 Terramorphic Expanse 1 Ash Barrens 1 Secluded Steppe 1 Forgotten Cave 1 Teetering Peaks 1 Smoldering Spires 1 Boros Signet 1 Boros Cluestone 1 Mind Stone 1 Prismatic Lens 1 Fire Diamond 1 Goblin Gaveleer 1 Champion of the Flame 1 Auriok Glaivemaster 1 Dwarfhold Champion 1 Kitesail Apprentice 1 Leonin Den-Guard 1 Sunspear Shikari 1 Skyhunter Cub 1 Militant Inquisitor 1 Armory Veteran 1 Kazuul's Toll Collector 1 Kor Outfitter 1 Weapons Vendor 1 Bladegraft Aspirant 1 Item Shopkeep 1 Myr Adapter 1 Ironclad Slayer 1 Reckless Lackey 1 Thraben Inspector 1 Novice Inspector 1 Bonesplitter 1 Bone Saw 1 Vulshok Morningstar 1 Leonin Scimitar 1 Sol Ring 1 Guardian Idol 1 Darksteel Axe 1 Gold Myr 1 Inventor's Goggles 1 Goldvein Pick 1 Prying Blade 1 Flayer Husk 1 Mandibular Kite 1 Ancestral Blade 1 Barbed Batterfist 1 Vulshok Splitter 1 Cliffhaven Kitesail 1 Mechanical Glider 1 Kitesail 1 Fleetfeather Sandals 1 Iron Myr 1 Armory of Iroas 1 Lightning Bolt 1 Shock 1 Galvanic Blast 1 Magma Jet 1 Lightning Strike 1 Searing Spear 1 Abrade 1 Incinerate 1 Path of Peace 1 Pacifism 1 Luminous Bonds 1 Journey to Nowhere 1 Boiling Earth 1 Scouring Sands 1 Barrage of Boulders