|Commander / EDH||Legal|
Printings View all
|Masters 25 (A25)||Mythic Rare|
|Masters Edition II (ME2)||Rare|
|Portal Three Kingdoms (PTK)||Uncommon|
|Promo Set (000)||Uncommon|
Combos Browse all
Creature — Human Advisor
When Imperial Recruiter enters the battlefield, search your library for a creature card with power 2 or less, reveal it, and put it into your hand. Then shuffle your library.
|Have (2)||miracle ,|
|Want (10)||tlfernan , WaveAmbassador , Gangsterfarmor , brokendwarf , Forkbeard , Teeck , awalloftext , sonnet666 , Rusty_Snails , Zyrook|
Imperial Recruiter Discussion
3 days ago
In Mardu () it's easier to Tutor (and lower CMC) for Artifacts like Lightning Greaves than creatures. Steelshaper's Gift & Stoneforge Mystic . Also Swiftfoot Boots & Lightning Greaves both provide Hexproof (Shroud) which also helps, and they are recursive (Equipments), whereas Torch Courier and Generator Servant are one time (Although Generator Servant also ramps, but Kaalia of the Vast only has not anyway).
Imperial Recruiter is about the only way to tutor them successfully, and it's CMC3.
Creatures also a little easier (generally) to remove than artifacts too.
1 week ago
I get that you're going the Primal Surge route, but for mana less you can...
Weird Harvest into Ancestral Statue / Walking Ballista and it only takes 4 mana and 3 counters on Animar to win. Add 1 mana and you can tutor up the win with Spellseeker . Add 1 more mana and you can tutor up Spellseeker to tutor up the win with Imperial Recruiter . Even Imperial into Spellseeker into Weird Harvest is less, just sayin.
2 weeks ago
Where's blacks 2B 1/1 with a specific tutor for an etb?
2 weeks ago
Nice deck +1
Here some cards you may consider:
Rest in Peace - imho must be put in first place.
Braid of Fire - cast more instants at your upkeep.
Radiate - mana heavy but can be really devastating.
Balefire Liege - pretty nice synergy with deck tech.
Imperial Recruiter - nice tutor of course if you put more creatures in deck.
Phalanx Leader - synergy with one bellow.
Runaway Steam-Kin - synergy with one up.
Labyrinth Champion - no need explanation.
Thermo-Alchemist - no need explanation.
Electrostatic Field - no need explanation.
Firebrand Archer - no need explanation.
Chromatic Lantern - no need explanation.
Coalition Relic - no need explanation.
2 weeks ago
@markmarkyesyes I'm glad you had fun with the deck! I have considered Anafenza + Finks here, but I decided against it because I already had enough combos and wanted to maintain the deck's focus.
If you're considering adding red to the deck and keeping the current strategy, I think the biggest cards you gain are Murderous Redcap , Imperial Recruiter , and Goblin Bombardment . I don't think Gamble is really worth it, since there are already a ton of tutors in the deck that don't have the potential to fail.
If you aren't tied to an aristocrats deck and want to move to something more competitive, adding red opens up my own Tymna + Tana deck, Blood Pod. That's more of a stax/tempo deck with a combo finish. There are a few primers over on the competitive EDH subreddit.
2 weeks ago
People on the discord have been pointing out a new combo line with Neoform.
(Starting with Animar with 2 counters) Imperial Recruiter (R) > get Spellseeker (U) > get Neoform (UG) > sac Spellseeker to get Ancestral Statue > bounce statue a bunch of times > bounce Recruiter with statue and recast it (R) > get Walking Ballista > cast Ballista for the win.
Total Mana Cost of Combo Line: RRUUG
Honestly, if you don't have the budget or cards to build a perfect mana base for a Kiri-Onna build, I think that running a Kiki-Jiki build with the Neoform line as backup is a viable option. You'll want to play Neoform in the baseline build anyway, so you aren't even really giving up slots to additional combo support cards.
2 weeks ago
I haven't fleshed out the description for the new list yet, but the general gist is it takes the ideas from this list and trims down the CMC (TappedOut doesn't do CMC for split cards correctly, so the number it reports is wrong), adds protection effects, efficient standalone token producers, efficient targeted clone spells, and tries to go instant speed where it can, and it removes the slow, narrow, and situational cards. In general, it's faster and more resilient with fewer dead cards and more potential to win out of nowhere.
Notable removals from this deck:
- Mentor effects: Talrand, Sky Summoner , Docent of Perfection Flip, Metallurgic Summonings : Mentor effects are slow, removal magnets, and generally not as good as efficient standalone token producers (the same four mana for Talrand gets you five creatures immediately off Hunted Troll ) or clone spells. These three were cut because they're the most expensive, plus Talrand and Summonings don't have the same synergy with the added clone effects.
