Legion's Initiative

Legion's Initiative

Enchantment

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

CommanderNeyo on Boros Battalion

1 week ago

Suggestions:

Remove Blaze Commando, Fortress Cyclops, Foundry Champion, Angelic Edict, and Gleam of Battle

They have too high mana costs, and most aren't worth it (Actually, none of them are worth it, in my opinion). If you are going to spend 5, 6, or 7 mana, it needs to guarantee you a victory. None of these do.

Add Frontline Medic, Legion's Initiative, maybe Boros Elite, Ash Zealot, and/or Boros Recruit

Frontline Medic makes everyone invincible, Legion's Initiative buffs them and protects them from removal. Boros Elite and Boros Recruit give you some early board state and can be useful later. Ash Zealot gives you some graveyard hate and has first strike and haste, which is awesome.

Should sideboard Wear / Tear, and make sure you have 4 Boros Reckoner. They are so good. Also, you should not sideboard Boros Charm because it is so good and so versatile. Should mainboard 4 of those.

I'm not a big fan of Ordruun Veteran or Holy Mantle How have they worked out for you?

I hope this helps!

Also, Gisela, Blade of Goldnight is a great card, and I would definitely recommend Dictate of the Twin Gods. If you make Boros Reckoner indestructible with Boros Charm or Frontline Medic, then you can use him for an infinite damage combo with Dictate of the Twin Gods. Even if you don't pull that off, your creature are still dealing double damage, and Boros Charm becomes a 2 mana, 8 damage, making it particularly easy to finish off opponents. Because it has flash, you can use it during combat or save some mana to use it at the end of your opponent's turn, after their combat but right before your turn begins. It has won me so many games.

rockleemyhero on Kaalia the killer (Working)

3 weeks ago
  1. Cut Nomad Outpost and Blackcleave Cliffs for City of Brass and Mana Confluence. I like cliffs but it interacts poorly with your checklands. and you should trade it away on pucatrade for value anyways lol. I also need to add confluence

  2. cut one of your 6 mana wraths for the new instant Vindicate.

  3. cut Steel Hellkite for some ETB dude or Legion's Initiative or the new Ghostaway from SOI.

Saw Fire Covenant in your maybeboard, that's a sweet card! Might be better than a wrath here. You also need Sword of Feast and Famine and Land Tax.

I think moving forwards tho, you have a TON of creatures that kill other dudes. Maybe you could afford cutting more wraths because of that.

amerishin on Kaalia ("Competitive" list; suggestions welcome)

3 weeks ago

I've found that Legion's Initiative is a better version of Ghostway in most matchups, as its effect is un-counterable (unless Voidslime or Stifle is cast and lets be honest if they have either of those your kaalia is going to eat those anyway) while buffing your team. It doesn't have the surprise factor that Ghostway has, which means something, but typically your going to run into a counter when you try to "plaguewind" them. So the onus is on them meaning a single Wrath of God isn't going to get them out and usually LI is cheap enough to go un-countered. Another card that always makes my deck is Council's Judgment. It's a must in these decks as its one of the best removal spells for un-targetable permanents. For lands (i know your ability to add them is limited) having targeted land destruction is very important so Wasteland, Ghost Quarter, and Tectonic Edge are, in turn, very important; Gaea's Cradle, Rishadan Port, Maze of Ith, and Mystifying Maze are just to name a few. If you put those lands in, then Crucible of Worlds plays pretty well.

Another potent strategy Ive seen some Kaalia players go with is Winter Orb, land locking your opps out since you cheat things in anyways with your commander. Another one is Catastrophe giving you the ability to either wipe the board if you're behind or if you're ahead wiping the lands.

Aless55 on The Rebel Alliance

1 month ago

Creatures:

I would cut out these Creatures, most of them aren't worth a spot.

Stone Haven Outfitter, you run just to little equipments to get a benefit out of him.
Greenweaver Druid, with 38 lands mana problems shouldn't be there. (I'm running 37 and have 0 problems)
Grovetender Druids, just too weak, paying 1 mana for a plant wtf is this
Hada Freeblade, It's EDH not an Ally Aggro deck, it isn't so useful
Kazandu Blademaster same as for hada
Turntimber Basilisk isn't good enough for a tribal deck, you could drop a 3mana Ally instead of him..

Skyrider Elf, if you like him keep him, for the whole squad no use...
Kalastria Healer and Zulaport Cutthroat, they aren't too good but also not so bad
Avenger of Zendikar, if you like him keep him...

Archetype of Endurance, This card is savage :D

I would put those in:
Agadeem Occultist, wait for the next card
Halimar Excavator, Allies stand for reaching a goal together, heck, imagin these two together :D
Turntimber Ranger, is way better as the plant producer
Kazuul Warlord, Yes oh yes, counters on every single Ally
Beastcaller Savant, is the other mana dork Allies got
Brago, King Eternal, since you are running some non Allies this one will boost your team immensely


Instant + Sorcery Spells:

Maybe Collected Company isn't the right card for this built, the chance of hitting a 3 or less mana creature isn't big enough.

Ghostway is the better Ghostly Flicker and it will be even better than Cloudshift. With the mana dorks and the time EDH gives, you will easily have the 3 mana left for this instant.

Maybe something like Harsh Mercy and Rite of Replication will enhance your deck?


Planeswalker:

2 very good Planeswalker are: Gideon, Ally of Zendikar and Venser, the Sojourner


Artifacts:

Conjurer's Closet might be also worth a spot, Urza's Incubator, Cloudstone Curio, Chromatic Lantern, Swiftfoot Boots and Birthing Pod are also very useful artifacts.


Enchantments

Aura Shards, if you have to deal with strong artifacts o enchantments
Legion's Initiative to trigger you whole squad
Call to the Kindred to bring in an extra Ally per turn
Conspiracy to make every creature an Ally, every creature could be tutored with Tazri
Mirari's Wake might be a bit faster than Zendikar Resurgent, both have their advantages.


I hope I could give you some ideas. Pls take a look at my Ally EDH deck, you might find some other interesting things there! :-)


GTA2

Commander / EDH* Aless55

SCORE: 1 | 11 COMMENTS | 244 VIEWS


TheVectornaut on Life. My gain, Your loss.

1 month ago

I get it man. I only recently increased my budget cap per deck from $100 to $200, so getting to run Asceticism instead of Archetype of Endurance, for example, makes me feel like a madman for having ever tried to do otherwise. The great thing about budget though, is that it insures you deck will be unique and interesting since you don't have the luxury of playing costly staples. On top of that, it also leads to crazy, new discoveries. I'm not kidding when I say that the win condition of my current favorite deck is a Starfield of Nyx+Warstorm Surge+Legion's Initiative combo XD

1empyrean on Archangel Avacyn EDH (And a bit of a primer sorta)

1 month ago

Well, for white creatures, yeah, but you don't have to play it unless you think you need it.

Saving your field versus making Skullclamp harder to use...you decide.

I like Legion's Initiative's interaction with Avacyn's ETB, and it grant's haste to all your creatures.

readerrw07 on Archangel Avacyn EDH (And a bit of a primer sorta)

1 month ago

Legion's Initiative I passed on because I want to be able to easily kill my own tokens, and that +0/+1 makes it impossible to skullclamp my tokens

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