|Commander / EDH||Legal|
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|Duel Decks: Elspeth vs Kiora||Uncommon|
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Creature — Human Cleric
When Banisher Priest enters the battlefield, exile target creature an opponent controls until Banisher Priest leaves the battlefield. (That creature returns under its owner's control.)
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Banisher Priest Discussion
4 days ago
I am particularly hard on this deck because I know the builder in person, and he has asked for some help. This is not a comment on a random deck tearing it a new one.
Samut, Voice of Dissent is not the easiest commander to build, because the deck is instantly torn between multiple possible play styles. She is strong enough to be a voltron commander, has the colors to be a general big-beast-beat-down commmander, and an ability that makes you want to play utility. Choosing what you want to focus on and sticking to it is going to be key in building her effectively.
One big problem at the moment is that your deck seems to lack focus. It has some generally good cards, like the Exert creatures, who were practically made to work with Samut, but then it has cards like Elvish Piper and Yisan Chord, while having very few creatures of particular use or great value to cheat out. (How often do you think this deck will have two high cmc creatures in hand to make use of Elvish Piper and Samut in one turn?)
Your creature choices suggest you run a big creature deck, yet you have 3 spells that copy instants and sorceries, with nothing in the deck that needs copying. You run Quicksilver Amulet, any only one creature of cmc 8 or greater. Your deck sifts through its creatures, but very few of them do anything, and a number of them reverse their effects when they leave the battlefield.
What you need to do is focus on how you want to win, not what you want to do or what would go well with your commander. Once you have the focus on that, you can find the cards in that vein that will have synergy with your commander.
There are a lot of cards in this deck that just don't need to be here. Maybe they are around from an earlier deck direction that didn't pan out, maybe some other reason, but as it is, they are generally of less value than many other cards could be.
Soul Warden and Essence Warden. This is not a particularly creature heavy deck. You currently have 30, and little to no token production. These cards do not have tap abilities, and so have no synergy with your commander, and your deck as a whole doesn't require a lot of life to function. It's two card slots for minimal life gain, which is a function separate from the deck as a whole.
Ranger of Eos. This card is strictly dedicated to fetching the two above-mentioned cards. It does not have a verity of targets, it does not benefit from untapping. It does not have significant combat value, and ultimately little value to the deck as a whole.
Banisher Priest and Fiend Hunter. These are just weak removal spells. They only target creatures, and they only temporarily remove them. They don't interact with Samut, and they can't be used for combat purposes since they return the exiled cards upon death. They also grant your opponents a stronger board state post-wipe.
Reiterate, Reverberate, and Increasing Vengeance. This is not an instant/sorcery deck. This is not a control deck. Sure, these are good for controlling blue decks, but again, not a control deck. If you want to go that direction, you have to dedicate more resources to it, otherwise, you're spreading yourself too thin and overall weakening your deck. Remember, you need to be building towards your win condition, your endgame, otherwise you end up with a deck that can delay someone else's, but without a goal of its own. (Which is essentially what this deck seems to do)
The Primordals. Not bad cards, but not that great. Not particularly on theme with the deck. Their abilities have situational uses, so they are cards that you hold in hand until needed, not cards that you cheat in early. They don't benefit from your commander's ability, nor do they contribute to her combat capabilities. They have ok bodies, but as far as big creatures are concerned, there are far better for the cost. Molten Primordial especially, since your current build isn't a rush deck, and you don't have many sac effects, his one-time swing won't be particularly game changing.
Viridian Shaman. Why? It's half a Naturalize on a weak body for more mana. I could see this in an Animar deck, where casting creatures gains you additional benefits, but this deck gains nothing from weak bodies. He neither contributes to Samut, nor does he benefit from her ability. This card is actually a prime example of why this deck doesn't work. "Too much for too little." Card slots dedicated to minor contro/removal aspects, with no advancement towards your own victory.
I'm gonna stop there. A lot of cards don't work in this deck, and as you said, this deck doesn't work. I'm not trying to be mean, I know I'm coming down hard, but hopefully these examples emphasize the core of what's wrong with this deck. I'd suggest a redesign towards a more focused approach with your end game in mind.
