Alabaster Leech

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Alabaster Leech

Creature — Leech

White spells you play cost (White) more to play.

legendofa on Tiers of card badness

1 month ago

Not all "bad" cards are created equal. As I see it, just like how there's build-around good cards, really good cards, and must-include cards, there's several tiers of cards that don't quite measure up.

At the top, there's the weird cards. These cards have unique effects. They're generally useful and/or interesting, but make lots of demands for deckbuilding and have no redundancy. Spellweaver Helix, Riku of Two Reflections, and Leyline of the Guildpact are some examples. Good for casual play and for "trying to make work".

Next is the draft fodder. Good if you don't have anything better, but easily replaceable. These cards get functionally reprinted a lot, and are usually pretty straightforward. I would put Cancel, Shock, and Alabaster Host Sanctifier as examples. You won't be ashamed to use them in Limited, and they work well as starters for a new collection, but they get outclassed quickly.

Next, and the first tier I would call truly bad cards, are the very inefficient cards and the cards that just don't do anything. They're significantly overcosted, or there's many better options. These cards might still be technically useful, or at least not actively harmful, but they can't compete with anything else. Mudhole, Razor Boomerang, and Aven Trooper go here.

Finally, there's the worst of the worst. The cards that actively hurt you and make it harder to play the game. If you put them in a deck, you're either trying to meme or you're going to Donate them. Alabaster Leech, Soldevi Steam Beast, and Goblin Elite Infantry fall into this group.

This is subjective and a continuum, so there's a lot of room to arrange individual cards. I've been reading Mark Rosewater's articles on bad cards, and designing Nihilist decks (example here), and there's been some forum discussion on what cards are worth using and which aren't. So it's been on my mind recently.

jarncards on Stardew

1 year ago

It looks fun. I dont necessarily know if it needs any changes. If nothing else, I would strongly recommend you consider Wood Elemental and Alabaster Leech, since I will be playing against this deck.

Akroma's Will or Garruk's Uprising are good options to make sure damage gets through for mass trample/protection. Run Rancor, you get it back for multiple plays every time its enchanted creature dies

You dont have much to interact with opponent's boards. Or to protect your own outside of avacyn. given the snowball you have where each card you play will draw you 1-5 more, you might be ok without interraction since you might just overwhelm everyone if you want to play it that way, but white gives a lot of the best options for removal.

Archon of Sun's Grace is almost a direct upgrade to Ajani's Chosen. Honestly i think they are both great to run, I would reconsider using them, Avenger of Zendikar, and maybe something like Eldrazi Monument. If you intend to keep it so that you primarilly win through attacking with a couple super beefy guys, Lightmine Field is silly

Food Chain will be REALLY helpful when youve drawn too many cards. both to give mana to play them, and to kill off your card advantage engines before they get you killed. Most enchantress effects are not "may" abilities.

As usual, I consider Reliquary Tower to be a bad card. Since you are going to have even more draw than mana in this deck, personally I would ditch it so I could discard to hand size and take advantage of the mass reanimate cards for enchantments like Brilliant Restoration, Resurgent Belief, Open the Vaults, Triumphant Reckoning, and the Replenish you already run.

They are very expensive mana-wise, but Legion Loyalty and True Conviction would do silly things as wincons in this deck. legion loyalty will give you an obscene number of creatures, enchantment creature ETB triggers, and bonuses to the cards that care about the number you have like all that glitters, and

hiddengibbons on Card creation challenge

2 years ago

Dumpster Fire

Instant

Players play a Magic sub game using their Dumpster decks. Players who lose this game take 10 damage in the game in which ~ was cast. (A Dumpster deck may only contain non-land cards name Mudhole, Dispersing Orb, Razor Boomerang, Phyrexian War Beast, Obelisk of Undoing, Great Wall, Shinka Gatekeeper, Cyclopean Snare, Juju Bubble, Alabaster Leech, Chimney Imp, Scorching Spear, Cephalid Snitch, and/or Thermal Blast).

Make another card that encourages or cares about using notoriously bad cards that never see play

xaarvaxus on Take It, Take it All!

5 years ago

Spellbook does only one thing that has no extra effect with multiples in play. The Journal, Reliq Tower and Library should be enough on that front. Graceful Adept as a creature is too fragile for just this effect.

Alabaster Leech is just a free blocker to a non-white deck. Seems narrow enough that it could be cut. Sapphire Leech is sort of in the same boat but blue typically gets played more than white so if you keep one, keep the blue one. I'd personally cut both.

