Creature — Kor Cleric
Kicker (You may pay an additional as you cast this spell.)
When Kor Sanctifiers enters the battlefield, if it was kicked, destroy target artifact or enchantment.
Printings View all
|Commander 2015 (C15)||Common|
|Commander 2014 (C14)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Kor Sanctifiers Discussion
1 month ago
Yup I think a basic would do way better than the basilica, but I am prejudiced against tap lands so don't necessarily listen to me on that. XD. As for the deal with Weathered Wayfarer, I didn't even realize it could search for ANY land. Definitely don't cut that, and I have to say I think it's going to go in all my orzhov decks from now on- so thanks! Here's one way to look at it though. Your deck has a lot of creatures- which is good, especially in your deck. However, I would recommend cutting one of them for Necropotence. There may not be very many you want to take out, but necro is going to get you EVEN MORE creatures. So as for cuts, I would try and cut a creature for necro, and definitely keep Phyrexian Arena in, its amazing. As for the ramp, I'm not too sure honestly, but personally I think Kor Sanctifiers can go. I get that you could be able to keep casting and kicking it from the graveyard but that ends up being 4 mana for a 2/3, that destroys an enchantment (Etc). If I'm missing something about it sorry, but otherwise I think it could go. As for the others I'm not too sure sadly, but there are many people around the site and on formus who specialize in cuts, and I recommend asking them. Sorry I can't help more, and good luck.
1 month ago
I definitely understand that. There is a point in each deck's life where you just feel, "Wait, but I like all of these cards," maugre any good argument against it. Here is the opposing side, whereupon I have some arguments against a few cards, leastway to bring forth my opinion.
If you're not going infinite, Altar of the Brood is lacking, sometimes acting as an affliction. It mills the opponents, thusly furthering strategies such as Chainer or the selcouth and sparsely known Muldrotha (Who plays her, am I right?). The deck appears to have naught in terms of combo lines in its current variation, so meseems this is an easy exclusion.
Now, Unwinding Clock is great, but how are you actually abusing with this untapping? The payoffs seem to be Bident of Thassa, Spear of Heliod, Ethersworn Adjudicator, and a few instants, withal not being enough (There's more, yet I am indolent). Taffy can be interesting, though I think another draw engine would be more potent, or add more reward to the deck for the sake of this working.
You know what's great? Casting a Treasure Mage and "failing to find." There is distinct lack of 6 CMC tutor targets in the deck, thusly making this a worse Belbe's Percher. Red rum. Following their ensample is the esteemed Trophy Mage, which has a seldom few targets, yet is probably worth it, though notable for the guillotine pile.
I am biased, I don't like voltron, I kind of somedeal maybe perhaps don't quite very much enjoy Mace of the Valiant. It is slow, is bereft of any game betime, and requires much time being upon the table. The mace may very well be of use, though I personally would not run it. Must...keep...drawing...CARDS!
That shall be all, folk. Good luck with your cardboard murder conquest!
1 year ago
list of possilbe clerics to consider:
Heliod, God of the Sun - okay, not a cleric, but makes cleric tokens
Alms Collector - good card draw engine in EDH - prevents players from drawing their deck in one go also
Auriok Replica - good sac for anti-commander damage, fits cleric type, colorless to cast. not super amazing, but worth mentioning
Ayli, Eternal Pilgrim - not all that useful until you gain some life, then amazing removal. and 2/3 deathtouch for 2 isn't bad either
Battlefield Medic - damage prevention based on clerics. nothing to special, but tribal themed, so I mention it here.
Beloved Chaplain - evasion that's hard to top - can't be blocked by creatures, can't be removed by creatures.
Blind Zealot - sacs to destroy target creature when it hits a player, good for general
Cabal Archon - sac outlet? check. Cleric tribal? check. sadistic grin? double check.
Cabal Executioner - on par with blind zealot - lacks the evasion, but doesn't sac to activate. mixed bag, but not horrible
Children of Korlis - sacs to revert life total to start of turn? yes please
Devout Chaplain - most clerics are humans, exile is good. enough said.
Eight-and-a-Half-Tails - good protection for your side of the field.
Entomber Exarch - cleric that can reanimate or force pitch from opponents. not gamebreaker, but solid card with options
Frontline Medic - clerics are indistructable as long as 3 swing? seems good
Giver of Runes - really should be vodka-aunt of runes, but w/e, still good
High Priest of Penance - great to chump with, better with aethreos, best when indistructable
Kor Sanctifiers - decent artifact / enchantment removal on a cleric body, not much else to say.
Leonin Arbiter - the staple of death & taxes and hate bears is, in fact, a cleric. seems useful.
Leonin Relic-Warder - fiend hunter for artifacts & enchantments, not much else to say.
Mikaeus, the Lunarch - cleric that slowly buffs your side
Order of Whiteclay - recusion cleric. not as useful once it gets vigilence, so fair warning.
Pontiff of Blight - mass extort is disgusting. seven toughness is hard to remove.
