Imperial Recruiter

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masters 25 (A25) Mythic Rare
Masters Edition II (ME2) Rare
Portal Three Kingdoms (PTK) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Imperial Recruiter

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.

Price & Acquistion Set Price Alerts

A25

PTK

Ebay

Imperial Recruiter Discussion

SaberTech on Harvest Animar

1 week ago

Hi. I'm hoping you can help me understand the Kiri-Onna loops because I have been going over the sequence you lay out and as far as I can tell it isn't infinite. At the point where you use Phyrexian Metamorph to copy Peregrine Drake you have used up all three of your blue sources so you are forced to pay 2 life to cast the Meta. The whole sequence basically nets you at the cost of 2 life each cycle. If the red source is also able to produce then you can complete the cycle without paying life but you don't net any additional mana.

I found an alternate sequence after the Drake is on the board that allows you to net infinite red mana without having to constantly pay life:

  • Kiri bouncing Meta (cost: )

  • Meta paying 2 life copying and bouncing Kiri (cost: 2 life)

  • Kiri to return Meta and bounce Drake (cost: )

  • Drake to untap lands, tapping red source in response (cost . gain . Lands now untapped)

Now you can loop Meta copying and bouncing Kiki -> Kiri returning Meta and bouncing Drake -> Cast Drake to untap lands without having to pay anymore life, and each loop nets you .

So the cost altogether would be + 8 life and 2 counters on Animar to set up the infinite mana loop.

However, neither your sequence or mine is able to set up any other loops involving Imperial Recruiter without the red source also being able to tap for blue mana. I'm not sure that matters though because after getting infinite red mana I just cast the Meta one last time copying the Recruiter to get Walking Ballista for the kill.

I've been double checking both sequences using physical cards so I don't think that I'm missing anything but I very well may be. Can you see any errors in what I am doing?

SynergyBuild on To Hell and Back

2 weeks ago

Oh, no need to be so formal! Also, why Regrowth over Eternal Witness, wouldn't the witness have more synergy, making mana on combo turn with Food Chain? Speaking of which, have you seen the change with some lists running Recruiter of the Guard/Imperial Recruiter to fetch Squee, the Immortal before exiling them to cast him?

Iquasi on EDH - Animar, Soul of Elements

3 weeks ago

Frank, thank you for taking your time to write! If you could provide me with a link to your decklist I could maybe offer more assistance, but I'll try to reply to your points now. But first I must say a few words on the design of this deck. This list is far from being the most powerful Animar list out there and that is entirely intentional: my regular playgroup with long-time friends is not the most competitive and since this list was designed for that environment I have on purpose omitted a number of traditional Animar key cards such as Survival of the Fittest and the fast mana such as Mox Diamond, Chrome Mox, Mox Amber, Utopia Sprawl and one mana ramp dorks. If I were to power up the deck, I'd start with adding more fast mana and tutors.

Ancestral Statue I would recommend running as an 'emergency win button' for those games that last for hours. If you feel like adding more power, add Purphoros, God of the Forge and/or Walking Ballista, but even Statue itself helps put games away with arbitrarily large Animar attacking.

Part of the reason for me running Sakura-Tribe Elder, Burnished Hart and Solemn Simulacrum is that my meta runs quite a lot of removal, and these cards listed above all leave something behind in the case of Animar leaving the table. Since Animar draws quite a lot of hate I've tried to include cards that provide value even without Animar on the table.

Gilded Drake is a card I play in my 100% tuned combo-Animar list, but here I have omitted it for power level reasons. Caustic Caterpillar is nice, but I prefer running Ainok Survivalist over it since it synergizes better with Cloudstone Curio. I had Maelstrom Wanderer in the deck for a while but I eventually cut it for Balefire Dragon because in this list Wanderer can hit something fantastic, but more often than not it hits random 1- and 2-drops that don't really affect the game at all, so I cut it. The dragon does a lot of work in my meta: all players play creatures and having access to one-sided sweeping effect is just too good to pass. The Dragon is also handy in the 7-drop slot because of Birthing Pod. Tutoring up Bane of Progress with Imperial Recruiter, playing it blowing up everything and saccing it to Birthing Pod the next turn is one of my favorite lines in this deck :) With haste effects Balefire Dragon is just too good to pass. If you don't have it I'd recommend adding it if your meta runs slower creature decks like mine does. Bane of Progress is one of the Imperial Recruiter toolbox creatures that I have found very useful. This deck runs only a tiny number of artifacts or enchantments so it is basically a one-sided board-wipe. Heroic Intervention I have just found inferior to counterspells. Intervention doesn't stop Toxic Deluge or Living Death but Mana Drain does. Then again against Supreme Verdict counterspells look pretty awful, but I think your deck would be better off with counterspells if your mana base allows it. Spellseeker is a card I have considered, but it might be too strong for this meta. I do run it in my 100% powered list and I just love it.

