Legion's Initiative

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Dragon's Maze Mythic Rare

Combos Browse all

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

Javaz on Modern Token Burn

1 hour ago

Also, Assemble the Legion could be a really really funny 1-of. Also Legion's Initiative.

randomguyguy on Guardian Angels (Help pls)

15 hours ago

Good choices! A couple tweaks I thought of - I've been disappointed by cards like Interlude for a long time (ever since Legion's Initiative didn't see much play), especially because the card is designed to trigger enters the battlefield abilities primarily. I'd take a 4th lieutenant and a 4th dec in stone over them. Dragonslayer is good, but Lifelink isn't the most important keyword in an aggressive deck and it's already given by Gisela. The important thing to realize is that the Dragonslayer's flip effect is already a mode on the versatile and syngergistic Collective Effort, which you could be playing 4 of. While it does have the unique ability to use Arashin Foremost's second ability, even that isn't important if Odric is already granting the keywords.

If this were my deck, I'd probably make the following changes:

+1 Thalia's Lieutenant (Considered one of the best cards currently in standard)

+1 Thalia, Heretic Cathar (this card is insane - can slow down a sweeper or defensive 5-6-drop, also outcombats all of Company's creatures, and slows down blockers against Midrange)

+1 Kytheon, Hero of Akros (Fills out an empty 1-drop slot)

+1 Collective Effort (More removal, 1st mode replaces Dragonslayer's effect, Glorious Anthem effect is really strong)

+1 Declaration in Stone (More removal, good tempo play since it takes 2 mana your opponent won't want to spend against Aggro to crack the clue; also deals with Secure the Wastes with no downside, albeit at sorcery speed)

and move Dragonslayer and Eerie interlude, both of which you only want against very specific decks, to the sideboard. If you're building a sideboard, don't forget Hallowed Moonlight, bane of the omnipresent Collected Company and the token linchpin Secure the Wastes.

Feel free to decide how much of this you trust/want to take.

TheStig9382 on Throw your children

1 day ago

Will definitely throw in the Skullclamp, looked at it before but obviously never fully understood it. Thanks! Phyrexian Dreadnought is extremely good, unfortunately I am a little strapped for money, and as such will have to pass on him. Good call on the Glory of Warfare. Will take it out. Perhaps will replace it with Legion's Initiative. Spear of Heliod is very solid, will toss one in to deal with those pesky little threats that aren't worth throwing. Thanks a lot Krogania!

Krogania on Throw your children

1 day ago

I am going to have to suggest Skullclamp as I believe the main reason you have no creatures to fling is you have a high number of lands and currently no way to draw cards. I also second the Phyrexian Dreadnought idea, as the ruling states: If the Dreadnought is no longer on the battlefield when the triggered ability resolves, you may still choose either option. AKA if you fling him in response to his own ETB effect, you can then not sacrifice any creatures. 12 damage for 1R!

If you are looking for things to take out to make these fit, I would look at Glory of Warfare as it costs the same as your General so you probably aren't going to choose to cast it most of the time, and something like Always Watching gives a smaller bonus, but at a better mana curve as many of your lesser costing creatures have negatives that will make you not want to cast them early, and it would let you attack with Brion before flinging, or attack with stolen creatures and activate their tap abilities before flinging.

Legion's Initiative doesn't give nearly the bonuses, as though most of your creatures are red, the ones you steal probably aren't, but can be used in a pinch to protect Brion from a board wipe. Spear of Heliod is another small buff at 3 CMC that also provides a nice ability to keep people from wanting to attack you on turns you have extra mana.

And I would consider removing Felidar Sovereign, as it is a fun card to win with once, but unless the groups you are playing in run little removal, the win cat generally just paints a giant target to attack you. I kept mine in to win with him once (took a few games) and then took him out. All the other games he felt like a dead draw.

Silatuyok on Boros Angels I

1 week ago

Your curve is really high, I might consider swapping some of your mid range cards with lower cost creatures, Tajic, Blade of the Legion Angelic Destiny Angel's Mercy Agrus Kos, Wojek Veteran, and Herald of War are all fairly strong cards in their own right, but feel more at home in decks where they are the high cost creatures, such as weenie decks. I might suggest running 4 Truefire Paladin and Skyknight Legionnaire instead, giving you a nice chunk of your curve at 2 and 3, as well as having more bulk multi coloured creatures helps take better advantage of Legion's Initiative and Iroas, God of Victory as their usefulness scales with the number of creatures you have on the board. Also upping your multicolour count makes better use of Scourge of the Nobilis loosing the guildgate, 2 mountains and 3 plains for another garrison and 4 Temple of Triumph would give you better colour consistencey, and due to the high curve won't hurt you too bad in terms of slowing you down with tapland.

KingOfZendikar on Swarm and Conquer V 3.0

1 month ago

You should have Legion's Initiative. This would be bad for your tokens that's ok though.First sack this at the end of your opponents turn. Then at your first mainphase play Purphoros, God of the Forge and or Impact Tremors. Then at your combat step they are returned to your battlefield dealing lots of damage.

magicfanzzz on The "Let's build a deck" ...

1 month ago

This is the follow up article to the introduction to my challenge. If you're interested, click here.In this first Episode I'm gonna talk about a deck that takes advantage of creatures with dash, combined with cards like Impact Tremors and Mardu Ascendancy . I'm excited how this pans out and I'm waiting for comments!

So this first deck includes like I said many battlefield trigger cards and dash cards.It runs:

Creature:

4 Ambuscade Shaman

3 Goblin Heelcutter

3 Lightning Berserker

3 Zurgo Bellstriker

3 Warbringer

2 Pitiless Horde

3 Ogre Battledriver

Instant:

3 Lightning Bolt

4 Path to Exile

Sorcery:

2 Thoughtseize

Enchantment:

4 Impact Tremors

4 Mardu Ascendancy

Land:

4 Bloodstained Mire

2 Blood Crypt

2 Sacred Foundry

4 Nomad Outpost

2 Blackcleave Cliffs

2 Dragonskull Summit

3 Mountain

2 Swamp

2 Plains

The Sideboard is very customisable, but this is what I'd build:

3 Stony Silence

3 Wear / Tear

2 Crackling Doom

2 Combust

1 Nevermore

2 Leyline of Sanctity

2 Leyline of the Void

Gameplan and Combos: Warbringer reduces the Dash cost, Ambuscade Shaman makes your dashing creatures bigger, Impact Tremors and Mardu Ascendancy just gives you advantage everytime you dash, and Pitiless Horde is just huge.

I hope you enjoyed reading this article as much as i did writing it!If you have any good ideas or want to mention something, please leave a comment!

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