Ravos, Soultender - recursion + steroids = win
Remorseful Cleric - mass graveyard remval + evasion is good
Shaman en-Kor - this guy is bonkers, and with any form of damage prevention makes your side nigh unkillable
Sin Collector - exiles instants & sorceries, solid card. never returns them either. probably is on a wanted list in some libraries for back charges
True Believer - if you don't want people to target you, ivory mask with legs is a cleric too
Tymna the Weaver - less useful in duels, but solid for mass card draw otherwise
Vile Deacon - cleric tribal lord for black, comparible to doubtless one
Weathered Wayfarer - land tax on legs. still a cleric
Whipgrass Entangler - ghostly prison based on clerics for mana, but single target per use
Whisper, Blood Liturgist - creature recusion that nukes for 6 with general out, or mass reanimation if opponen't don't take it.
Profane Prayers - not an X spell, but cleric tribal nuke seems kinda on-theme.
1 year ago
removed Whitemane Lion, Quickling, Kor Sanctifiers, Linvala, the Preserver, Slithermuse, Whispersilk Cloak, Phyrexian Ingester, Cryptic Annelid. Tormod's Crypt Added Negate, Unwind, Angel of Serenity, Open the Armory, Restoration Angel, Angel of Finality, Reflector Mage, Lavinia of the Tenth, Sunblast Angel, Sea Gate Oracle
2 years ago
2 years ago
Ok, lemme see...
- Absolver Thrull - effective even if it isn't blinked.
- Kor Sanctifiers - doesn't work with flicker but does work with bounce, which you have more of anyway
- Tivadar of Thorn - niche sideboard card but real good against the Krenko matchup lol
- Deadeye Harpooner - good blink synergy
- Angel of Serenity - I'm fairly certain that due to the two paragraph templating if you blink her while the first trigger (removal) is on the stack, her second trigger (return) will happen first and fail to find anything and then the removal becomes essentially permanent. I'm not sure if removing her a second time 'remembers' the same things exiled the first time or not.
- Saltskitter - does this help you gain life?
2 years ago
big changes in the deck!
In no particular order:
Strata Scythe : too high of a cost for just +X/+X, even if it can win some games
Godsend : same as before, too high of a cost and it functionally says "+3/+3 unblockable", except it is not unblockable when it matters. Can stop some big threats for a while but too situational. I love the card tho.
Prowler's Helm : just wanted to cut some redundant unblockable effects. We already have enough + tutors. You only need one of them when you want to win. Choice was between this and boots and I feel that walls are more common than only-basics
Paradise Mantle : seems amazing until you realize that we don't always have a creature doing nothing on the board that wants to tap for mana
Lightning Greaves : does't help to win, and we usually don't rely just on Sram to kill the opponent, so protection is not that important
Loxodon Warhammer : this cut is done just because the swords are better. Having a tutorable single source of lifelink can save some games tho, so better to still take this in consideration.
Cultivator's Caravan : I tried it, I didn't particularly like it. Sure, good versatility. However, most of the times its just a 3 cmc rock, not that great. The ability to attack is mostly irrilevant since its very incefficient to put equips/auras on it, and blocking still requires a creature to tap for it.
Smuggler's Copter : same issued as the caravan, plus its not versatile. Too much effort to just draw and discard occasionally. All considered, I preferer to run 0 vehicles.
Stasis Cocoon : too narrow. Sometimes can be great (can target breya, fast mana and other things), but other times its a dead card with no relevant targets.
Pacifism : a lot of problematic creatures don't act through the combat phase. Therefore this card is in the weird spot of being outclassed by 3cmc alternatives (prison term, arrest) and darksteel mutation, while also being often functionally equal to Kirtar's desire for double the cost.
Holy Mantle : there are better things to do with 4 mana. Putting it on a spirit dancer is sweet tho.
Faith Unbroken : seems a good combination of pump + draw + removal, until you realize that you are just setting up a very bad 3 for 1 later on. Not terrible thanks to Sram, but there are better plays at 4 mana.
Kor Sanctifiers : the card is ok, however the lack of recursion potential makes so that there are better alternatives.
Stone Haven Outfitter : I was excited for this card being a sort of second mini-skullclamp. Then you realize that this guy passive +1/+1 actually makes skullclamp useless and you really don't want him on the field.
Drifting Meadow : having increased the number of colorless lands, we really don't want too many tapped lands. This gets cut because of the 2 cost of cycling, worse than steppe
Disenchant : here you can cut demystify instead, your choice. Disenchant is more versatile but more costly. Usually I find that enchantments are more problematic than artifacts and I really don't want to face a Stasis with the need of 2 mana open. But I can see it useful when you sit in front of a sharuum/breya/memnarch. Its up to you. You still probably want one of them for the insant speed, for sorcery speed alternatives is better to have recurrable permanents.
2 years ago
You could use Viscera Seer to be a sac outlet to other creatures that you have a hard time getting your opponent to kill/block. The one issue I see is if your opponent has GY hate out of the board, because then you kinda just lose out on your combo, so maybe playing some sort of creature based enchantment/artifact removal, like Kor Sanctifiers would counteract that, or you could just focus on enchantment removal, like Wispmare, because most artifact GY hate that you're worried about is a one time effect, whereas Leyline of the Void and Rest in Peace just hose your deck. Wispmare also works with your combo, as it enters the battlefield and then is immediately sacrificed.