Fervent Cathar

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eternal Masters (EMA) Common
Avacyn Restored (AVR) Common

Combos Browse all

Fervent Cathar

Creature — Human Knight

Haste When Fervent Cathar enters the battlefield, target creature can't block this turn.

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Fervent Cathar Discussion

BrenoSulz on Soul's Starting Deck

11 months ago

Hi. I'll comment assuming this is not meant to be a standard legal deck.

Me and my friend came back to magic in the first innistrad block as a form of gathering again. We established some rules: each one choses a pre-constructed deck from the innistrad block and we could buy 2-3 booster por month and only use those cards to build our decks and we could only trade with each other. That aside, I choose the WR agressive humans deck and my all-star card was (4 copies, of course) Brimstone Volley.

The deck objective was to aggro early on and put my friend down to 10 life or less. After that it was pretty easy to close the games since I would have 3-4 week creatures and they would have 1-2 bigger ones, allowing me to attack with all and putting them in the spot where they needed to block but knew I would have Brimstone Volley with morbid online! (I actually won a game dealing 13 damage with 3 Volleys. Wasn't 15 because I didn't need the morbid in the last one :P)

If you manage to have tons of humans, then Champion of the Parish is your men. Boros Elite, Wojek Halberdiers, Ash Zealot, Thalia's Lieutenant, Stormblood Berserker, Glory-Bound Initiate, Unruly Mob, Lightning Mauler, Silverblade Paladin, Nearheath Pilgrim.

No blocks: Ahn-Crop Crasher is awesome and I see you already listed him. Earthshaker Khenra, Fervent Cathar.

Legion Loyalist, Goblin Guide, Thalia, Guardian of Thraben and Thalia, Heretic Cathar (yeah, I know what you said about budget, but I'm just listing), Bomat Courier, Skyknight Legionnaire is nice (and actually remembers me about the new dude from Ixalan Sky Terror). I love Hellrider, especially if you can get wide. Maybe build around Oketra's Monument? Charging Monstrosaur could be the top end of the deck's curve. In my deck back in the day, Zealous Conscripts was the top end. Speaking of 5-drops and top end of curve Glorybringer, Urabrask the Hidden, Thundermaw Hellkite and Stormbreath Dragon.

Tricks: Boros Charm is ridiculous, it does it all. Unfortunately we stopped playing right after the release of Gatecrash, so I couldn't have Brimstone Volley AND Boros Charm. Good old Lightning Bolt.

You need to change your mana base cause there are too many taplands. Some Sacred Foundry would be nice, there is Kaladesh's Inspiring Vantage. Otherwise I would say to use a few taplands, like 2-3 and get some Evolving Wilds. If the land is going to be tapped, at least Evolving Wilds will thin your deck so you have more chance to draw spells rather than lands.

Monkeylordz on Weenies Who Smile At Death

1 year ago

Hello, I came to this deck through your forum post.

I am not the best commander player, and haven't played/faced Alesha, but I like deck building. One thing I noticed is a lack of board wipes, which I think all decks should have. There will always be a point where you won't be winning, and a board wipe can clear the path and give you the board priority. However, you don't need that many. Three should suffice, but more isn't bad either.

Boards wipes I have in mind:

You want more mana rocks. You have Sol Ring and two others, but that won't cut it, especially in a 3-colored deck. I suggest around 10 mana rocks. Here is my list:

You can of course choose whatever you want, these are just some suggestions for you to take.

Card draw. My favorite thing to do in EDH is draw cards. While white and red struggle with drawing cards, black has no problem.

Random Cards that come to mind:

  • Darksteel Plate. It allows your commander to attack even if your opponent has big blockers.

  • Bojuka Bog. Graveyard Hate with small opportunity cost.

  • Raving Dead. Can dish out a lot of damage, and when it dies, you bring it back.

  • Graveblade Marauder. Hits hard, especially because you stock your yard.

  • Return to Dust. You need artifact/enchantment hate in commander. There are too many broken things that a board full of creatures cannot solve. Luckily, there is also great removal for those things.

  • Increasing Ambition. This tutor is good because it essentially tutors 3 times in one card.

  • Crypt Ghast. Staple in any black deck. It ramps you, and even has extort. (and 2 power)

  • Aegis of the Gods. A little protection is always nice. You never know when the next Comet Storm is going to come.

  • Panharmonicon. My favorite card in standard right now. Actually, don't add this one, because you cannot effectively capitalize on it's ability to warrant using a card slot. However, if your add more ETB effects, the power of this card increases exponentially!

  • Ashnod's Altar or some other sac outlet. This allows you to sac the creature for utility, and then bring it back. Have a Priest of the Blood Rite sitting around? Sac it, reanimate it, and then sac it again! Useful for ETB creatures and also locked down creatures (Arrest, etc.).

