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Creature — Human Advisor
Sacrifice another creature: Cartel Aristocrat gains protection from the color of your choice until end of turn.
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Cartel Aristocrat Discussion
1 day ago
Blasting Station is good in EDH for sure (in fact it's the main win condition of the deck) however in modern, having creatures is better. Because outside of combo, Blasting Station doesn't do anything.
2 weeks ago
Hey fl0yd I see your point about being split between archetypes. I think the two can synergize well though. I'll try to discuss the cards mentioned here.
Teysa, Orzhov Scion: A nifty card. I'm not super sold on it, but she may have a place. I may play test her at 1.
Blood Artist: I would love to run him and Zulaport Cutthroat at 4 in this deck, but space is currently a bit tight and he lacks human synergies. I leaned on 6-7 being enough of the drain effects. Thoughts on who exactly to take out?
Thatcher Revolt: I really like this one as well. It has a lot of synergy. There's really two main reasons it didn't make the list first go round. Basically I want red to be as small a splash as possible. You made a good point about it helping the budget, so I'd like to at least need as few duals, shocks, and fast lands as possible. Secondly it isn't a human creature, so it cannot be returned with Rally the Ancestors which is currently a very strong play to close out a game at instant speed.
Removal Suite: I absolutely agree with you about upgrading Tragic Slip. To me the floor on it is too low (but it does have a high ceiling). Ideally I'd replace it with Fatal Push because I'm a bit iffy on Path to Exile. The problem is I'm trying to keep the list from hitting crazy prices.
Viscera Seer: Initially building the deck I thought of Viscera Seer. I like the free sac and Scry is ok. At the time I opted out for a full set of Falkenrath Aristocrat. You are right she can be bad in multiples and I have to be careful when I play her. I'll debate coming off one Aristocrat for Seer though. The problem is (while Aristocrat may be expensive) she has insane potential to close out a game or turn a game around. She has great human synergy and has board impact the turn she comes down. If my board is established she has board impact the turn she comes down even if she gets targeted by removal.
Abyssal Persecutor: I like this card and I'm definitely going to test it. My concerns are it comes down and doesn't do anything that turn for 4 mana. It also dies to Fatal Push and would be fighting with Falkenrath Aristocrat for a spot. And Aristocrat has Haste and can achieve Indestructible possibly.
Judge's Familiar: I'm a bit iffy on this one. I see what you mean about the value in the control match up though. It may warrant a sideboard spot. There aren't any humans with a similar effect are there? I guess Thalia, Guardian of Thraben is close.
Hand Disruption suite: Love the idea of this. Almost definitely will make it in sideboard. Main board is a maybe since I want to be creature heavy and I feel at least a little removal is important.
Rite of Consumption: I see where you are going with this card. It packs a lot of potential, but I feel like it will often just be dead in my hand. I'll consider it though.
Red: I see your point in removing red. It definitely helps with the budget as well as consistency. But, I think Falkenrath Aristocrat is a bit too strong to pass up in this build. At least in its current iteration.
Thalia's Lieutenant: I see your point here. The goal with her though is to have an aggressive start. Turn 1 Champion of the Parish into Lieutenant is a lot of damage up front. Plus I like she can buff my Cartel Aristocrat who is basically unblockable. I'll consider lowering her count for some Gather the Townsfolk though. The problem with Townsfolk is again that it is a spell.
Falkenrath Aristocrat: I see where you are coming from with this card. And I've largely addressed her already, but I will test with her at 3. Also, she was a large part of the reason to build the deck. Her status as an Aristocrat and Human Synergy makes the idea just click.
Unclaimed Territory: This card is basically being used as a budget Cavern of Souls which would be undeniably good in this deck. Given the low spell count and the fact there are only two creature types makes the color fixing surprisingly good.
Overall some real quality suggestions that have given me a lot to think about. I'll make some adjustments, do some testing and get back to you.
3 weeks ago
You have a lot of creatures that benefit when creatures die but not many ways to kill your own creatures. Viscera Seer and Cartel Aristocrat are awesome in that. Lingering Souls gives you a lot of sacrifice fodder. Bontu the Glorified can be a good finisher.I would replace clame/fame with Return to the Ranks it a bot more flexible.
I wouldnt play Death Shadow, there are better ways to let you creatures die. You also dont need Torment of Hailfire and Pawn ofUlamog. They are to slow and not very good on their own.
I wouldnt play Bone Splinter Fatal Push, Path to Exile and Tragic Slip are way better.
4 weeks ago
I haven't had any problems with it. Children of Korlis, Selfless Spirit, and Walking Ballista can all sac themselves without use of mana, and Hidden Stockpile replaces the creature at EOT, so the 1 mana is worth it to me. Viscera Seer might be worth it, but I'll have to playtest a little to see where it fits. I don't really want to give up any of my other 2 drops for Cartel Aristocrat. While it does sac creatures, its effect isn't as helpful to my deck. Selfless Spirit is better IMO since it has flying, and can protect all my creatures(if I happen to want them protected). Thank you for your suggestions, lukas96
4 weeks ago
Im not conviced by your sac outlets to be honest. They all require you to pay mana in order to sacrifice a creature as far as I see.Viscera Seer and Cartel Aristocrat would do a better job in killing your own stuff.
1 month ago
Love the thought and the theme - +1.