Hardened Scales is a card I am considering at the moment and you might see it quite soon in my list :) It is a good card but I'll have to see if it is too strong.

Slymaster9 on Alesha 4.5

3 weeks ago

I made a whole list of additions from the 4.0 version:

Remorseful Cleric a Core 2019 include that finally gives us a useful Graveyard hate tool for our toolbox

Fulminator Mage I got a foil as a present, it is a very good include.

Imperial Recruiter's reprint finally made it semi-affordable. It has long been the most wanted reprint for the deck. Tutoring for almost any creature you want, repeatably. Very very very good.

Faithless Looting. A straight upgrade over the Cathartic Reunion I was running before. A perfect turn 1 play, fixing your hand and putting stuff in the bin so you can start recurring right away. (Toss away an Anger with a mountain on board?)

Read the Bones, a replacement for Phyrexian Arena. I realized this deck prefers "Scry 2, Draw 2" now, over long term card draw later. The deck needs speed

Damping Sphere is a meta call, but very playable in this deck. You rarely ever play more than one spell anyway, and I have very few lands that make more than one mana.

Tragic Arrogance and Cataclysm, I decided to make my deck a lot meaner. I don't care if my stuff dies or is sacrificed. As long as I keep Alesha, a Mana rock that produces and/or and a land that produced and/or , I will recover a lot faster than my opponents.

I also made some small additions to the manabase. Most notably Phyrexian Tower a real gem in this deck, beginning of combat sac a creature, then immediately bring it back with Alesha. Great card. It's not on the reserved list, so I expect it will be a lot more popular if/when it gets a reprint.

SynergyBuild on Queen Marchesa: Gods, Gear, Garrisons and Guile

3 weeks ago

Well, I'll do my best for advice. I'll give you some basic info, stuff that I'm pretty sure we'll agree on, then explain the dilemma I have with some of the deck's more integral parts.

First off, under combos you list Faith's Reward and Merciless Eviction, this doesn't work because the exiling of permanents doesn't put them into the graveyard, but into the exile zone. Also, in combo #9, Sigarda's Aid appears useless, because you already have auto-instant-speed-free-equip-on-entering and instant-speed equipments with Stonehewer Giant.

Secondly, Hallowed Fountain is illegal in this deck, you most likely meant Sacred Foundry.

Other than that, I'd suggest upgrading your landbase with the following cards, dropping tapped lands:

Caves of Koilos, Shadowblood Ridge, Sulfurous Springs, City of Brass, Mana Confluence, Tarnished Citadel, and Sacred Foundry (if you didn't mean to put it in over Hallowed Fountain).


Now to the more controversial (I assume) part of my critque/advice. Really, you need to hone you deck into doing something more specific than Aikido Control Voltron Aggro Combo. It streches your deck too thin to do any.

Well, not exactly, there is a way to do it, but it requires some money, because the name of a deck that can pull off the N>3 where N is equal to the number of strategies type of deck is called Toolbox. A strategy in which a deck runs a selection of 'Tutors' (Enlightened Tutor, Vampiric Tutor, Demonic Tutor, Gamble, etc.) and tutor targets, or cards that your most prone to tutoring out to get to position your deck to move into a role of gameplay. This strategy can rarely pull off aggro though, but can do a midrange voltron strategy, such as tutoring an Argentum Armor, Batterskull, and Fireshrieker onto the field, positioned to one-shot whoever looks at you wrong, blowing up a permanent per kill.

Control is fine to toolbox for too, in fact tutoring the right answer to the right problem is exactly where toolbox and control overlap. Aikido less so, due to the need for instant-speed tutoring in many cases, but most of those tutors end up tutoring to top, so it is hard to pull it off.

Combo is where toolbox starts to both shine and fall apart. As soon as you run efficient combo, the best answer to nearly any situation is run a tutor-line and win. No need to tutor a sweeper to kill your opponents' elves when you can just Kiki-Jiki, Mirror Breaker and Felidar Guardian to make infinite cats and kill each and every one of your opponents. Really, it kind of makes the toolbox irrelevant, yes, when an opponent has Blind Obedience you may have to tutor something to get rid of it, or just, you know, run another combo that doesn't fold to Blind Obedience.

Some people have told me that you'd rather still have a toolbox because you might not have access to two tutors, but in that case, just tutor a Imperial Recruiter, use that to tutor for Kiki-Jiki, Mirror Breaker, cast Kiki, copy recruiter, and fetch Felidar Guardian, problem solves. Don't want to pay for Imperial Recruiter? Fetch Recruiter of the Guard and replace Felidar Guardian with Combat Celebrant so you make infinite combat steps instead of infinite cats, less fun, but it still works.

