Conclave Tribunal

Conclave Tribunal

Enchantment

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's colour.)

When Conclave Tribunal enters the battlefield, exile target nonland permanent until Conclave Tribunal leaves the battlefield.

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Printings View all

Set Rarity
Guilds of Ravnica (GRN) Uncommon
Promo Set (000) None

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Penny Dreadful Legal
Block Constructed Legal
Standard Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Historic Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Conclave Tribunal occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Standard:

All decks: 0.39%

White: 48.18%

Conclave Tribunal Discussion

GoblinElectromancer on Mono White OR White Green Lifegain Angel Knights

1 week ago

If you are only playing Ajani's Welcome because of Sigil of the Empty Throne I would play 4 sigil of the empty throne instead of one. It might be better to play Divine Visitation instead of Sigil of the Empty Throne. As for cheap enchantments Honor of the Pure, Journey to Nowhere, Oblivion Ring, Cartouche of Solidarity, spirit bond, Conclave Tribunal, and Worship are all good. Siona + Divine Visitation is busted and might be better than playing sigil. You would need a ton of auras to make it worth it though.

Apollo_Paladin on Mardu Speed Knights (MTG Arena Build)

1 week ago

Thanks for the comment!

I'm avoiding adding anything with mana cost 3 or higher (unless it has a mechanic to reduce its cost) because with a low land count they make it difficult to cast multiple spells per turn (as well as use up all mana).

I'm still on the fence with Wintermoor Commander because his only real function with this deck build would be his Indestructible granting ability -- and even that isn't useful as much as you'd think since I can usually get quite a horde of creatures swinging very early on and then just use Bone Splinters or Conclave Tribunal to remove any real blocking threats. Originally I thought the Indestructible ability would at least come in handy vs. direct damage decks, but it doesn't seem to make a huge difference even there since using him you have to declare your target(s) first making it minimal protection at best.

Generally speaking (based on my observations playtesting) any deck that can have enough creatures on the board to really be able to do serious blocking against a good initial hand-draw has very weak/cheap creatures and one removal spell is all that's really needed. Indestructible just isn't serving a huge function, or if it is, it's pretty sporadic based on most of the deck types I've run up against playing Standard format.

On some of your other suggestions, I'd thought about Blacklance Paragon but I'm a bit torn as to what I'd drop to add him in. The only reason he was left out of the original build is that the deck is set up to use up all available mana each turn to keep the pressure on, so the Flash thing isn't really an option for defense. I guess he could still bring some surprise Deathtouch while attacking, but since I can't make full use of his abilities very much I took a pass. Maybe I'll play around with him once I sort things with Wintermoor and give him another look.

My issue with Stormfist Crusader is that I don't like giving my opponent extra cards. In general, unless a deck has some kind of additional mechanic or synergy utilizing card draw in some way; I've found giving the opponent card draws to be a fairly poor idea at any cost. I've also only got Smitten Swordmaster for lifegain myself so force-losing life per turn could be bad (especially since with this build I'm generally paying the 2 life on Shock Lands when they enter play). Having one in play might be manageable but games with multiples in play would almost certainly get too crazy.

As for Syr Gwyn, I'd have to completely rebuild the deck to include equipment and play to his mechanic. The card draw off of him is nice, but by the time a 6-mana drop enters play there won't be a ton of creatures in-hand to really make much use of it beyond occasionally topdecking a creature draw for an extra card or two. So far it's been doing incredibly well as a Speed Deck as-is so I'm going to have to pass on that one. Most games I can win finish with only 3 or 4 mana in play.

Apollo_Paladin on Mardu Knights of Eldraine

2 weeks ago

Hey, I did up my own Mardu Knight build and then started searching for others for some ideas. I like some key differences in our builds, though both seem very quick and reliable.

I'm curious about Murderous Rider whom you brought up in the description. I've been plugging away at packs of Throne on Arena trying to snag a copy to Wildcard, but 100+ packs have still left me wanting so I've had to find workarounds as well.

My deck relies heavily on Worthy Knight and the subsequent token generation to speed-play Convoke-mechanic cards (Venerated Loxodon and Conclave Tribunal). I'm wondering if Tribunal would fit in your build as well rather than having to rely on Sideboard swaps (and probable losses prior to doing that if playing multiple games against the same deck)??? It seems like you'd be able to swing it with this build even not having token-generation to help out. Just a thought.

In any case, +1 for a nice build. You're not obligated, but I'd be interested to hear your thoughts on my take on Mardu Knights as well. Mardu Speed Knights (MTG Arena Build)

ZendikariWol on Tax Tax Concede

1 month ago

Really think about Anguished Unmaking, Conclave Tribunal, Despark (it can get rid of Jace on the draw step and frankly I can't think of anything else but hand attack that will save you from the inverting menace... also it takes care of Nissa), Glass Casket (or Silkwrap), Seal Away, Brain Maggot, Infinite Obliteration, good ol' RIP, and Sin Collector.

All of these are decent cards that exile things.

HobbyGamer007 on Nobody has the intention of building a Wall

1 month ago

K4m4r0 The Birth of Meletis should be about as good as Wall of Omens. IMHO it is very good, let's you keep more hands. Also, do you happen to flood the board with creatures a lot? If so I'd cut the terrible Sacred Rites for a Conclave Tribunal. This one is good removal, at sometimes 1 mana and let's you use your mana in a stall, or use your mana on creatures.

yopolopo on

1 month ago

Si funciona jajajaja quizá una tierra mas, y probablemente también necesita unos 2-3 removals, como llevas al hero podría ser Conclave Tribunal

Chaine351 on Garruk´s Hungry Wolves

1 month ago

Actually Savvy Hunter serves a few purposes in the deck: It smooths out the curve, creates food and it draws cards. I´ve played this deck for a long time now, and it is hands down one of the most valuable cards in the deck.

The deck honestly needs a high amount of food generation to keep it running smoothly, and while the Gilded Goose is a great generator, it gets hit by removal quite often, while people underestimate Savvy Hunter A LOT.

Also, when Tolsimir, Friend to Wolves hits the table, the deck has way more than enough removal. The sideboard has Conclave Tribunal for exile, and its a great card for this deck with the amount of tokens and creatures you usually end up with on the board.

Sorin_Markov_1947 on How do I love me? Let me count the ways...

1 month ago

Sorry, I was in a bit of a rush last night.

I understand keeping the mana curve, so don't take on too many more cavaliers. You'll frequently cast Conclave Tribunal for cheaper than 4 mana, since you'll have creatures entering the battlefield most turns.

As for bounce spells, you should have fewer than the number of creatures you have (especially if you go for more tokens than ETB triggers). The first one I'd take out is Run Away Together, which you'll want to use one end or the other at some point, but rarely will you want both.

I still question Lotus Field.

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