Drannith Magistrate

Drannith Magistrate

Creature — Human Wizard

Your opponents can't cast spells from anywhere other than their hands.

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Set Rarity
Ikoria: Lair of Behemoths (IKO) Rare

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Legality

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

Drannith Magistrate Discussion

VietMoneys on The Minimal School of ErTaiChi, at Water's Edge

6 days ago

Hi ivenxyz. Thanks for checking out the deck. I would not expect this deck to perform well in a cEDH environment without some major changes, but I am curious to hear about your experience!

As for recent cards, I imagine Drannith Magistrate would fit well.

Vash13 on Swiss army commander deck

1 week ago

Well absolutely then I guess ill just go down your list. LANDS: First I see nykthos, an amazing card but I gotta wonder if your getting real value in a tri color deck, maybe swap for a Raugrin Triome, would play well with all your fetches. Then other than that I'd swap out some of those tap land some of their abilities are nice but at the end of the day not much is worth being a turn behind on mana ENCHANTMENTS: first off I love Soothsaying +ramp many dont appreciate it but I think the layline and underworld breach are over rated and I would opt for some general control to help with the slower game play here I'd suggest Mana Web and Price of Glory two great cards for general slowing of others decks Rising Waters also can go well in a low creature deck like this, then with all your artifacts Mechanized Production would be a great alternate wincon. ARTIFACTS: well since your going for ramp.mostly with your artifacts there's not much to say here but the goggles do feel heavy and slow with your tiny creature swarm I'd be tempted to put a Meekstone in here making sure anything too big your opponents get doesn't get more than one shot at ya. INSTANTS: Ok what I'm about to say won't be popular but I've never cared for the charmes and I dont like benevolent gift, seems slow and not worth a slot and battle hymn and repeated reverberation dont ever pay off quit right with no mana dump or storm casting theme respectively. For all these since your in the best colors for it I'd almost swap all your instant cards out for cards like Swords to Plowshares, Counterspell, and Lightning Bolt and take advantage of instant speed shut downs. CREATURES: I like your creatures for this theme but since your in white I've been suggesting Drannith Magistrate a lot it's cheap and puts out opponent commanders forcing them to deal with it. SORCERY:you got a lot of expensive sorcery cards here so many could go, but mainly since you have so much card draw and ramp I'd recommend Approach of the Second Sun, great additional wincon. PLAINSWALKERS: here we enter my one week spot in MTG I honestly only own like 3 lol and they are all just to support certain themes so I dont know if these are your best choice but they look solid to me... Well there we go that was as thorough as I could be, I hope some of this is helpful and if you have any questions about my suggestions pls feel free to ask(also I just want you to know my thoroughness is purely out of respect not criticism:).)

sub780lime on Zur the Oppressive A**hole

1 week ago

shwanerz88 - It's funny, I've gone back and forth removing creatures for enchantments and adding a few more back in. I can't seem to make up your mind. Your not wrong on Gaseous Form, though I do end up playing that more on my opponents biggest bad damage dealer than on my side. Finding room for Gift of Immortality does make sense for recursion. Thanks for the suggestions! Also, on the mana base, you are absolutely right! I recently slotted out and in over 10 cards and I have adjusted the mana yet.

DreadKhan I completely forgot about Estrid's Invocation. You are absolutely right. Running one of them, I should run that over Copy Enchantment.

Vash13 Thank for the +1 help. You are also right, Drannith Magistrate would be a good add in place of one of the other creatures I am already running.

Epicurus You are right. I've had version of the list with Sphere of Safety and I've also slotted it out to keep all enchantments 3 and under. Your point is well made that I'll be more and more likely to get it in hand. My recent build has more creatures in it then before and it might be that I reverse course on that and return to have only one or two, making room for things like Sphere of Safety and possibly Silent Arbiter. The only problem with Alela, Artful Provocateur is that we only cast 25% of the enchantments that end up on the board as Zur the Enchanter doesn't actually cast them, just places them on the battlefield. I'll have to think about that one. I think you could be onto something with Stasis and Pemmin's Aura...or Freed from the Real would do the same. The really nice thing about Stasis is that it is not a cumulative upkeep. You only need two blue open for as many turns you can make it work. I do agree, it is likely to be no more than a couple turns, though if you really wanted to build it this way, you up your mana rocks and run Unwinding Clock (and enough tutors to fetch it) to keep your opponents locked down until they can remove the Stasis or Unwinding Clock. It's definitely a way you could do a complete build-around. It would require quite a bit of changes to my current build, so I may not do that just yet, but I can see the fun :).

Thanks all for the comments. Always appreciated!

Vash13 on Zur the Oppressive A**hole

1 week ago

Drannith Magistrate is a fun control piece I've been enjoying, just says sry every body no commander for you right now lol

Mateus_Nogueira on Primer: KCI Teshar (cEDH)

2 weeks ago

Thank you, valentin74!

1) Precisely for this reason. I chose to use responses that can also be used proactively. And Path can be used on some creature (an Ornithopter for example) to ramp off. Besides, it is quite common for Path to have no drawback (against 4C or 5C with greedy mana bases).

