Kytheon's Tactics

Kytheon's Tactics


Creatures you control get +2/+1 until end of turn.

Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, those creatures also gain vigilance until end of turn. (Attacking doesn't cause them to tap.)

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Set Rarity
Magic Origins (ORI) Common

Combos Browse all


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pauper Legal
Pauper EDH Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Kytheon's Tactics Discussion

Spell_Slam on Pauper edh goats

1 month ago

Great idea for a deck!

I see you put in tons of ways to blink your Commander, but not many ways to actually leverage the advantage of having tons of goats in play. I would recommend adding in as many mass pump spells as you can to end the game with your Goat army.

A few suggestions: Guardians' Pledge, Inspired Charge, Righteous Charge, Ramosian Rally and Kytheon's Tactics are all relatively cheap and powerful pump spells for your team. There's also Marshaling Cry, Charge and Sanctified Charge if you want to go a bit deeper.

Wayfarer's Bauble is your main picture, but it is not in your deck. This would be a good inclusion.

You have a lot fo enchantment hate. Any particular reason why? You could be running more effective, broader removal instead, like Oblivion Ring, Faith's Fetters, Angelic Purge and Isolation Zone. Some of these can also be blinked or bounced to retarget more important permanents in the future. In terms of creature removal, Journey to Nowhere is an important piece you are missing. There are also many interesting Pacifism-style effects to choose from in terms of removal. It will also work well with your Commander's Chroma ability.

With all of your blink effects, I don't think you need to include any other protection spells. Something like Indestructible Aura just doesn't seem necessary.

Unlife on

1 year ago

I wouldn't dilute your deck too much for a wincon, so I'd recommend something like Inspired Charge, Kytheon's Tactics or Sanctified Charge. Just swing with a full board.

ruy343 on Order of the Northern Sky

1 year ago

Revision 2: At this point, you're much more cohesive, but still haven't quite reached a strong synergy.

You should probably sideboard your Day of Judgment and Ghostly Prison to use against creature-heavy/tribal decks (like slivers), and for your general day-to-day use, you should use some cheap, targeted removal (a favorite modern-legal card of mine for this is Declaration in Stone, especially against token swarm decks, but you could use Swords to Plowshares). Day of Judgment + Knight Exemplar is strong, but Day of Judgment can sit in your hand if you don't draw the other piece of the combo, and that can suck if you have dudes on the field.

Knight of the White Orchid is begging to be a part of this deck, btw.

You've got a lot of knights coming out, and that's strong, but what you could really use to push in the damage is a card that boosts all your dudes for maximum damage when they charge as a team. Kytheon's Tactics is strong for this, but it's a Sorcery, so Inspired Charge or Sanctified Charge might be the better call.

ParadoxRift on Pauper Pitchforks

3 years ago

Thanks for the detailed explanation. After doing a bit of play-testing today, I think a playset of Mana Tithe is not the way I'm trying to go, at least not in the main deck (more creatures!), and I've realized that the deck has enough damage with the bone splitters on fliers so I don't think I'll include mass buff either. Thanks for mentioning Kytheon's Tactics though, if I ever change my mind, that would be the way I would go (it pumps the black germs and flipped cathars too haha). I might try running a smaller number of tithes just to try it though... Oh and yeah, Thraben Inspector definitely delivered :D

Kezvin on Pauper Pitchforks

3 years ago

It really depends on whether you want to be aggressive or defensive. If you're trying to smash face as quickly as possible and you don't care about protecting the strategy, then I like Guardians' Pledge, or possibly 1 to 2 Kytheon's Tactics. If you want to bait out removal and make sure your creatures stick, then Mana Tithe does an excellent job. Which do you think you'd like to do with your deck? Would you rather be proactive or reactive? I'd make your decision based on that.

If it were me, personally, I'd go with Tithe. I think that both would be good additions, but Tithe is cheaper and shuts down removal.

