Champion of the Parish

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Blessed vs. Cursed (DDQ) Rare
Innistrad (ISD) Rare

Combos Browse all

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.

Champion of the Parish Discussion

king-saproling on Mankind's Codex of Civilian Planetary Unification

2 weeks ago

BMHKain but it's so much easier to add cards haha. These are the cards I would cut:

Ebro on Pioneer Humans

3 weeks 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

ZendikariWol on Mono-White Prison

2 months ago

Authority of the Consuls is pretty dece against burn.

Blind Obedience is similar and would probably stall Whirza out a LOT.

Nyx-Fleece Ram is stunningly strong, gaining life and being able to bounce off anything short of a Champion of the Parish or Death's Shadow .

Just some unconventional suggestions, maybe they'll help, probably won't. But hey, it's something.

kamarupa on Orzhov lifedrain - Your life is mine

2 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.

THLombax on Sigarda Humans and Clues

3 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.

Champion of the Parish and Mother of Runes are great additions. Can't say enough good things about them.

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.

From the Naya commander deck, I'm going to test out Song of the Worldsoul and Growing Ranks and see how they work.

My only concern with my deck is running so many enchantments lol

jotape42p on Sigarda Humans and Clues

3 months ago

Hey, thanks for the comment o/

Really Sigarda is a great commander for humans xD.

So, as for the cards, i considered Radiant Destiny over Vanquisher's Banner for its mana cost, but i really wanted to test the last because of the draw i have whenever i cast a human, but i'm willing to test Radiant Destiny to see if its better because of its early mana cost.

Oketra's Monument is there xD, the others are really good, but i don't have them at hand, ones i would definitely put are the Skullclamp , Champion of Lambholt and Increasing Devotion .

I did some modifications ( Haazda Marshal for Odric, Master Tactician and Impassioned Orator for Fiend Hunter ) but didn't tested yet, and i'm waiting for Thraben Doomsayer , Champion of the Parish and Mother of Runes , no idea what card i'll take off the deck for them xD.

As for Sword of the Animist , i really liked it because it's a mana machine both for the early as for the late game, it saved me when i got no mana. Tamiyo's Journal is a machine of draws and it helps being practically a tutor for a clue based deck (as i kind of tried to do but not enought xD), a late card but it played well.

Hope it helps o/

dragonstryke58 on Naban + Changeling + Champion ...

5 months ago

That is correct.

Mothdust Changeling has both human and wizard subtypes thanks to the Changeling ability. Champion of the Parish will trigger due to Mothdust Changeling being a human, and Naban, Dean of Iteration will cause Champion of the Parish to trigger twice due to Mothdust Changeling being a wizard. It is the same as if any other human wizard (like Prodigal Sorcerer ) entered the battlefield.

Load more

Champion of the Parish occurrence in decks from the last year

Modern:

All decks: 0.12%