Legion's Initiative

Legion's Initiative


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

Werepizza on Aurelia, Angel Aggro

1 day ago

if you want to add weenies, I suggest adding: Rise of the Hobgoblins, Captain of the Watch, Hero of Bladehold (procs twice, with Aurelia), Launch the Fleet (again, procs twice with Aurelia), Precinct Captain, Martial Coup. And these are ok, but I wouldn't take a slot for them, personally: Field Marshal, Darien, King of Kjeldor.

But cards you should definitely add, (regardless of the weenies!): Blinding Angel, Champion's Helm, Lightning Greaves + Swiftfoot Boots , Herald of War (works to make Aurelia less), Archetype of Courage, Land Tax, Legion's Initiative (if you pop this with Aurelia out, you get another combat phase because Aurelia, the Warleader is technically new! Same with Cloudshift, as you probably know), Entreat the Angels, Whispersilk Cloak.

Kingofsouls on Modern Allies - Primer (Updated for BfZ!)

1 day ago

@Nef: Bob in allies sounds pretty expensive. Good, but expensive.

@aubman02: Thanks. I don't play allies, so to me Safe Haven is Ally Encampment 5 and 6. Unlike the Encampment it lets you save more than one ally before breaking it open. Slow yes, but in Modern reduncancy is key.

@TheDuggernaught: Of the three cads you mentioned, only Legion's Initiative exiles them then returns them to the battlefield which is what we want. Allies really want to see Allies enter the battlefield to trigger any Rallies or other EtB triggers.

Also, haven is a land. The opponent cannot counter it like Ghostway because of its land nature. In addition being able to save our stuff one at a time before wanting to return them is different from Ally Encampment's one time only deal. Encampment is better, but Haven can function as Encampment 5 and 6. I can also see shenanigans with Akoum Battlesinger. Cast it, attack, then exile with the Haven. next turn, crack the haven and Battlesinger again.

Also, RW allies can use Impact Tremors right? I love cards like that. Since we are playing so may dudes having a way to deal free damage for playing them seems alright to me.

aubman02 on Modern Allies - Primer (Updated for BfZ!)

2 days ago

I still think Ghost Way may have a shell for it to fit into. I like what ehuez did in his RW Allies brew. Legion's Initiative seems to work really well in it. When the new cards come out in MODO, I plan on playing the deck to see how it runs.

TheDuggernaught on Modern Allies - Primer (Updated for BfZ!)

2 days ago

Legion's Initiative would exile all your creatures and then allow them to enter at the same time. It also has the benefit of being much harder to play around. If people know you are playing Ghost Way, they can force it out of your hand by playing a removal spell on the first main phase and then attack into an empty board. Initiative says lol no to that. Yeah, it can be removed... but I think that if they are siding in enchantment hate against you, you are likely to have a good time.

TheDuggernaught on Modern Allies - Primer (Updated for BfZ!)

2 days ago

My problem with Safe Haven is that it doesn't tap for mana. I think I would much rather just use Ally Encampment for a similar effect. Ghostway, I think is a great sideboard card against wraths. But with Boros Charm, Ready / Willing, and even Legion's Initiative being main board-able, I don't see it as being super viable. You could build around it, sure. But the fact that they return at EoT makes it kind of tricky.

aubman02 on RW allies

4 days ago

Also, I think Legion's Initiative is fantastic in this deck. It really helps against the control match up and gives the allies that don't grow in your deck so much more umph. I really think this deck has the potential to compete with the other tier 1 decks. Good job again ehuez!

Flagellum on Iroas, God of the Many

5 days ago

Color identity includes the symbols in the text box, unless it is reminder text (stuff mentioned in parenthesis like Extort). Aside from your commander, you don't have any enchantments. Assemble the Legion would fit perfectly and so would Militia's Pride. Rise of the Hobgoblins could also benefit you. You're also running 12 rocks in a dual colored deck. If you had a large number of fatties or ran say land destruction I could see that much being warranted. Also, some of your instants are nothing more than a limited anthem effect. You'd be better off running permanent anthems then just for the turn. Things like Glorious Anthem, Spear of Heliod, Legion's Initiative, Glory of Warfare, ect.

TheDuggernaught on RW allies

5 days ago

I am not sure I like Kor Bladewhirl in here since there are not many things that really benefit from first strike in this list that do not already have it. I also think 4 Legion's Initiative might also be a little overkill. I do love the card though. I think I would cut the bladewhirls, 1 initiative, and either an Ondu Cleric or a Kabira Evangel for a land, a Talus Paladin, a Gideon, Ally of Zendikar, 2 Firemantle Mages and maybe 2 Lightning Bolts.

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