Champion of the Parish
Creature — Human Soldier
Whenever another Human enters the battlefield under your control, put a +1/+1 counter on Champion of the Parish.
Printings View all
|Duel Decks: Blessed vs. Cursed (DDQ)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Champion of the Parish occurrence in decks from the last year
All decks: 0.12%
Champion of the Parish Discussion
5 days ago
Ok, so I've been thinking about how to make this deck budget, since I've seen some interest in that, and my maybeboard has my answer. I don't think it's as good as this version, but it might still pull off the strategy.
In place of the Aether Vials, you'd put in Call to the Kindred, which provides both card filtering and a free uncounterable creature every turn. The best target for Call is a changeling, so since you wouldn't need Watcher for Tomorrow's filtering as much, you'd replace him with Universal Automaton. And of course, protecting the enchanted changeling would be high priority, so the Dispel in the sideboard would be mainboarded, replacing Arcane Adaptation.
Since Call doesn't come down until turn 4, you'd be more reliant on having an early Champion of the Parish and some Unsettled Mariners to buff and protect him, so it's not as reliable as the actual build, but it's much cheaper!
1 week ago
Went 2-1 tonight at FNM. Didn't face any top decks, unfortunately, but it still felt good to get this deck out there and let it run!
Went 0-2 versus Infect. I'm not used to facing such a fast deck anymore, so I don't think I played well against it. Kept hands that would've been fine with 20 life, didn't get going with just 10. Want to test this build against infect some more before I make anu determinations, but got outplaued today.
Went 2-0 agaimst a rogue U/R control deck. My control matched up well against his control, and my Golem army was too resilient for him to overcome. Fun match, but can't draw anything from it regarding Solaria vs metagame.
Went 2-0 against Bogles. Outraced it both times, which felt great! Without a Champion of the Parish and Aether Vial in your starting hand, this deck can take a couple of rounds to take off, but once it goes, it goes so fast!! This is why I'm not convinced we're bad against infect, today's results notwithstanding.
All in all I had a fun outing, and enjoyed putting this deck through its paces. Didn't learn too much metagame info, but hopefully the next FNM I make will be more instructive.
1 month ago
BoneclockHarmony I am going to build this for an upcoming tournament and I believe these changes could help. I am going -1 Island and -1 Shelldock Isle for +2 Mystic Sanctuary so I can bring back a Cryptic Command or Archive Trap to take control if needed. I am also going to try +1 Archmage's Charm in place of -1 Visions of Beyond as a way to get a bit of additional versatility if card draw isn't necessary. I think this can also help in specific matches against Death's Shadow , Champion of the Parish , Monastery Swiftspear , Aether Vial , or Chalice of the Void . For the sideboard I am also thinking of swapping Negate for Essence Scatter depending on how the meta changes.
2 months ago
BMHKain but it's so much easier to add cards haha. These are the cards I would cut:
- Auriok Champion - is somewhat restrictive in 5 colors, and the card isn't very impactful.
- Zhur-Taa Druid - Does not produce colors that you wouldn't already have, and the damage is negligible in most scenarios.
- Thalia's Lieutenant - Requires a more token-based strategy to be impactful.
- Knight of the Reliquary - Situational mana fixing that doesn't ramp in your build.
- Burning-Tree Emissary - Not great at mana fixing, only seems good if you've already assembled a nice recursion engine at which point you probably don't need this.
- Champion of the Parish - Kinda vanilla.
- Crucible of Worlds - Doesn't seem that impactful. Dragon's Hoard or Coalition Relic would be better in my opinion.
- Odric, Master Tactician - Needs at least 4 dudes on board to work, and seems to be most useful when you're already winning.
- Metallic Mimic - Not very impactful here.
- Kambal, Consul of Allocation - Not very impactful here.
- Emergence Zone - You already have a couple other things that do this better.
- Anafenza, the Foremost - Unless your playgroup always has a graveyard deck at the table, I would take this out. Anafenza can hose you if somebody copies or steals it.
- Lavinia, Azorius Renegade - To me this kinda just reads "nobody can cast Pacts", which isn't that great an effect.
- Fatespinner - This card is more a minor annoyance than a threat.
- Angel of Glory's Rise - Great effect, but exiles your general. Patriarch's Bidding might be better.
3 months ago
Maybe consider an Unruly Mob . Back in dark ascension/ avacyn restored, I ran a very similar human tribal deck. Unruly mob was one of those cards that got outta hand lol. Couple that with Champion of the Parish and you got op incarnate. 10/10 well built sir
4 months ago
Authority of the Consuls is pretty dece against burn.
Blind Obedience is similar and would probably stall Whirza out a LOT.
Just some unconventional suggestions, maybe they'll help, probably won't. But hey, it's something.