Bigkiki7 on

3 years ago

Kytheon's Tactics is something id add to be a win condition. Brave the Elements would be good for protecting your army

GS10 on Alesha, Who Smiles at Her Bank Account

3 years ago

First of all I want to say that I read your description, so I know you are not trying to make a killer deck out of the bat. I'm going to give you some suggestions, I understand some might be a bit over your budget (even though I'll try and keep the more expensive cards only around a couple bucks) and some might not be as interesting for you considering your specific playgroup and your goal with the deck, but since EDH is the perfect format to develop a deck during longer periods of time, and I strongly encourage everyone who plays to do so in order to create an healthy and dynamic playgroup, I'm going to suggest some changes that will improve both on the power level and consistency of your deck.

My deck is more expensive (but still pretty reasonable considering 100 cards) but it performs really well in competitive environments without overpowering the board in more fun oriented playgroups. You can check it out and maybe you'll find some other cards you don't know about that might be good for you:

Watch out, we've got a badass over here

Commander / EDH* GS10


About your deck now, I'll list the changes I'd make and try to explain why so you can pick and choose when you start making replacements.

I'd definitely take these creatures out: Aviary Mechanic, Battle Brawler, Daru Sanctifier, Enraged Revolutionary, Minotaur Skullcleaver, Rotting Mastodon, Timely Hordemate and Zurgo Helmsmasher

You want your plays and reanimations to be more than vannilla creatures, doesn't matter if they make themselves larger if they are easilly blocked and killed, and definitely, if you are running cards over 2 power which are not targets for Alesha, they must enable something game ending, otherwise you are taking consistency out from your deck and not gaining anything in return.

As for noncreature spells I'd take out: Asha's Favor, Berserkers' Onslaught, Blue Ward, Fear, Messenger's Speed, Protective Sphere, Skeletal Grimace, Demystify, Dragonrage (this is kinda okay with double strike, but still, much better options), Harsh Sustenance, Pay No Heed, Profit / Loss, Showstopper, Tenacity, Uncaged Fury, Uncanny Speed, War Flare, Wing Shards (You have no reasonable way to enable storm, so for 3 mana there are numerous better removal options), Coercion (it's one use only. In a multiplayer game you can't possibly gain advantage from picking one card from one opponent in 99% of situations), Kytheon's Tactics, Spectral Reserves and Terashi's Grasp.

I'd take almost all of those auras and instants/sorceries because in my experience Alesha isn't suited for that. She is perfect for a toolbox commander, so you should enforce that and play effects like destroying enchantments, on creatures that you can recurr as you need them instead of on one spell that can be used once. Again, this is relevant because Alesha can use creatures over and over, but not noncreature spells. In decks like Dralnu and such, it would be the other way around. As for ways to pump your creatures, again, it's a one trick pony and then your opponents will be able to block or remove your threat's easilly. Double strike definitely is not the best option, since Alesha likes small creatures, and double strike on small creatures is underwhelming. The trick is to manage a way to keep the board under control, and win little by little or comboing off with something.

I won't change the land base because that's where most money is usually spent and I avoid that as well. Command Tower, Vivid Marsh and Vivid Crag are solid and not very expensive, but again, I don't usually feel the need to improve that much on mana base. But if you feel you are playing this deck for a long time, I'd recommend you pick up a Chromatic Lantern soon. It's insanely important, since Alesha is , and her ability costs so sometimes getting the colours you need for both soon in the game might be harsh. The lantern just saw a reprint so it's lower on price now than it's ever gonna be for a long time after.

What to include then? I'd change a lot, but since you are playing a deck made of what you had laying around, I understand if you don't. I'll go over a few that you should include if you want to improve on the list and you can pick and adjust as you feel it's right. Also, probably all of these will be in my deck, so you can check it and see if there are other options there that you'd want to play instead of those I suggested you'd switch out:

I hope this was of help, it's really cool you are making a deck out of scraps, per say, so you can easilly bring new players in, that's something admirable, since most times the biggest barrier to new players is the intricate play levels of their potential playgroups. I usually lend my decks to new players until they feel comfortable enough with the format to build their own, but that kind of approach making almost a "limited" EDH deck is pretty cool and perfect to help new players improve. As I said, EDH is perfect to improve deckbuilding in time, so that's an awesome way to kick it off!

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