Sunforger doesn't have a ton of targets that it can search up, though when you need to have Boros Charm I suppose you'd regret cutting it...

Drogskol Reaver seems a bit out of place here. Your commander should be drawing you more than enough cards plus gaining enough life and you won't often be winning through combat damage.

Spawnbroker seems the worst of this kind of effect so trim and just keep the better versions. Daring Thief could use some support to use reliably; Holdout Settlement , Cultivator's Caravan / Smuggler's Copter [or any other vehicle that it could crew].

My understanding is that a lot of people hate playing against Thieves' Auction as it really drags out a game and can be frustrating if it keeps getting played game after game so maybe cut to preserve your playgroup. Scrambleverse could fall into this category as well. I'd leave Possibility Storm though if you really want this kind of 'chaos' effect in the deck.

Its not 19 cuts but some suggestions that could help you make some decisions on what you really want to have stay.

Raging_Squiggle on None

6 years ago

Let's see if I can keep up on everything said so far.

ORIGINAL QUESTION

For simplicity and argument's sake, let's say you have a Cryptoplasm already copying an Alabaster Leech and it's been enchanted by Dead Weight. On your upkeep, you may change Cryptoplasm to another target creature and you target White Knight. The moment the ability resolves, and before the active player receives priority, the game checks for, then performs all applicable State-Based Actions simultaneously; then repeats until no SBA's are found. There are 2 State-Based Actions happening simultaneously:
1. A creature having 0 toughness. (704.5f)
2. An aura that's attached to an illegal object. (704.5n)

These are performed at the same time, and both permanents, the creature and the aura, are immediately put into their owner's graveyards.

CHEATING AURAS INTO PLAY AND SHROUD/PROTECTION

Whenever an aura spell is cast, it requires a legal target as per the casting process in rule 303.4a. An object is considered a spell Only when it is on the stack. If an Aura enters the battlefield from any zone other than the stack, it does not require a target and enters the battlefield attached to a permanent it can enchant.

Example: Progenitus and Argothian Enchantress are on the battlefield. Someone attacks with Zur the Enchanter and tutors for Dead Weight. Because it enters the battlefield from a zone other than the stack, a target is not needed and therefore not made, allowing Dead Weight to enter the battlefield enchanting Argothian Enchantress. This is because Shroud only stops spells or abilities from targeting it. And since in this particular scenario, Dead Weight is neither a spell nor ability, and it does not require a target, it can enchant Argothian Enchantress. As for Progenitus, Dead Weight cannot enchant it whatsoever, due to the fact that it specifically prevents it from being enchanted, as per the acronym DEBT.

HANDLING MISPLAYS

Even though this is primarily a tournament related subject regarding where to find more information on it, this happens quite often in casual settings. Say you tried to Doom Blade a White Knight, forgetting that it has protection from black and you spent mana from Thought Vessel and a Swamp on it. The game recognizes that you performed an illegal action and reverses the game to a point in time in which the infraction has not yet happened. Meaning anything up to that time is reversed, including your spending mana from your mana rock and your land. They become untapped and the game resumes.

This is not to be confused with Doom Blade's target becoming illegal after the casting process has been completed (including selecting a legal target). Say it's targeting an Elvish Mystic, and in response it's given hexproof from Blossoming Defense. When Doom Blade goes to resolve, the game sees its target is no longer legal and it fizzles, being removed from the stack instead. Its effect does not happen.




Hopefully I covered everything being discussed, and helped to answer the OP's question. If I didn't or I made a mistake, let me know and I'll fix it.

Zaueski on [Community Discussion]: What makes a …

7 years ago

If I may direct the conversation the other way a little bit... I do think that there are inherently great cards that you should have a very good reason for cutting like Sol Ring or Serum Visions if you're in their colors. However on the opposite side of the spectrum, there are cards that are inherently bad and are almost never played except by people making decks to attempt to prove a point.

Cards like Alabaster Leech, Doom Cannon, Scornful Egotist, Devastating Summons, Orcish Artillery and many others have way to high of a drawback to ever be useful. Now I'm sure someone somewhere will disagree with me but unless you design the deck around making it playable those are never cards that you instinctively turn to. Like clayperce brought up, its because the vast majority of the time they fail 3 or 4 of those tests and require way to much probability manipulation to ever pay off in a reliable way.

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