Couple of suggestions. I don't see the keyword "budget" anywhere, so I'm going to list all possible options for this deck. They will range from expensive (as in cards in competitive magic) to budget options since the deck seems to be in that kind of range.
Lands first. Since you are two colors, playing that many basics isn't a terrible idea, but not drawing a particular color, or not enough mana sources of that color, can still be a thing that holds you back. Options are fetch and shocklands to get your colors as soon as possible - Marsh Flats and Godless Shrine are the two in your colors. You can include other black and/or white fetch lands like Bloodstained Mire or Windswept Heath because they both search for Godless Shrine. However, late game they can only search for one of the basic lands which may become a problem. In lue of other fetch lands, dual lands such as Isolated Chapel or Concealed Courtyard are the other two options that are played in modern. Ironically, they're opposites in the fact that you want Concealed Courtyard in your opening hand, and not late game, where as you don't mind Isolated Chapel late game, but would prefer not to see two in your opening hand since they would both come in tapped. These lands will greatly increase your color fixing, not to mention fetching lands helps thin the deck so that you are drawing less lands later in the game. (I do have to mention that, with each fetch, there is only a 1% less chance of drawing another land, but every bit of help can do wonders). Lastly for lands, 24 seems too much for a deck that curves out at 3 mana, and the three mana cards are only 6% of the deck. I'd recommend going down to 22. See if that helps at all.
Onto creatures. I see why you like Doomed Necromancer here, but he is someone that should be taken out of the deck. First off, he's three mana which is at the top of your curve. Secondly, he takes a full turn to be able to activate his ability. Thirdly, even if your opponent doesn't (or can't) pay the three life (assuming Athreos, God of Passage is on the battlefield) he still then takes another three mana and another turn to activate. He's too slow for modern, especially with the fact that you're not bringing anything BIG back. Just other smaller aristocrat type creatures. I feel like Spiteful Returned is in a similar position. Four mana to bestow, just for two life upon attacking? Aside from Cartel Aristocrat, how many of your creatures are truly just going to keep attacking? modern is full of 2/3 and 3/3 one drops (Wild Nacatl, Kird Ape, Merfolk, ect) that will simply just block your creatures. I know you don't care about dying, but those kind of decks can assemble and be MUCH faster than you, so you need to be able to compensate in order to beat those types of decks.
Honestly, you could try to go the infinite route with Viscera Seer, Kitchen Finks, Anafenza, Kin-Tree Spirit, and Murderous Redcap. However, that isn't exactly new and you lose a lot by not adding green. In saying that, I do think you should consider Viscera Seer as another sacrifice outlet. It also helps you scry which has the potential to be game changing in the long run.
Other control aspects. Being that you're playing black and white I think you should consider these options for creature destruction: Path to Exile and Fatal Push. These are arguably the strongest creature removal spells in the format. Also, for more hand disruption, you could look into Thoughtseize. The 2 life is almost irrelevant being that you're playing Blood Artist to gain life.
I am not trying to sound like an arrogant jerk here assuming you don't know what your cards do, but I do want to make sure you understand two interactions that could potentially happen in your deck. If you already knew these, I'm sorry. Gift of Immortality, while useful, does have a potential backfire. If Athreos, God of Passage is out and a let's say Black Cat dies with Gift of Immortality on it, then you would need to choose how the stack would resolve. You have the option of choosing when your opponent discards there card at random, when Athreos, God of Passage's trigger goes, and when Gift of Immortality goes. Here's the problem. If you allow Athreos, God of Passage's trigger to resolve first, your opponent can NOT pay the 3 life and allow the creature to return to your hand. While this may sound beneficial at first, you then LOSE Gift of Immortality being that the creature is not returned to the battlefield, and Gift of Immortality has no target. If you allow Gift of Immortality to resolve first, then Athreos, God of Passage's trigger is meaningless. Just wanted to make sure you knew how that went to decide whether or not to keep Gift of Immortality.
The second interaction is with Tidehollow Sculler. For him to be used to his MAXIMUM potential you need a sacrifice outlet. Let's say you have Cartel Aristocrat on the battlefield. You cast Tidehollow Sculler and he resolves, and his enters the battlefield (ETB) trigger goes on the stack. BEFORE HIS FIRST TRIGGER RESOLVES, you then sacrifice him to Cartel Aristocrat so that you now have two triggers going onto the stack above Tidehollow Sculler's etb. You give Cartel Aristocrat protection from whatever color you want, then Tidehollow Sculler's second trigger resolves returning whatever card he exiled. Here's the kicker, HE HASN'T EXILED ANYTHING YET. Therefore, nothing happens. Now that those triggers resolved, his initial ETB trigger resolves, and you get to permanently exile whatever nonland permant is in their hand. Again, if you knew these interactions, I apologize for wasting space and your time to describe them.
1 month ago
-Wall of Blood cause why?
1 month ago
Thanks for the suggestion square711. As of now the deck is a human tribal, and the point of having Wolfbitten Captive Flip is for a turn 1 play and to be used as fodder. Mayor of Avabruck Flip is used to pump my humans, with both not necessarily used for their wolf flip sides. I can definitely see where youre coming from, and I do have a play set of Bloodsoaked Champions to replace the Captives..I also have Young Wolfs so I'll tinker around with those. I do need to pickup Viscera Seers and Cartel Aristocrats, those would definitely speed things up! Also, instead of Raise the Alarm, what do you think of Gather the Townsfolk?