Better tap abilities should be included if you want to make the most of your commander's utility ability. Cards like Mother of Runes, Mangara of Corondor, and Intrepid Hero have abilities that are easy to reuse and will actually gain you value to use multiple times in a turn.
If you want to continue the cheating in mentality, big creatures that actually pose a threat, and/or empower your commander should be included. Stonehoof Chieftain is a perfect example of the cards you should be looking for for this style. By itself it's an 8/8 Indestructible with Trample. That's a threat, hard to remove. Instant boardstate. Additionally, however, it gives Indestructible and Trample to your commander, (as well as any other attacking creatures), advancing you towards a commander damage win.
Elesh Norn, Grand Cenobite buffs your commander, the rest of your field, and is a soft wipe to your opponents. And the buff synergizes well with your commander's Double Strike.
Avacyn, Angel of Hope is a fantastic cheat in. That said, you're in green. I prefer ramp to cheating in creatures as it is. But I will not deny the potential of tapping Elvish Piper twice, so long as you have useful cards to put in with her.
My point is that you need to find things that serve an ongoing purpose to your boardstate. If you're going big creatures, find some that work together, as well as stand alone. Think of them in conjunction to your commander, and ask what value they will have together, continuing, and towards the end of the game. During a match, you are always pushing towards the win. During deckbuilding, that same mentality should be applied.
1 week ago
Interesting deck idea. I didn't consider using Queen Marchesa for just the deathtouch and haste. I do like the Human theme. I've looked over your list and I have some ideas that might help.
First thing that kinda stands out to me is the mana base. Seems a little thin. I think you should bump it up to somewhere between 35 to 38 lands. I think 36 or 37 might be better.
These are the cards I would cut to make room for more lands.
Gallows at Willow Hill, doesn't seem efficient to tap 4 cards to destroy one target. That's 3 less attackers or blockers.
Divine Verdict, Ride Down, and Smite the Monstrous are conditional spot removal. There are better options for spot removal and trading a 1-for-1 card in hand for creature on the battlefield isn't that great in multi-player.
Dropping those would let you add 4 more lands. Now with more land drops, let's look at some of the other weaker cards.
Bituminous Blast is nice spot removal and the cascade can be nice but there could be times where the cascade just gives you something that doesn't help that much. Might be better to have something more consistent.
Disentomb is another 1-for-1 trade where you get 1 card out of the graveyard for 1 card from your hand.
Diabolic Tutor is another 1-for-1 trade where you get 1 card out of the deck for 1 card from your hand.
Death Grasp is an OK card when you only have one opponent. Not good for multi-player games.
Consider the following replacements:
Death Denied instead of Disentomb. Instant speed instead of a socery, X creatures instead of just 1.
Increasing Ambition instead of Diabolic Tutor. One more mana but the flashback makes it worth it.
Exsanguinate instead of Death Grasp so that you hit everyone at the same time instead of only one person.
Additionally, what about adding a Basilisk Collar or Gorgon Flail to the deck. That would allow your Brigid, Hero of Kinsbaile to wipe the board of creatures attacking you.
Toxic Deluge is a tough call. I like it in 60 card decks like Legacy or Modern. Not sure about this deck.
Faith Unbroken, I'm undecided on this one. I see why it's in the deck. But wouldn't a Banisher Priest or Fiend Hunter be a better choice for the exile effect?
As always, temper these suggestions with your collection and your budget. Feel free to take a look at my decks and let me know what you think.
1 week ago
I actually have a really good angel deck that I use quite often. Herald of War, Linvala, Keeper of Silence, Platinum Angel, and lots of removal. I added in Mikaeus, the Lunarch to pile up counters on herald of war to make my Angels come into play cheap. It usually gets my Platinum Angel out for 4 mana or less. I added some human cards to the mix that offer removal. Banisher Priest is an example. Add in Path to Exile and you can control the board long enough to get out angels.
Hit me up if you want more advice on Angels.
1 week ago
Well, hello there.
I see you're running esper control, and I fucking love it. But we need to discuss some points here. This may be a little long, though I'm sure it will clear up some aspects of esper deckbuilding.
