Red creatures you control get +1/+0.
White creatures you control get +0/+1.
RW, Exile Legion's Initiative: Exile all creatures you control. At the beginning of the next combat, return those cards to the battlefield under their owner's control and those creatures gain haste until end of turn.
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Legion's Initiative Discussion
3 hours ago
I like this. I've been looking for other ways to build decks around Norin.
You might consider Impact Tremors in place of Vigilante Justice. It works on non-humans, and it only costs two mana, although you do lose the ability to target creatures. Great in multiplayer games though, as it damages all opponents at once. Purphoros, God of the Forge is also nice, twice the damage and bloody hard to get rid of.
I recently tried adding Legion's Initiative and Impact Tremors to a classic Norin / Soul Sisters deck, with some interesting results. With both cards out, blinking my army resulted in some pretty heavy direct damage from Impact Tremors, which was multiplied considerably with a Genesis Chamber or Spirit Bonds in play.
In your case, Legion's Initiative fits the blinking theme and the colors, and caries the bonus that you can use it to redirect Fiend Hunter to a different target in a pinch. Plus since you can control the order in which ETB triggers enter the stack, you can manipulate the triggers for maximum life gain when blinking soul sisters.
Downside is that your Ajani's Pridemate and Champion of the Parish lose their +1/+1 counters, but if you bring them back first the rest of the army blinking in powers them up (with at least one soul sister to add lifegain for Ajani's Pridemate. Pair this with a board wipe, and you can deal direct damage, wipe out your opponent's army and overrun your opponent with pumped up champions all on the same turn!
12 hours ago
I would actually urge you to go wide with soldier (token) tribal, boosting your side up from their weenie status, and then giving them trample with Anax and Cymede.
Anax and Cymede provides a mass boost, where the trample is clearly more important than the +1/+1. The goal should be creating a table position where trample matters enough to do a nice bit of damage. I'll get to triggering this effect reliably later.
Red and white both excel at token production, and soldiers are a prominent tribe in both colours. Rise of the Hobgoblins, Martial Coup and any number of "put a crapload of white soldier tokens into play" should help you here. If possible, focus on either creatures as token production, or spells that do something else in addition to token production to get maximum value.
White is good at boosting creatures. Glorious Anthem, Marshal's Anthem, Cathars' Crusade and so on help you a lot. Soldiers as a tribe have some pretty good lords, such as Captain of the Watch, Auriok Steelshaper, Aven Brigadier (which has pretty cool art, btw), even including oddballs like Cenn's Tactician. Also, focusing on soldiers as a tribe allows you to benefit from Obelisk of Urd, Coat of Arms and Konda's Banner. This should make your dudes big enough for the trample to be an actual threat.
You'll want to reliably trigger Anax and Cymede once your board is good and ready to blow out. To this end, I'd veer away from instants and sorceries, and rather focus on enchantments: both red and white have a bunch enchantments with built in bounce: Conviction, Crown of Flames (and its many variants, there's a number of these things), Flickering Ward and Mark of Fury to name a few. These cards mean that you can repeatedly trigger your commander's Heroic ability. Then there's stuff like Spirit Loop, which you can't bounce at will, but will get back if Anax and Cymede die.
Card draw is a challenge for these colours. You should look into artifact options like Mind's Eye and so on to guarantee a full grip. Inheritance is a pretty ghetto white option, and red has a number of Wheel of Fortune effects. Also, focusing on ramp which can be cashed in as cards later helps: Mind Stone, Commander's Sphere and Boros Cluestone at least. White has tutors for enchantments and artifacts, look into those for consistency.
Finally, support and removal: Purphoros, God of the Forge is really strong with a token strategy, Aurelia, the Warleader is really good too. Maybe stuff like Angelic Skirmisher would do: remember that you get a multiplied benefit from any mass effect like that if you have the most dudes on the board. Legion's Initiative and Boros Charm protect you from boardwipes nicely. As for removal, well, white is the best colour for wraths, you should play into that. Also, there's reusable stuff like Shackles to tie in nicely with the enchantment use in general, which is good for making the most of tutors (and you can even Shackles your own Anax and Cymede in a pinch :D).
1 day ago
SaberTech made an excellent post, he said everything that needs to be said.