2) They are very useful in pods that I find difficult, with a lot of counter and interactions. Besides, they are necessary in situations where you combo off but your only payoffs are Urza's Bauble or Mishra's Bauble, where you can draw your deck on the opponent's upkeep and you need to win before giving a bigger window to stop you.

3) To be honest I never tried Verge Rangers because I found it slow. But if you are in a more midrange version, it may be a real option. Of course, before considering using it I would certainly use Mystic Forge.

4) I honestly don't like Heliod on this deck. Apart from triggering Teshar and possibly combo with Ballista, it adds absolutely nothing to our game plan. I prefer to use some redundancy from some of our combo pieces, or some way to dig more into the deck.

5) Not long ago I used only Codex Shredder and decided to test the other 2, and I really enjoyed it. Besides possibly answering opponents' top tutors, in practice, in our deck it is a "draw a card", since our graveyeard is an extension of the hand. In addition, it is possible to loop our non-artifact or non-creature spells with Codex Shredder.

6) Banisher Priest (or Fiend Hunter on some lists) is a necessary evil (like Leonin Relic-Warder). It is often an option to remove stax pieces that can harm our game a lot (Hello, Collector Ouphe and Drannith Magistrate), or even answer something that is essential to not lose before returning to our next turn (like Zur the Enchanter). Since we use many self mill effects, it is feasible to revive Banisher Priest with the Teshar effect, which is not the case with other types of responses. In addition, Banisher Priest can be fetched with Recruiter of the Guard.

jakeyuki12 on Winota Cedh

3 weeks ago

sanguinaut Winota's ability is a triggered ability, not an activated ability. Most of the good creatures in his deck are also triggered abilities, so Cursed Totem would not affect his deck as much as it would his opponents (for example, a Thrasios, Triton Hero).

Also, a recommend for PJ, I just got to resolve Drannith Magistrate for the first time last time and holy cow, that card shuts down so many decks. Several cEDH content creators have sung the praises of this card, and I agree with them now. The fact that it's not symmetric makes it so worth

Older20 on [Primer] Political Subterfuge - Marchesa Aikido

3 weeks ago

I'm really digging this list - feels very stylistic which I love. Would love to hear your thoughts on the following cards, and your experiences with them:

Drannith Magistrate - does this ever not get immediately removed or have everyone focus you?

Scheming Symmetry - I haven't even considered running this - just seems like it helps your opponent much more than yourself. Curious as to how it performs for you.

Hushbringer - I have wanted this in my list so many times, but as it often shutdowns a path to regain the Monarch I have been endlessly putting it in and taking it out.

alexjustdoit on [Primer] Political Subterfuge - Marchesa Aikido

1 month ago

Hey Openil - I have been making some somewhat minor changes here and there as I'm testing a couple options, and one more major change, so I haven't changed the primer yet.

Most important - this shell has undergone some changes since I last tested Ad Nauseam + Sickening Dreams combo, so the most major change was me slotting those two as well as bringing Children of Korlis Fire Covenant and Phyrexian Unlife back into the fold. I tested 30 games and took notes/winrates, and now am taking ad naus / sickening dreams / children of korlis out for a couple instants/aikido cards and am going to test another 30 games. This is a more major change in the sense that having this combo slotted changes the way you pilot the deck since you know that the combo is relatively easy to get to and so it affects a lot of the decisions you make.

Aside from that, I'm currently testing Harsh Justice, Scroll Rack, Drannith Magistrate, and depending on when you last looked, at one point I also added Land Tax, Sensei's Divining Top, Scheming Symmetry, (all three of which have been great and are here to stay), and took out Frontier Warmonger before I even tested it really since it seemed slow and I needed the slot. To make room for some of these cards being tested, I've been adjusting my instants package and taking out things like Mirage Mirror (tough cut) and No Mercy (less useful pillowfort and perhaps redundant/high costed).

I think that should cover it. Anything specific you're wondering about?

As for Irencrag Pyromancer and Skyline Despot, I'll start with Pyro.

I think this one might a little dangerously narrow, though you may be able to get away with it if you pillowfort really hard and consistently, since in order to get value off of this you'll have to pretty much make sure you never lose monarch after casting Queen Marchesa, because otherwise you just played it for nothing. Of course, this also depends on how many other draw effects you have, so if you have a bunch I think it's safer. But overall, the opportunity cost of cutting a card for this on top of it potentially doing nothing in a non-insignificant number of scenarios makes me hesitant.

Now, Skyline Despot. I think this is more ok, but I definitely think if you slot this you should treat it as a wincon/bomb and swap it in for one of your existing bombs, and I also think you should fully expect it to eat removal and result in a 7 mana "cast to regain monarch" since it has to survive a whole turn cycle for you to even get one 5/5 token. So, depends on your meta, but similar to Irencrag Pyro, I think it is best to consider the worst case scenario (unless worst case scenario is just super unlikely).

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