Herald of Leshrac

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Coldsnap (CSP) Rare

Combos Browse all

Herald of Leshrac

Creature — Avatar

Flying

Cumulative upkeep-Gain control of a land you don't control.

Herald of Leshrac gets +1/+1 for each land you control but don't own.

When Herald of Leshrac leaves the battlefield, each player gains control of each land he or she owns that you control.

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Herald of Leshrac Discussion

Matrixxx999 on The Tax Lady Cometh

2 weeks ago

Hi!Great deck! +1

I think that You should add Entomb. It is a very good tutor on instant speed for Alesha's reanimation ability

Duplicant is a legal target for her ability and he is a good removal tool. Herald of Leshrac for more mana denial. And why You don't run Demonic Tutor/Gamble and Thoughtseize?

Another good stax/protection cards - Grand Abolisher, Stranglehold

Coward_Token on Aleshatralala. Back and forth from the graveyard.

3 weeks ago

Did a quick 3-or-less-power search on Gatherer with Alesha's color identity and started from the highest CMC, see if there's anything that interests you below and disregard any crap.

Herald of Leshrac lets you ramp with style, although it needs to survive its initial fight to do so. Also, might draw too much hate

Kinda depends on your taste and/or meta, but the more aggressive Ankle Shanker can replace Archetype of Finality

Thief of Blood is a situational but potentially powerful answer vs e.g. planeswalkers

Raving Dead seems fun, especially since Alesha can direct its initial attack. Dunno if it's going to be worth it over time though

ClockworkSwordfish on Weenies Who Smile At Death

1 month ago

If you want some late game punch, the trick with Alesha is to run creatures who are much bigger than their printed stats suggest! For instance, Arcbound Overseer, Clockwork Dragon, Sewer Nemesis and Ignition Team all have 0 power while they're in the graveyard, but much more when they come into play. It can almost feel dirty, but nothing beats the feeling of paying two mana to reanimate your Pentavus.

Other creatures worth considering include Garza's Assassin (you can kill a creature every turn!), Thought Gorger for the potential size and ability to discard other reanimation targets, Ravenous Baboons, Herald of Leshrac, Flayer of the Hatebound, Epochrasite, Clone Shell, Bone Shredder, Nighthowler, Murderous Redcap... plenty of nasty creatures that have good synergy with Alesha.

To protect your commander in combat, it might also be nice to have ways to give her deathtouch. Basilisk Collar is the classic, but note that Archetype of Finality can be brought back by her ability!

StopShot on Any Suggestions for Mardu Draw ...

2 months ago

Hello, I'm looking for ways to draw more cards in . I'm trying to find effective two-card draw engines, basically any 2-card synergy that can repeatedly draw cards every turn. As a reference I am only looking for card draw engines that would draw more cards than simply playing Phyrexian Arena would, because why would I need two cards to do what 1 card already can?

I've made a list of card engines I'm currently utilizing, and another list of ones I've considered, but wouldn't fully commit to. I'd like to hear some fresh ideas or second thoughts on what I've laid out.

~Draw Engines I'm already running:

  • Skullclamp + Bloodghast = Draw 2 cards whenever you play a land. 4 cards if that land is a fetch land.

  • Land Tax + Scroll Rack = Get 3 basic lands, exchange them for cards on top your deck. Next turn get 3 basic land, and shuffle your deck to repeat process. Basically draw 3 every turn.

  • Necropotence = Pay 7 life, draw 7 cards. Obviously the best.

  • Geth's Grimoire + Geier Reach Sanitarium = While card draw is variable on the number of opponents - in a standard 4-player game you'll draw 4 cards and discard 1 after the first for each use.

~Draw Engines I've considered, but felt underwhelmed by:

  • Aggressive Mining + Drownyard Temple = A repeatable draw 2 for 3 mana is fine, but the restriction I can't play lands is detrimental and may not make up for the value produced. I also couldn't play it right away until I have enough lands in play to last me the game.

  • Aggressive Mining + Herald of Leshrac = Bonus points that my commander is Alesha, the only issue is while the combo is so evil that it will draw hate from across the table, the demon's culumative upkeep is too slow to effectively be oppressive.

  • Mind's Eye = Tends to get targeted and removed just as easily as Necropotence. Unlike Necropotence, Mind's Eye costs more mana to put on the field and can be removed before you make any advantageous card draw off of it.

  • Norin the Wary + Mentor of the Meek = Practically a creature version of Mind's Eye for one less mana and in addition I can use it to draw on my turn, however; I find draw engines using creatures tend to get removed more easily than those that use artifacts and enchantments, and that disruption can make this one impractical.