With every added card, you have to cut a card. Cards I suggest cutting are low-impact cards. Commander is often a game of value, and Alesha assists you greatly in doing so. However, Brazen Wolves is likely not going to do anything impactful. You would much rather have something like Taurean Mauler, which is just better. Remember: Everyone has 40 life, so games tend to go long. The best cards are cards that scale as the game goes on. I will list cards that I don't think are impactful enough, but that is just my opinion. If your like using a card, or don't have better cards, you can keep it.

  • Fervent Cathar

  • Grey Merchant of Asphodel. Not enough black mana symbols. If your deck changes to add more, you can add this back in. It is pretty good, but only with support.

  • War-Name Aspirant

  • Brazen Wolves

  • Some equipment. You don't need that many equipments without equipment support. (However, you could add equipment support, like Sram, Senior Edificer)

  • Azorius Justiciar. Just use removal instead. Use Alesha to get back something else.

  • Scrapper Champion. A 3/3 double striker may sound good, but in commander, it doesn't do as much as you expect.

  • Ukud Cobra. Not terrible, but doesn't do anything either. It just sits waiting to block, then dies to a board wipe.

  • Merciless Eternal. 3 mana and discarding a card is too high a cost for just +2/+2. Even if it puts something in your graveyard, why didn't you use Tormenting Voice and draw two instead?

That's it for my comment! I hope I helped you improve your deck, and remember: commander is about creating a custom deck. Make it how you and you playgroup enjoy playing.

MegaMatt13 on Grenzo wants your stuff but will settle for havoc

2 years ago

I really enjoyed your video and your deck :) You've inspired my deck: Greedy, Goading Grenzo

I think my main suggestion to you would to bring your overall CMC lower. I think this deck wants to be more nimble. Cutting the two planeswalkers and Ulamog alone would speed up the deck quite a bit.

Reforge the Soul and Tormenting Voice are solid card draw options if you find the deck needs more gas.

Goblin War Drums, Fervent Cathar, and Break Through the Line can help give your creatures evasion.

Berserkers' Onslaught will give you double Grenzo triggers due to double strike.

Hope this helps :)

Nixin72 on

2 years ago

Umm, Annihilating Fire, Ash Zealot (maybe, I dont know how much it cost at the time), Banners Raised, Brimstone Volley, Faithless Looting, Fervent Cathar, Flames of the Firebrand, Foundry Street Denizen, Furious Resistance, Guttersnipe, Krenko's Command, Legion Loyalist, Lightning Mauler, Madcap Skills, Pillar of Flame, Reckless Waif  Flip, Reverberate, Riot Piker, Searing Spear, Skullcrack, Thunderbolt, Vexing Devil, Increasing Vengeance, Young Pyromancer, Lightning Strike, Boros Reckoner, Burning-Tree Emissary, and probably a lot more that I'm missing. That's only some of the better cards I found under 3 cmc. I'm so jealous I wasn't playing back then, burn looks like it was so good...

Samuel-Frederick on

2 years ago

This deck is aggressive, but unlike other aggro decks it doesn't really kick off until turn three when it can battalion Wojek Halberdiers or have a few guys on the field with Akroan Hoplite, and this is also when you can attack with the slow but cheap and effective Loyal Pegasus. The deck takes a couple of turns to settle in, so don't worry if it feels a little slow in those turns. Because of this though, turn three is much faster, Skyknight Legionnaire and Fervent Cathar both have haste so you can really kick off on turn three. The Legionnaire has flying to go over the top to keep it alive, and Fervent Cathar gets a blocker out of the way for a very aggressive play.

The four drops are very powerful, Firemane Avenger and Ogre Battledriver can take control of a battlefield if they are kept alive, but they are slow, get them down on turn four to take control of the deck turn five, but be cautious to keep pressure on your opponent or you might find yourself being run through.

Harness by Force and Rally the Peasants can win a game that otherwise looked bleak. For three mana they can change the tide of battle, but for six mana they win games. Rally the Peasants can be cast and the cast again from the graveyard to give your creatures +4/+0, and at instant speed! Harness by Force can take two opponent creatures for six mana, make sure to use these cards wisely, when to use them in the early game to apply pressure and when to save them for a big finish in the late game.

Magma Jet lets you tidy your draw step and Warleader's Helix gains you life, but importantly they both deal damage. You must learn when to use these to kill your opponents creatures to allow your creatures to run through, and when to damage your opponent directly (which you normally only do if you win as a result of it). The deck runs mainly creatures, so use the instants you have incredibly wisely or your men on the battlefield may find themselves in trouble.