Channeler Initiate


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Rare

Combos Browse all

Channeler Initiate

Creature — Human Druid

When Channeler Initiate enters the battlefield, put three -1/-1 counters on target creature you control.

, Remove a -1/-1 counter from Channeler Initiate: Add one mana of any color to your mana pool.

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Channeler Initiate Discussion

Meurth on Mr. Fister

6 days ago

I love the idea! I didn't think Jodah would be playable in standard but this looks really good.

How do you feel about running Champion of Rhonas to get the big creatures out even easier?

You could also run some more ramp spells like Gift of Paradise and Channeler Initiate

Looking forward to updates.

Chasmolinker on Weakened At Burnie's (PROTOTYPE)

1 week ago

My son runs a deck like this....
Check it out if you like:

Isaiah Jund Counters

Standard Chasmolinker


I would recommend trying Soulstinger and Channeler Initiate. +1

HobbyGamer007 on Casual Muldrotha, the Gravetide

1 month ago

I'd run Buried Alive to get Necrotic Ooze, Channeler Initiate and Devoted Druid into your graveyard easily(which you should also run). Then cast Ooze from your grave and make infinite mana with the abilities of the other 2. From that it should be easy to win. For instant you could do hulkweaver loops, where you play Protean Hulk sacrifice it to say Viscera Seer and play it again, then sacrifice Multrotha and play her again to be able to get another creature out of the grave. This way with infinite mana and a sac outlet you can get infinite hulk death triggers which can get you want you want(Walking Ballista for the kill.) Also your Muldrotha is really expensive, so you probably want to run all 1cmc mana dorks.

Also maybe either cut Hermit Druid for a good tutor or get out all basics and add Dread Return so you can go for the Nooze win in one swoop.(put whole deck into grave, sacrifice Druid and 2 others to Dread Return, get back Necrotic Ooze. Then make a mana(usually done with Wall of Roots) to give haste via Blighted Bat and make infinite mana and kill all players). Not sure if I'd run this in muldrotha though, since it's a lot of overhead for just making hermit druid work. It'd put him into the spotlight instead of Muldrotha, which is probably not the right calls, but might be worth testing anyway.

landofMordor on Best MTG Block/Set in the ...

1 month ago

@Icbrgr, I used to feel the same way, but after watching his story unfold in RIX, and watching Jace discover how his history of abuse actually led to his callousness, and choose a path of open-minded curiosity and empathy instead, was in my opinion the most dignified and human of retcons, and I thoroughly approved. Maybe Jace will grow on you, my friend (:

I didn't play back in the Persist days, but I see what you mean! I just love the flavor of "poisoning" your own creatures and watching them get stronger (Channeler Initiate) in Bolas's toxic plane. It is just way cooler and more fun than wannabe-BDSM-New-Phyrexian-Infect. (Where you have a grudge against Jace, mine will always be against the mechanical treatment of New Phyrexia.)

saber4734 on Gruul Monsters

1 month ago

I like a lot of what this deck is doing. Might incorporate some aspects of it into my deck. Channeler Initiate might be a better card that Greenwheel Liberator. Because it offers more mana ramp plus a larger creature if she doesn't get hit by removal. Jadelight Ranger seems like a good idea also. I own a playset of Chandra, Torch of Defiance and she is a great Planeswalker. So I'm giving her a thought also. Decisions Decisions.

Force_of_Willb on Jund Kicking the Ramp

1 month ago

Not sold on Josu Vess, Lich Knight - too slow to be kicked, I think that Territorial Allosaurus should take his spot. Its easier and a fine play on turn 3 (off your mana elves) and better late if it can be kicked.

Due to the difficult mana base I understand why you have 7 ramp spells but it might be too much, I personally prefer Ranging Raptors in the three spot especially against aggro. If your worried about hitting the other colors on turn you can also invest in additional 2 drop mana dorks Channeler Initiate/Drover of the Mighty which can also be bigger late game.

Lastly, as much as I enjoy planeswalkers, Nissa and Vraska seem out of place. If played on curve, the only creatures you would normally have out are possibly tapped Mana Elves or the Ballista to protect them. I would fill their spot with more Territorial Allosaurus or the other creatures mentioned.

Untamed Kavu is also a great non mana two drop

PhthisisClock on Negative Creep Modern

1 month ago

@SomeFish... Ambush Viper and Throne of the God-Pharaoh have been teetering on being replaced for a little while. Viper has come in handy a few times, and Throne was amazing a couple of times, but I think the theory of Throne is better than it usually plays out. Viper is nice, but could easily be replaced by something like Cast Down.

As far as increasing lands, I've not yet needed more than 21 but that's because I usually draw into Channeler Initiate and most people in my meta don't waste removal on it.

AFA splashing white, idk... I was attempting to build this as strictly golgari but Fate Transfer is technically both U and B... but Transfer has been essential to this build. I'm actually going to bump Transfer up to a 4x but have been working on two other decks at the moment.

Thanks for checking it out, I appreciate the link to my deck. Maybe this build will evolve into the powerhouse I have always thought it could be.

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