4 months ago
Declaration in Stone is pretty decent, but it is also a Sorcery. I think people have a misconception that Instants are better strictly because they allow for more immediate response. While speed is an undeniable advantage, in a deck without ramp, making use of mana on opponent's turns can also be more efficient. For example, with an Instant in hand, you can use untapped mana to remove a threat on an opponent's turn, then untap those lands on your turn, whereas a with a Sorcery, you have to wait until your turn and then choose between casting a removal spell or a creature spell. And then there's range - not all removal spells are equally useful, and in my humble opinion, Generous Gift is pretty solid - not only is it an Instant, but it works on everything. Of course, it also comes at the top of realistic CMC, vs stuff like Fatal Push and Path to Exile that are much narrower, but also allow versatility in casting more spells. I usually run 1-2x of a couple different removal spells that overlap, but also give me range. The added upside to singleton removals is that spells like Surgical Extraction etc that consider additional copies in hand/deck/graveyard, etc fizzle. The downside is against spells like Duress that reveal your hand, as singletons will make it easier for opponents to count your cards (as is true with land art). That's not something I usually care about, but I understand why other people do. I usually prefer white removal to black, so I might run something like 1x Blessed Alliance (versatile and works against hexproof/indestructivble), 1x Generous Gift (works against everything at Instant-speed), 1x Declaration in Stone (very strong against tokens and it exiles), 1x Cast Down (value of speed and application). I don't think this approach is favored in competitive play. Indeed, part of the reason for it is budget-related. If I could afford 16 copies of Path to Exile, it would be in a lot of my decks. And certainly, some of the same logic is generally reserved for Sideboards, which I also use to pad out my top removal spells along with other utilities like Pithing Needle , Ratchet Bomb , Nevermore , Celestial Purge , etc.
Yes, I think you should still try to lower the CMC. In a fast format like Modern, 5 mana on T5 isn't a lot! That's a total possible casting power of 15 over the course of your target game, and that's assuming you play a land each turn. (That also means you'll only be looking at a maximum pool of 12 cards, and 5 of those must be lands! So what 7 spells can you cast for 15 mana? That's only 2.14 mana on average!) If you consider the likely possibility that at least 2 of that 15 must be spent in preventing an opponent from winning, that leaves a maximum of 13 mana to cast other spells. If at least 1 of those other spells is going to be a wincon that costs 4 or more, that leaves 9. This is why spells like Sorin, Vengeful Bloodlord are so difficult to use. If you cast him, you're left with only 5 mana total over the course of 5 turns to cast other creatures and spells. That's only 2x 2CMC creatures. Having 20x 2cmc creatures guarantees you'll get a couple, but it doesn't offset the price of trying to play bigger spells. If Sorin gets removed, or hit via evasion, trample, etc, you can lose a lot of limited resources, and because of spells like Generous Gift and Beast Within , opponents can remove any big threat for less than you can cast them. This can easily slippery slope into getting a combo and protecting it at all costs, which I think, while sometimes fun, is also not as good as a deck without a central/obvious threat. I'm big on value and synergy. Like, I think 30x Champion of the Parish and 10x Brave the Elements would beat just about anything. This all applies to your report on trouble with heavy counterspell/removal. Without a lot of disruption, you've got to be able to play creatures for less than opponents spend to remove them. That usually means no more than 4 spells at 3CMC and only 1-2 at 4+CMC. It also usually means at least 6 1CMC spells. Of course, you're constrained by the theme of the deck, which is all about life-drain, and I think you're way out in front of foolhardy decks trying to play Exquisite Blood+Sanguine Bond among a smattering of other 3CMC+ spells. That said, you still want to make your deck as competitive as possible within your budget, so anywhere you can make the deck faster, more efficient, and more consistent, you want to trade power all the way down to the minimum. Most games, you only need to get opponents from 20 life to 0.
To address Tron, I think it's worth going back to removal options briefly to point out that Generous Gift works on lands, which can be used to shut down Tron decks or at least slow them down. The great thing about GG is that it works on other stuff, too, making it considerably better than something like Rain of Tears , which is so specific and narrow, it's hard to justify even in a sideboard. Other stuff that's great against Tron: Ghost Quarter and less budget friendly, Field of Ruin . Damping Sphere is solid, too, and will favor your heavy-ish use of limited mana, as it's very possible you'll only have enough to cast 1 spell on many turns. To some degree, all this also depends a bit on what sort of threats the Tron decks you're facing are putting down, as it's a pretty broad archetype. Sometimes more removal or board wipes can be useful, but given the mana Tron produces, it's usually difficult to keep up with it once it's assembled. Oh. I got really carried away. Sorry about that. I hope some of this is useful.
5 months ago
I like the draw that Vanquisher's Banner gives you but for 5 mana, it's a big investment. I used to run Door of Destinies and Coat of Arms but I found that they just didn't help out as well as one would hope. The perks of Radiant Destiny is once you get the city's blessing, it can't be taken from you.
But your passion for the two artifacts makes me reconsider them and I'll have to give them a second look. Especially having any of the doubling enchantments with Tamiyo's Journal can be solid.
My only concern with my deck is running so many enchantments lol