Anyways, I'm going to suggest that you switch Anax and Cymede to either Agrus Kos, Wojek Veteran for W/R soldiers or Aurelia, the Warleader for tokens. Tokens is probably the easier of the two to make, so use cards like Mobilization , Assemble the Legion, Rise of the Hobgoblins and Tempt with Vengeance to produce tokens. Then, use anthem effects like Marshal's Anthem, Spear of Heliod, Dictate of Heliod and Legion's Initiative to smash. Boros Charm stops a wrath effect, Purphoros, God of the Forge gets damage through even if you can't swing. Finally, spells that deal direct damage, like Lightning Bolt, are generally bad in EDH; it's much better to use unconditional removal like Swords to Plowshares or Path to Exile to kill creatures. Finally, ALWAYS include 2-4 wrath effects, as it's always better have them and not need them then it is to need them and not have them. In this case, I'd recommend Brightflame, Rout, Wrath of God and Blasphemous Act.
Hope that helps!
2 weeks ago
Firstly, you really need more lands if you want it to be quicker. The general number of lands is 37, which can go down to 35 with a low curve. Windbrisk Heights is an auto-include. Kjeldoran Outpost makes soldier tokens which could be helpful. Temple of the False God, Boros Garrison, Battlefield Forge and Forbidding Watchtower are worth considering.
This land amount assumes that you have about 4-5 mana rocks. In here you've got two straight forward rocks, Darksteel Ingot and Sol ring, and then three not so straight forward rocks, Mox Opal, Urza's Incubator and Sword of F & F. Mox needs two other artifacts, which will usually need mana to cast which makes it slow. Urza's only accelerates around half of your spells. Sword requires you to have cast a creature, cast the sword, equipped the sword, and then successfully deal combat damage. That's slow and difficult to accomplish. Boros Signet, Boros Keyrune and Chromatic Lantern could make things easier. I'm not saying drop Mox, Urza's or Sword, but that these should go in as well.
Because the deck's strategy involves having a pretty heavy battlefield presence, board wipes are going to be a big threat for you. There's a few ways to make the deck more resilient to the inevitable Damnations and Wrath of Gods. Firstly, you could put in a few cards that produce lots of tokens for instant armies, like Decree of Justice, which replaces itself and can make angels when you've got lots of mana. Decree could be a good replacement for Assemble the Legion, which is slow and vulnerable to removal. Evangel of Heliod is the same cost as Nomad's Assembly, but doesn't require creatures to be in play. It's at least three creatures (because it triggers off of its own devotion), any creature with two white in its cost (which there are heaps of) will produce two tokens instead of one, and cards like Spear of Heliod, Godsend and Elspeth will trigger it too.
There are other ways to beat wrath effects. Boros Charm is a no-brainer. At instant speed it can win games without a doubt. Legion's Initiative is also very helpful, and somewhat unusual. It provides a bit of a buff for your creatures, protects from wrath and allows you to reuse etb triggers, like Captain of the Watch, Sun Titan, and just imagine Purphoros!!! Remember that it doesn't work that well with tokens though.
2 weeks ago
Ah, my mistake. I thought it could bypass it. Well... you could splash white for Legion's Initiative.
3 weeks ago
Frost Lynx is just another Hookmaster. If I really wanted to include a card with such an ETB effect, It would still be Hookmaster though, considering the main color of the deck is still white. Speaking of colors, I am not willing to splash any color. Even if this deck had access to red mana, Legion's Initiative is not as good as it seems. It's a sorcery speed Ghostway for 4 mana, yes it can buff your creatures, but that's not really part of the strategy of a deck like this. Legion's Initiative is more of a sideboard card in boros aggro decks, that beats Supreme Verdict.
3 weeks ago
I totally forgot about Frost Lynx yesterday, which is probably my favorite card in limited right now. It's a decent fill-in for Hookmaster/Man-o-War/Adept.
I also forgot to mention: all the cards I've suggested are much worse when your opponent isn't playing creatures. The best ETB effects (Siege Rhino, Snapcaster Mage, Thragtusk) don't depend on your opponent playing a certain type of card--they just work. Something to be cautious of.
Huh. Look what I just found. Legion's Initiative
1 month ago
Can Legion's Initiative work in this deck ?
|Avg. draft pick||3.72|
|Avg. cube pick||1.78|
|Commander / EDH||Legal|
Printings View all
|Dragon's Maze||Mythic Rare|
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