Banisher Priest

Banisher Priest

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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Set Rarity
Commander 2020 (C20) Uncommon
Duel Decks: Elspeth vs. Kiora (DDO) Uncommon
Magic 2014 (M14) Uncommon
Promo Set (000) Uncommon

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Legality

Format Legality
Block Constructed Legal
Vintage Legal
Duel Commander Legal
Canadian Highlander Legal
Highlander Legal
Oathbreaker Legal
Modern Legal
Leviathan Legal
Unformat Legal
Casual Legal
Legacy Legal
Limited Legal
Custom Legal
Pioneer Legal
1v1 Commander Legal
Commander / EDH Legal
2019-10-04 Legal
Tiny Leaders Legal

Banisher Priest occurrence in decks from the last year

Latest Decks as Commander

Banisher Priest Discussion

Twist35 on Animar 2: Elephant Boogaloo

1 day ago

I'm loving the counters synergies, but I think this deck is a little too "all in" for muy tastes. I think you could really benefit from a couple more mana rocks, disruption, and boardwipe protection. It seems like it will be really hard for this deck to rebuild after a single Wrath of God. If you really don't want to move away from the super heavy creature "spell creature" cards like Reclamation Sage and Banisher Priest can help provide some interaction.

LitchOubliette on Commander Staples Cube

1 week ago

Changelog (22/11/2020)

White

Blue

Black

Red

Green

Multicolored

Colorless

Mana Fixing

TotesMcGoats on Wizzardrix (Kwain, Itinerant Meddler)

2 weeks ago

OatmealBear

The Magic Mirror is some pretty INSANE card draw and we'll have a lot of instants and sorceries to get that cost down, but the ever-increasing non-optional card draw gets me worried about decking myself, so I don't think its necessary either. Once you're drawing even 1 or 2 extra cards a turn, you're really no longer concerned with needing more card advantage. That's why I love the consistency of having Kwain in the Command zone to come down on turn 2 every single game.

Shabraz, the Skyshark was another one that I was actually considering running as the commander before Kwain got spoiled because I liked the life gain and card draw. And I liked the vibe of sitting down at a table and intentionally playing partnerless. But Shabraz is a bit expensive at 5 mana and I doubt he'd ever live for long because of how fast he'd end up getting HUGE and scary and threatening with Flying.

I also considered Gwafa Hazid, Profiteer, but he's not actually as political as I wish he was. I wish he only stopped your opponents creatures from attacking you, like a pseudo-goad effect where we bribe their creatures with cards to not attack us. Alas, he basically just acts like a bad Banisher Priest.

As for Dream Trawler, Shabraz, Consecrated Sphinx and some of the other big creatures I mentioned before, you can definitely run them if you want, you just have to politic a little differently. Instead of playing the fun-loving group hug spectator, treat your creatures more like just another way to protect yourself. Save attacking with them as a last resort, or make sure you ally yourself with the rest of the table to fight against whoever is the biggest threat at the table. You just don't ever want to be that person being ganged up by everyone else, and the problem is that a lot of those creatures tend to end up quickly becoming the biggest threat. I'd say make sure to include a Rogue's Passage so that you can make sure to land the final alpha strike when you need to. People will almost assuredly have bigger boards then you, so we need a guaranteed way of getting through. Glaring Spotlight could be a good include to help you get through hexproof when you need to, or sac it when you want to go for the win.

One of my favorite aspects about this deck though is how we're playing on a completely different access from everyone else. We're here to have fun, speed things up, but also stall things out until we can combo off. Staying off everyone's radar until its too late is its biggest strength. Even if your playgroup KNOWS what your win condition is, our job is to let everyone else be bigger threats for them to have to worry about while we bide our time and set up for the win in our hand.

See, the battlefield is all about transparency. Its where most people play the game from, slowly building up boardstates and engines and scrapping back and forth here and there. Everyone can see what's in play, and who they should be concerned about. That's why I try to keep everything we put into play as unconcerning as possible, meanwhile all of our actual threats, removal, counterspells, and our win conditions, sit invisibly in our hand where no one can see them, so they don't know what to be afraid of, but everything on our battlefield tells them they probably have nothing to worry about, especially if they just leave us alone.

Telepathy is a pet card of mine that I always kind of want to find a way to fit back into the deck because it serves this purpose incredibly well. Everyone ELSE plays with their hands revealed, while you get to keep yours secret. Being able to see EXACTLY what your opponents are capable of and what you might want to save a counterspell for is GREAT for us, but its even better for our opponents to be scared of one another when they get to see every card everyone draws except for you. As good as it is for us, its not a very fun card to play against and people tend to get pretty mad about it and try to get rid of it quickly.

There's a similar issue with Zur's Weirding that seems like it COULD be an interesting inclusion with some fun politics involved, but basically every time it ends up playing out more like a STAX card that stops everyone from drawing cards and loses everyone a bunch of life instead. Its pretty unfun to be honest, and it can most likely be used against us to stop us from drawing our important combo cards, so I didn't include it either. Telepathy I'm still on the fence about.

