Cartouche of Zeal

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Common

Combos Browse all

Cartouche of Zeal

Enchantment — Aura

Enchant creature you control

When Cartouche of Zeal enters the battlefield, target creature can't block this turn.

Enchanted creature gets +1/+1 and has haste.

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Cartouche of Zeal Discussion

Om3gaOm3n on Whack 'em down (Post-rotation)

1 week ago

You should try to add Cartouche of Solidarity and/or Cartouche of Zeal I like the red one more, has it can stop a blocker.

Vortain on R/G Warrior Aggro

1 week ago

I think this needs a fair amount of work. I'm not an expert by any stretch of the imagination, so take what I say with a grain of salt, knowing many others could give you far better advice.

I think you have a few different things you are trying to do:

However, there's so much going on, I don't think most of these things will happen consistently. You only have 1 of each of the cards mentioned above, ensuring that you'll rarely see them played (especially the Zeal combo, which isn't that good to begin with).

I think you should just focus on a few things, mainly Warriors, Exhaust, and the Haste ability, as I think that's what you want your deck to mainly be. The suggestions I make are mainly using exactly what you have, only pulling a few cards from elsewhere.

I'd say get rid of the following:

  • Trial of Zeal - It's not an instant, and it only deals 3 damage. Getting the combo off with Cartouche of Zeal is unpredictable. I'd much rather see 4 Hungry Flames in your deck, where you can clear their minions out, and deal a bit of extra damage to the player.
  • Open Fire - Again, Hungry Flames is better here, as your focus is creatures dealing damage, so just having the option to deal 1 extra damage to the player seems like a huge loss, verses the ability to clear out their creatures and deal damage to the player. Additionally, Shock seems like a much better card at only 1 red mana, if you want more Instant damage.
  • Grapeshot - You have a lot of mid to high costing cards, so at most you may get 1 extra damage with this consistently. Again, for 1 red mana, Shock trumps this (in your deck).

These I'd sideboard, maybe:

  • Bitterbow Sharpshooters - They are situational, probably best if you know you are going against blue/white or someone with flying. Otherwise, the high cost and lack of synergy is hard to justify.
  • Deem Worthy and Shivan Meteor - Both cost a lot to have as part of your core, and not very useful if you are going up a blue control deck, or aggro deck (again Shock and Hungry Flames would be useful in most all situations.) However, if you know they are packing some large creatures, then I'd stick with Meteor since it has a ton more damage, even though it lacks cycling and demands 2 red. If they have large creatures, you definitely rather overkill in case they can pump them.
  • Hijack - Simply put, it's situational. Sideboard when you know you are going up against heavy artifact/vehicle decks. Otherwise, something that straight up destroys artifacts might be better (there's a red card that destorys X artifacts, I think, and that would probably work better in your side board. It could really cripple an artifact deck).

These I like but not sure about:

  • Majestic Myriarch - I like this card a lot, but am playing it in a deck where I only have four five-cost creatures, a few three-cost, and the rest 1 and 2 cost. I don't think it fits well here, but with some changes it might. And you might play with it and find I'm very wrong. Try it and see how it plays out. If he can copy Haste and Double Strike, he could do well consistently.
  • Throne of the God-Pharaoh - I get the idea behind this, but I'm simply not sure if it works in practice. Play with 2 or 3 in your deck (to make sure you see if regularly) and see how it works out. Get rid of it if the damage in negligible.
  • Hazoret's Monument - I do like this in your deck, and probably would play with 2 or 3, but ditch it if it doesn't seem that helpful. But since you have so many red and red/green cards, it seems like it'd do well.
  • Garruk's Horde - It's expensive and only kinda useful if you can get it out. Maybe Cultivator of Blades would be a better option. Again, this one you'd have to test.

These I think you could choose one or the other:

  • Hooded Brawler or Khenra Scrapper or Ahn-Crop Crasher- These cards are nice in their own respect. I think the weakest is Hooded Brawler, mainly because he doesn't have haste and can be blocked. If you find you consistently get him out with Bloodlust Inciter to haste him, then maybe keep him. Otherwise, I'd choose Khenra and Ahn, and you should play 2, 3, or 4 of each. Ahn I think is especially strong.
  • Rubblebelt Raiders or Frontline Devastator both I like for different reasons. I think Rubblebelt is the better choice. Play 3 or 4 of them.