- Targeted token makers: Adverse Conditions , AEther Mutation , Supplant Form : Expensive, replaced by cheaper clones like Quasiduplicate . Clones have additional synergy with Hunted creatures and the few ETB utility dudes ( Eternal Witness , Imperial Recruiter , Spellseeker ).
- Wincons: Berserk , Confront the Unknown , Fiery Gambit , Willbreaker : Berserk and Confront have been replaced by Appeal / Authority , though Confront might still be better. Gambit is a 3-mana wincon that's annoying to resolve and still doesn't win through infinite life like LabMan does. It's been replaced by Kari Zev's Expertise , which is a wincon, untap/haste effect for Earthcraft, Cryptolith Rite, and Natural Affinity, and also has the insane ability to cast a spell from your hand for free for each creature, and each of those spells then gets copied as well. Willbreaker is painfully slow, requires you to cast another spell to actually do anything, and doesn't even give the haste/untap from red threaten effects. If the deck needs to pass the turn after it tries to go off, Willbreaker's likely going to get removed anyway.
- Synergy: Isochron Scepter and Unsubstantiate : Too slow, and your cheap instants are redundant enough that you don't really need to be able to repeat a specific one. Plus, most of the time you'd want to put a cantrip on it, and Scepter actually increases the cost of those. These are slow win-more cards that look clever but don't actually end up doing much in practice because the deck is already plenty redundant.
- Hexproof equipment: Swiftfoot Boots and Champion's Helm : Cut for Lightning Greaves . Shroud looks anti-synergistic, but the zero equip cost means you can move it over to a token on your turn when you're ready to do things and it can be used to give a mana army haste for Cryptolith Rite or Natural Affinity. If you need to protect Ink-Treader while actually going off, shroud is worse than hexproof, but generally you'll just wait to go off until you have a protection spell ready.
- Cantrip: Shadow Rift : This was actually the hardest cut. Instant-speed targeted cantrips are what makes the deck tick, and for a while I had Refocus in. I eventually decided that the difference between 10 and 11 1-mana cantrips was negligible, and Shadow Rift is the worst one (it does literally nothing; everything having shadow is the same as nothing having shadow). All of the others have at least some utility or synergy.
There's actually an infinite combo in the deck with Spellseeker + Earthcraft/Cryptolith Rite: With one of the rampchantments and Inktreader in play plus some mana to start, cast Spellseeker into Twinflame . Twinflame (radiated) copies Spellseeker and gets more hasty dudes to tap for mana. New Seeker gets Regrowth , which gets Twinflame back. Twinflame again gets you even more dudes, plus two new Spellseekers. One of those seekers gets Eladamri's Call into Eternal Witness , which gets Twinflame back, the other seeker getting a cantrip. The next Twinflame not only gets you four more seeker-tutors, it also gives you another Witness, which can get back Twinflame again, and further Twinning makes multiple Witnesses so you can get back your graveyard, all while drawing your deck through the cantrips you've seeker'd up and getting an infinite army of hasty dudes for attacking and mana (you're tapping two for Twinflame mana every iteration, but each cast doubles your army size).
The most exciting single new card by far is Electrodominance . For a long time I had Savage Summoning in the list because instant speed is so important for combo decks, and this just replaced it. Dominance has the downside of not being able to cast Ink-Treader from the command zone, but it works on all spell types instead of just creatures, can be used as removal in a pinch, AND it's targeted, which means it has the Kari Zev's Expertise effect of casting a free spell for each creature on the field that then also get radiated. We play targeted indestructible effects for protection and Pongify anyways, so you're likely to not even reduce the creature count from the Dominance damage. EOT radiated Electrodominance for X=3 is generally game.
2 weeks ago
https://tappedout.net/mtg-decks/prossh-paper/ This is a competitive list of prossh. As you can see, it has a low curve with tons of tutors to find Food Chain . That is your deck. All the other combos are fluff. They are not needed, because Food Chain combo is by and large the best thing you can do. Things like Splinter Twin and Kiki-Jiki, Mirror Breaker are slower than Food Chain . Hence, this list does not play them. Been awhile since it has been updated, so the big things that need to be added are Walking Ballista , and Squee, Goblin Nabob . The reason for Walking Ballista is because Imperial Recruiter can find him, and infinite mana from Food Chain allows infinite pings. The reason for Squee, Goblin Nabob is because of the blowouts. As you play the deck and win, people will learn how to stop you. Examples include allowing you to cast your commander thirty times, then casting Krosan Grip to take out Food Chain . Then on there turn, casting something like Toxic Deluge and killing the board. Now, you are stuck with nowhere to go, because even if you get Food Chain back, you are not casting your commander again to generate infinite mana. Squee, Goblin Nabob prevents blowouts from happening. It also allows you to be faster than trying to get enough mana to get to your commander and Food Chain in the same turn, which is what you always want to do.
Imperial Recruiter occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%