I also tried out Approach of the Second Sun for a bit, but it had the same issue as Jace and Lab Maniac, its not good on its own, its a bit slow and obvious, and its otherwise kind of a dead draw cuz its not very good on its own. Seeing it in your opening hand is just gross. I think the concern over having a backup plan is understandable, but ultimately kind of unnecessary. I don't think I've really expressed it before, but this deck is consistent. We draw through so many cards and have so many ways of protecting ourselves and our combo that this deck tends to win a lot more than the average 25% of the time if I'm being honest. That's why I think its so important that you make sure the games are fun for everyone at the table and let everyone draw tons of cards and actually play their decks. Its why I like this specific combo too. Everyone ends up with almost their entire decks in their hands and it becomes one final ultimate showdown battle where everyone is furiously digging through their massive hand-libraries to try to find a way to stop you, and for you to try to stop them back. And if they do manage to do it, good for them! They deserve it!

philosopher on orzhov eldrazi pioneer

1 month ago

I built a displacer deck around Skyclave Apparition, so you may want to try it instead of your Banisher Priest because when Skyclave Apparition dies, your opponent only gets an X/X token and they do not get their card back, whereas when Banisher Priest dies, your opponent does get their card back. Plus, you can flicker the Skyclave Apparition with your Eldrazi Displacer to exile more of your opponent's nonland permanents.

My displacer deck: https://tappedout.net/mtg-decks/eldrazi-displacing-everything/

Flagarach on Suicidal Angel Party

2 months ago

Coward_Token, you have a point. I have forgotten to look at the shapeshifters for this deck.

Mirror Entity and Unsettled Mariner are good additions in this deck, and will replace Aurora Champion and Banisher Priest.

DadHumanPraetor on God of Good Stuff

3 months ago

More cuts, removed cards that don't immediately effect the board amd included some lower cmc utility creatures like Cloudchaser Kestrel Duergar Hedge-Mage and Banisher Priest since these cards can still be impactful in the mid and late game. I constantly tinker with this deck and to get the damage through I think curving out into 4 5 and 6 drops that threaten to takeover if they are not dealt with is the more effective way to play. At least in my experience.

Mateus_Nogueira on Primer: KCI Teshar (cEDH)

5 months ago

Thank you, valentin74!

1) Precisely for this reason. I chose to use responses that can also be used proactively. And Path can be used on some creature (an Ornithopter for example) to ramp off. Besides, it is quite common for Path to have no drawback (against 4C or 5C with greedy mana bases).

2) They are very useful in pods that I find difficult, with a lot of counter and interactions. Besides, they are necessary in situations where you combo off but your only payoffs are Urza's Bauble or Mishra's Bauble, where you can draw your deck on the opponent's upkeep and you need to win before giving a bigger window to stop you.

3) To be honest I never tried Verge Rangers because I found it slow. But if you are in a more midrange version, it may be a real option. Of course, before considering using it I would certainly use Mystic Forge.

4) I honestly don't like Heliod on this deck. Apart from triggering Teshar and possibly combo with Ballista, it adds absolutely nothing to our game plan. I prefer to use some redundancy from some of our combo pieces, or some way to dig more into the deck.

5) Not long ago I used only Codex Shredder and decided to test the other 2, and I really enjoyed it. Besides possibly answering opponents' top tutors, in practice, in our deck it is a "draw a card", since our graveyeard is an extension of the hand. In addition, it is possible to loop our non-artifact or non-creature spells with Codex Shredder.

6) Banisher Priest (or Fiend Hunter on some lists) is a necessary evil (like Leonin Relic-Warder). It is often an option to remove stax pieces that can harm our game a lot (Hello, Collector Ouphe and Drannith Magistrate), or even answer something that is essential to not lose before returning to our next turn (like Zur the Enchanter). Since we use many self mill effects, it is feasible to revive Banisher Priest with the Teshar effect, which is not the case with other types of responses. In addition, Banisher Priest can be fetched with Recruiter of the Guard.

valentin74 on Primer: KCI Teshar (cEDH)

5 months ago

Beautiful deck. I have my own Teshar deck. A lot is similar, but I saw some interesting differences with you. I have the following questions about your deck building:

  1. Why do you play Path to Exile instead of Swords to Plowshares? Do you want to keep the option open to ramp yourself or shuffle your library?

  2. What is your experience with the Shimmer Myr and Emergence Zone cards? Do you really often use the flash effect?

  3. I play Verge Rangers in my Teshardeck. I am fascinated by how this card synergizes with "eggs", Sensei's Divining Top, Millcards, Fetchlands, tutors, etc. The key effect of the card is "You may look at the top card of your library any time". What do you think of the card? Have you already tested the card?

  4. Furthermore I play Heliod, Sun-Crowned in my Teshardeck. The card is a historic spell and Heliod, Sun-Crowned goes infinite with Walking Ballista. Otherwise, the card does little. I'm not sure if Heliod, Sun-Crowned is good enough. What do you think?

  5. What is your experience with the Shriekhorn, Codex Shredder and Ghoulcaller's Bell? Sure, the effects are good. But are the effects really worth filling three card slots? I will try out the three cards myself and am curious to see how they will works.

  6. I have seen the Banisher Priest card in several deck lists, but I have never tried it myself. Is the card that good? And if so why?

I would be happy if you would give me answers to my questions.

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