Point is, toolbox isn't a perfect answer to making this deck work the way it was intended, but it can piece it together from the stretched mess it is now. It is simply too inconsistent in the current form, with a mediocre landbase for a mana-hungry deck.


Some options would be to scrap the current build, and go heavy control-stax, with Armageddons, some of the pillowfort you have, and abusing the Monarchy to get back into the game faster than your opponents. This would be backed up by a combo-package used to win the game after success fully locking out your opponents from interacting with you, or playing the game at all.

Another option is to go heavy-combo, with an aim on the midrangy strategy of building up minor defenses so you can set up and combo out around turn 4-5, with decent disruption such as Swords to Plowshares, Inquisition of Kozilek, etc. This stops your opponents from going off before you hjopefull long enough for you to use the tutors at your disposal and win.

For an aggro-voltron strategy, dropping all of your top-end for better voltron cards like Hatred, and speedening up your build with more ramp like Lotus Petal, Grim Monolith, Mana Vault, Mana Crypt, Chrome Mox, and Mox Diamond should help smoothen it out, aiming to kill a player by turn 3-4, and each following turn knocking out a player. This strategy requires some level of protection for your commander, and a single Swiftfoot Boots won't really cut it. Perhaps changing the commander to something with more protection would help.


Those are my thought on how to better this deck in terms of competitiveness, but honestly I have no idea what you wanted me to do, since you didn't specify your playgroup, budget, amount of hate you can handle, etc. I assumed a decent budget, since it is already at $400+ dollars, an average meta (I didn't know), and all the hate could be taken (Grafted Exoskeleton).

If I was off, just tell me!

Liquidbeaver on Ib Halfheart, Goblin Sac-tician [PRIMER v2]

1 month ago

RazortoothMtg: Thanks for the great comment!

Ironically enough I took out all my fetches not even a month ago, as the cost of the deck was making it uncomfortable to play at FNM. Taking them out also meant that Scroll Rack became almost unplayable because if I didn't draw into something that could win me the game it meant my next few draws were going to be bad.

The potential with Top is huge, since being able to re-cast Top off the top of the library means you can sculpt, dig, crack Top, recast Top, sculpt, dig, always putting the lands either farther down, or into your hand.

Isolated Watchtower is good for working with Frenzy, but it would probably be worth it for me to put Scrying Sheets back in just for a bit more topdeck manipulation.

Dark-Dweller Oracle is awesome with this, and let's me play an exiled land from the top.

Here are some other effects that will mitigate dropping the fetches in the case of Frenzy:

Burnished Hart

Goblin Matron

Goblin Recruiter - This one is especially good to be able to chain-cast a bunch of your Goblins!

Imperial Recruiter

Moggcatcher

Surveyor's Scope

Commune with Lava

The pure draw spells are "worse" at interacting with it, but can be used in a pinch, and like you said you refill your hand with stuff you can't cast, destroy the Frenzy, and then cast them all next turn.

I agree, this might be one of the best card advantage spells Red has seen in a long time.

Liquidbeaver on Ib Halfheart, Goblin Sac-tician [PRIMER v2]

1 month ago

RazortoothMtg: Thanks for the great comment!

Ironically enough I took out all my fetches not even a month ago, as the cost of the deck was making it uncomfortable to play at FNM. Taking them out also meant that Scroll Rack became almost unplayable because if I didn't draw into something that could win me the game it meant my next few draws were going to be bad.

The potential with Top is huge, since being able to re-cast Top off the top of the library means you can sculpt, dig, crack Top, recast Top, sculpt, dig, always putting the lands either farther down, or into your hand.

Isolated Watchtower is good for working with Frenzy, but it would probably be worth it for me to put Scrying Sheets back in just for a bit more topdeck manipulation.

Dark-Dweller Oracle is awesome with this, and let's me play an exiled land from the top.

Here are some other effects that will mitigate dropping the fetches in the case of Frenzy:

Burnished Hart Goblin Matron Goblin Recruiter - This one is especially good to be able to chain-cast a bunch of your Goblins! Imperial Recruiter Moggcatcher Surveyor's Scope Commune with Lava

The pure draw spells are "worse" at interacting with it, but can be used in a pinch, and like you said you refill your hand with stuff you can't cast, destroy the Frenzy, and then cast them all next turn.

I agree, this might be one of the best card advantage spells Red has seen in a long time.

SaberTech on Ancestral Animar

1 month ago

It might be worth leaving in one of the 6CMC enchantresses so that you can find it with Fierce Empath while Imperial Recruiter can grab Beast Whisperer and Spellseeker can find Glimpse of Nature. I think that would maximize the deck's chances of being able to get an enchantress effect when it needs it.

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