Things I like:

  • Samut, the Tested - This I think could pull off some beautiful combos with haste creatures, especially Ahn-Crop Crasher. Probably would add 1 more, maybe 2.
  • Lovisa Coldeyes - He fits the theme well, I'd just add more of him.
  • Bloodlust Inciter - Fits your theme well, gives haste, works as a chump blocker, works on curve. I'd probably want to have 3 or 4.
  • Prowling Serpopard - Didn't know about this, seems incredibly helpful. Might be situational though, and maybe should be side boarded. If you are going against blue, you want this. Otherwise, something like, Sheltering Word or Blossoming Defense would probably be good in all situations as it protects against direct damage spells, -1/-1 counter spells, etc where as Serpopard does not.
  • Khenra Scrapper - Seems like he could be pretty strong when you want to by pass creatures, especially in combo with Ahn-Crop Crasher and Bitterblade Warrior

Final thoughts

That's probably way more than you wanted (if you wanted any criticism) but I hope it's helpful. I think the main thing is to focus on Haste and Warriors and/or Exhaust. I think you just need to increase the card count you have on some cards. Here's a quick mock up I did, though I didn't spend a ton of time on it. The main thing you'll notice is I increased card counts on cards I liked, and sideboarded anything I felt was more situational. I also slightly adjusted the Mountain/Forest ratio.

R/G Warrior Aggro Suggestions

Oloro_Magic on Untapped.in

2 weeks ago

If you are referring to aura's than their are the Ordeal cycle from Theros, most notably Ordeal of Heliod. There are some decent haste enchantments such as Hammerhand or Cartouche of Zeal. I'll take a look on gatherer to see if I cant find an aura that gives counters other than the ordeal cycle.

As for non-aura's Hardened Scales if you already have the means to, Cathars' Crusade for continuos counters, Bow of Nylea can give counters, however most tend to be sorceries. A haste static enchantment would be Fervor.

hullos on Mono Red

3 weeks ago

i would recommend Hazoret the Fervent because you are an aggro deck you will most likely not have many cards in hand so then you can attack. that is if you want aggro, Thermo-Alchemist is not that aggro and a deck should be built around him along with Soul-Scar Mage. if you want cheep aggro cards Cartouche of Zeal and Ahn-Crop Crasher are great but hey you do you i'm just giving suggestions

Atroxreaper on Gideon's Effortless Exertion (RW)

3 weeks ago

Hungry Flames is a nice piece of instant speed removal that doesn't take your foot off the gas pedal. Just my opinion the Cartouche of Solidarity and Cartouche of Zeal might be other options aswell as Trial of Zeal

koreus on

3 weeks ago

RIP Alchemist :'(

The main issue here (one I am constantly dealing with, also) is your deck's inherent weakness to Abrade. I can see the synergy this deck might have had with Thermo-Alchemist, but it seems to be lacking the "oomph" it might have had with it in the mainboard; Maybe Nimble-Blade Khenra if you prefer the prowess side of your deck or Ahn-Crop Crasher and some Cartouche of Zeal for some ridiculous direct damage? I think the latter would work well considering you are running 4 copies of renegade tactics, which also removes blockers, although I feel the added zeal and the sheer force of Ahn-Crop Crasher can't be sneezed at. Other than that, the deck looks like a ton of fun!

Andre_Whales on G/W Hexproof Creature Enchantments (Bogles)

1 month ago

Redace878 Thanks for the feedback, before you told me about them I only knew the Cartouche of Zeal because of draft, and these will help with combating Liliana becuase there are two Jund players, and two Abzan in my meta.

landofMordor on Blood In The Nile

1 month ago

Hey friend. Love this deck idea, especially the Torments. I think it has some teeth and you'll be able to slaughter control decks with it. Your problem here is probably matchups against aggro decks that can empty their hands onto the battlefield before you can empty it into the grave.

To that end, I would concur with a previous poster that sweepers are great, such as Yahenni's Expertise, maybe Bontu's Last Reckoning, or Sweltering Suns. Maybe adding in Trial of Ambition/Cartouche of Zeal over some of your more conditional removal would also help. I would prioritize making Dreamstealer connect over some other forms of discard/removal -- Khenra Eternal and Cut / Ribbons come to mind as cards that could be replaced with a playset of Dreamy and Cartouches to help him connect. Zeal, in particular, means you can sweep on T3 and then land Dreamy and swing for 3 discards on T4. That hurts way more than Glorybringer in my opinion (though I wouldn't cut all your Glories).

For sideboard, Abrade is huge, as is Magma Spray and Glorybringer. I'll keep thinking and let you know if I come up with anything else. Best of luck, and cheers!

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