- Manabase. Manabase is the crucial point for ANY three-color deck, and especially when we're talking esper, where you'll want to play cards with very color-specific mana costs (e.g. Cryptic Command, Esper Charm, Detention Sphere, Damnation and Supreme Verdict) you need to make sure you have fast access to these colors. In the right order. In the right time. And you really can't assure that using so many taplands. You have literally 0 lands that generate mana in the turn they get on the battlefield. If I had to warn you about one thing only, it would surely be: work your manabase. Right now, I believe the cheapest fetch land is Flooded Strand. With that you have access to get any Godless Shrine, Watery Grave or Hallowed Fountain straight outta the middle of your deck and fixing you really good. For a price, of course, but trust me, 3 lifepoints aren't so much when compared to the benefit of fast manafixing.
- Wincons. Your deck depends on either flipping Thing in the Ice Flip or Luminarch Ascension to win the game. That's not a problem. Spotred has a very awesome deck that wins the game with Myth Realized and that's the coolest thing ever. The problem is you're not moving toward your wincons. Banisher Priest in the same list as Thing in the Ice Flip is horribly bad. And AEtherling, well... Whenever I see and AEtherling I remember a comment I made on Jwillette72's Don't wake horror! (Sung like Don't Wake Daddy), read the comments if you want it, might clear up some stuff too. Basically, Aetherling is awesome and I love the card, but it costs waaaaaaaaaay to much mana and doesn't win you the game. You might as well be dying by turn 6, then you draw one of these guys, cast it and... well, you're still losing the game. As a 6-drop, I'm a great fan of Elspeth, Sun's Champion. She generates a lot of board presence, and if your opponent doesn't handle her in time, she wins the match on her own.
- Strategy. Building esper is hard because there are awesome midrange oriented cards such as Lingering Souls and Geist of Saint Traft, at the same time you have the two best removals in modern Path to Exile and Fatal Push (which should probably replace your 3 copies of Anguished Unmaking for. This card is horribly painful and certainly not better than Path, Push or Sphere), and even counterspells. (friendly reminder: Counterspell is not modern legal). This brings us to some hard dillemas: building a draw-go strategy or a midrange strategy? I play esper draw-go, check my list if you want it: Esper. The main advantage of this list is that you don't really need to play in your turn, and if your opponents don't show anything you need to handle, you have 4 copies of Think Twice for generating an insane amount of card advantage. The midrange strategy is also very consistent, so it's up to you to choose. The main point is: choose one. Not defining what your deck does or how you should play it is very often the biggest mistake by esper players, because you end up with a half-breed of two decks that does literally nothing dues to its lack of strategical consistency.
- Counterspells. Well, this is blue, right? We need to talk about it. Right now, you're using two Counterspells. Since they're not legal, you're probably replacing them by Mana Leak (don't use Cancel. Cancel is bad). There are a few options of good counter magic in Modern right now: Spell Snare, Dispel, Negate, Spell Pierce, Cryptic Command and Remand are probably the best ones, but Remand isn't exactly a counterspell. The point of counter spells is to assure that they cover up your enemies cards. So if your local game store has too many players using creature-based decks, Negate is probably a bad choice. If you have a lot of Jund and Affinity, Spell Snare is a bomb. And so goes, but I believe this sort of analysis is up to you. Just the keep on with the low converted mana cost spells. This is important. And keep the Vendilion Cliques. They're abusively good in any blue control deck.
- Suggestions. I read your comment about Dark Confidant and you don't really need him if you have blue mana. Bob is only good in jund or abzan builds, where you don't have card advantage generators. Snapcaster Mage goes really good here, and I believe he is one of the most interesting cards in all MTG history in terms of gameplay. Sometimes, going off a color might be interesting too. Lately, I took off black and started playing this TrUWe Control, and hell, this is fun. Although, if you really want to keep esper, I strongly suggest using more Esper Charms and Fatal Push. This cards push the esper into a whole new level of control. Lingering Souls is also very consistent in modern right now. There's a small part of the esper fans using Mystical Teachings lately... I don't really like it, but give it a try if you want it.
I hope I helped. I don't really intend to diss your deckbuilding skills or anything alike. I just like to show new control players the ideas other control players shared with me in all these years. If you want to discuss more about esper colors or controls strategies, please feel free to add me.
Anyhow, good deck! Keep it up! +1