Consulate Crackdown

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Standard Legal

Printings View all

Set Rarity
Aether Revolt Rare

Combos Browse all

Consulate Crackdown

Enchantment

When Consulate Crackdown enters the battlefield, exile all artifacts your opponents control until Consulate Crackdown leaves the battlefield.

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Consulate Crackdown Discussion

EpicBox75 on GW Tempo token

1 week ago

I'am glad for those bans too because those cards were really annoing to deal with this deck and I think that this deck is stronger in meta now.

From aether rewolt I'am going to test Oath of Ajani Renegade Rallier Sram's Expertise in mainboard and Heroic Intervention and Consulate Crackdown in sideboard

Mainly this deck is not going to change (a lot) before zendikar rotates.

But if you want variation from this deck you can add more removal and token stuff example play set of Sram's Expertise and you could add Ajani Unyielding. The deck would be slower but then it would try to get stronger board later in game. I may test this more midrange styled variation if I can get expertises and Ajanis.

I hope that I answered even somehow correctly to your guestion.

clayperce on Tips of AER Prerelease?

1 week ago

Reposting, because I accidentally screwed up the formatting above :-(

- Confirm the mulligan rule for your LGS. It's multiplayer so the first mulligan should be free, but not every LGS plays it that way.
- Also, confirm that the matches are only one game, and that you're allowed to sideboard between matches.

- 2HG is a higher power level. 12 packs + 2 extra rares = higher average card quality. "Solid fillers" in a normal sealed pool may not be so solid in 2HG.
- Splashing is easy. More fixing (because there are two pools) + first mulligan free = possible to play all your Rares if you want
- It's often best to choose Draw. Two extra cards + slower games/stalled boards (which make early Lands less relevant) = Choose Draw unless you're both very Aggro.
- Evasion is even more important. More Creatures on board = lots of stalled boards. Menace is much worse but everything else is much better.
- Counterspells are better. I'm quoting magicjudges.org here: "With two spell-casting opponents it's less likely you kept mana up for nothing, there are more must-answer bombs overall, and its less problematic if you don't do anything for a turn if your teammate can advance the board."
- Consider hate cards for the maindeck. This is especially true for Flyer hate (in any 2HG game) and Artifact hate (in Kaladesh and Aether Revolt 2HG).

- Practice deckbuilding with your partner beforehand, if at all possible. Most LGSs give 50 minutes, and that's a PAINFULLY small amount of time.
- Be careful with cards that "target creature you control" (instead of just "target creature"), since you can't use them on one of your partner's creatures. This is especially true with combat tricks.
- Communicate with your partner LOTS, but carefully. Knowing your opponents are watching and listening, don't hesitate to bluff. Quoting manadeprived.com, "When your opponents attack, you can pause and discuss, as if you were considering killing a creature, when in fact there is nothing in your hand that can do so."
- It's pretty cynical, but worth mentioning: Pay attention to where your opponents are looking as they shuffle your team's decks. It's easy for cheats to turn the cards as they shuffle so they can see your decks.

- Two-Headed Giant Format, from wizards.com
- kaladesh-2hg-hidden-gems, from magicjudges.org
- The Ultimate 2HG Primer, from manadeprived.com

clayperce on Tips of AER Prerelease?

1 week ago

I absolutely love 2HG, and have been compiling a bunch of tips. Thanks for giving me an opportunity to share!

- Confirm the mulligan rule for your LGS. It's multiplayer so the first mulligan should be free, but not every LGS plays it that way. - Also, confirm that the matches are only one game, and that you're allowed to sideboard between matches.

- 2HG is a higher power level. 12 packs + 2 extra rares = higher average card quality. "Solid fillers" in a normal sealed pool may not be so solid in 2HG.- Splashing is easy. More fixing (because there are two pools) + first mulligan free = possible to play all your Rares if you want- It's often best to choose Draw. Two extra cards + slower games/stalled boards (which make early Lands less relevant) = Choose Draw unless you're both very Aggro.- Evasion is even more important. More Creatures on board = lots of stalled boards. Menace is much worse but everything else is much better.- Counterspells are better. I'm quoting magicjudges.org here: "With two spell-casting opponents it's less likely you kept mana up for nothing, there are more must-answer bombs overall, and its less problematic if you dont do anything for a turn if your teammate can advance the board."- Consider hate cards for the maindeck. This is especially true for Flyer hate (in any 2HG game) and Artifact hate (in Kaladesh and Aether Revolt 2HG).

- Practice deckbuilding with your partner beforehand, if at all possible. Most LGSs give 50 minutes, and that's a PAINFULLY small amount of time. - Be careful with cards that "target creature you control" (instead of just "target creature"), since you can't use them on one of your partner's creatures. This is especially true with combat tricks.- Communicate with your partner LOTS, but carefully. Knowing your opponents are watching and listening, don't hesitate to bluff. Quoting manadeprived.com, "When your opponents attack, you can pause and discuss, as if you were considering killing a creature, when in fact there is nothing in your hand that can do so."- It's pretty cynical, but worth mentioning: Pay attention to where your opponents are looking as they shuffle your team's decks. It's easy for cheats to turn the cards as they shuffle so they can see your decks.

- Two-Headed Giant Format, from wizards.com- kaladesh-2hg-hidden-gems, from magicjudges.org- The Ultimate 2HG Primer, from manadeprived.com

Hope you and your partner crack, build, and draw well!

Flagellum on Focusing my Artifact Deck

1 week ago

AER is also introducing Consulate Crackdown which is nuts with Mycosynth Lattice.

Slythiechick on BW life gain fun times!

1 week ago

was gonna use the Sigarda's Aid to get the Stitcher's Grafts on the Lone Rider  Flips faster. I'll see if I have copies of Immolating Glare to put in, moving Consulate Crackdown and something else to side. I'll see if I have any Accursed Witch  Flip she does sound like a good card for this. Alms of the Vein I am hesitant on, with it being a sorcery, and reliant on discarding it to get it for madness cost, but I'll look into it.

the vamps I used what I have, just built this last night, so should be able to get more fast.

Murphy77 on BW life gain fun times!

1 week ago

I am a bit confused as to why you included Sigarda's Aid. I would think that you would want Consulate Crackdown in your side-board. Yes, 3 Cliffhaven Vampire (which is cheap and easy to get hold of). Immolating Glare is nice-to-have, and could be in the side-board.

Other cards that are still commonly used in a B/W gain/drain deck include Accursed Witch  Flip as a creature that no-one wants to kill, and Alms of the Vein. It has been a while since I played this type of deck, but B/W G/D was certainly fun to play.

Bovine073 on Kaladesh Fantasy draft

1 week ago
Small Creature (0-3 CMC): Rishkar, Peema Renegade

Medium Creature (4-5 CMC): Maverick Thopterist

Big Creature (6+ CMC): Herald of Anguish

Instant: Disallow

Sorcery: Yahenni's Expertise

Enchantment: Consulate Crackdown

Artifact: Aethersphere Harvester

Flex Common: Decommission

Flex Uncommon: Winding Constrictor

Flex Rare/Mythic: Tezzeret the Schemer

Yeah there was nothing good for the medium creature slot, lol. I'm also doubtful on the big creature slot. Aetherwind Basker was the only other one I could and would consider. I see Felidar Guardian being the best pick for 4-5 CMC, but it was excluded, thus leaving us with Maverick Thopterist. I chose it above Midnight Entourage, at least. There were a lot of flex spot rare/mythics I wanted to pick, namely Glint-Sleeve Siphoner, and Greenbelt Rampager.

At least I didn't go all-in on a strategy this time. The bannings will make things interesting as well.

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