  • Humble Defector + Homeward Path = Same issue with the last draw engine mentioned. Creature-combos tend to be removed more easily, and in addition, this combo is limited to two cards per turn and usually I have to wait until my next turn to get started since Humble Defector will likely have summoning sickness.

  • Well of Lost Dreams + Words of Worship = While there is a slew of life-gain cards to choose from, none of them seem as practical or as reusable as Words of Worship . The issue sort of amounts to a combination of small issues being; it costs 7 mana to get both pieces on the table, it can only be started (mostly) on your draw step, and you got to pay a minimum of 4 mana just to draw 1 card more than Phyrexian Arena would which can be pretty harsh for a start-up tax.

  • Tower of Fortunes + Thran Turbine = While the turbine can be switched with Sol Ring or Mana Crypt, it tends to beg the question why not run both or all three? Essentially your 1 or 0 cost artifact helps by making the activation cost from 8 to 6 which is much more reasonable for drawing 4 cards, yet still as costly. Braid of Fire may be considered instead, but you'd need to wait 3 turns after playing it just to make 1 mana more than the Thran Turbine to make a difference. Mana Flare can also be used instead to practically make the activation cost 4 mana, but it gives your opponents a ridiculous amount of mana to use which can be too severe of a drawback.

  • Sensation Gorger + Runed Stalactite = Unless you're already running a Goblin or Shaman tribal deck, revealing a creature card on your upkeep will result in discarding your hand and drawing 4 cards, plus the additional card you'd draw on your draw step. The three issues with this set up are; if your opponent(s) like their hand removing this will become their top priority, if your opponents have no hand or useless cards in hand this may restock them with what they need faster, and lastly there's always the possibility you might not reveal any creature cards for turns and turns to come unless you're running a creature-heavy deck, and even then you can still top-deck a land.

  • Kurkesh, Onakke Ancient + Sensei's Divining Top = This works similar to how Sensei's Top works with Future Sight, but not as good. Essentially you can tap the top to draw a card and copy the draw ability with Kurkesh so you can draw a card and the top again. This allows you to pay 2 mana to draw 1 card as many times as you'd like. Do note though creature draw engines tend to be more weak since creature remove and boardwipes tend to be prevalent.

  • Invasion Plans + Infiltration Lens = It might be a three card draw engine since you need Infiltration Lens equipped to a creature, but it doesn't matter what creature it is preferably one without flying though. Because Invasion Plans says the attacker chooses blockers you can have your equipped creature be blocked by all creatures an opponent controls, which will trigger Infiltration Lens for each creature that blocks. That means if your creature is blocked by 3 creatures you'd draw 6 cards. The main issue with this draw engine is it depends strongly on the number of untapped creatures your opponent controls. Invasion Plans can also leave you open to large beaters since it can allow your opponents to have you block only their smallest creature or force you to make unfair trades in combat.

  • Sensei's Divining Top + Darkblast = This isn't so much a draw engine as it is an effective top deck filter. Sensei's Divining Top suffers from the fact you're stuck with whatever the top three cards of your deck are. Luckily Darkblast tends to mitigate this with its dredge 3 as well as being easily disposable to put back into your graveyard for further use. While these two won't net you any extra cards it should be noted that both pieces can be pretty hard to remove on their own and may get you to your more valuable cards faster, so I felt it was worth a mention.

Shiek200 on Mogis Trigger

3 months ago

Just a few cards from my "I hate Magic: The Gathering players" deck, in case you hadn't thought of any of these:

Harsh Mentor

Furnace of Rath

Winter Orb and the other similar artifacts like Static Orb

Trinisphere you're average cmc is above 3, so it'll most likely hurt other people more than you.

Magus of the Abyss might be better than Sheoldred, Whispering One in your deck, since you don't benefit much from reanimation, and it comes out way earlier. Since your commander is indestructible you can simply target him and nothing happens. Really personal preference though.

I know it's a creature, but Herald of Leshrac is a very underrated hate card in my opinion. It won't last forever but slowing down your opponents while ramping yourself even if only for a 2 or 3 turns can be incredibly helpful. Far more so if you can sac those lands.

Not sure what kind of creatures your meta runs but Night of Souls' Betrayal can actually just shut down some decks.

Uba Mask Your deck seems like it doesn't really care what spells it's playing, and like it will pretty much play whatever it draws, so this could be interesting. Can also work with Words of Waste and Words of War if you don't want to exile the card, though you're hurting for card draw so maybe not those haha.

Not all of these are great options but just some food for thought if you hadn't considered them.

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