Legion's Initiative

Legion's Initiative

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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

h4mm3r121 on Boros Battalion

2 weeks ago

Legion's Initiative might help against wipes, at least sideboard it

notKingCole on -Deliver The Slivers-

2 weeks ago

With all that access to multicolored mana, I like Legion's Initiative as a preemptive answer to a board wipe, with the upside f some p/t boost. You might also find room for 2-4 Negate, that works wonders at my table. And I'm sorry if I sounded snarky, I actually like the synergy of slivers.

notKingCole on 2015-02-23 update of Akroma Tempo

2 weeks ago

The deck has great tempo; however, it's not fast enough to deal with a turn 4 Wrath of God. You should add some resilience-- my personal favorite is Legion's Initiative. It could also need some late-game reach, you might consider Hellrider or something similar for those last points of damage. As I said, great tempo, and I bet it's killer against aggro/midrange decks with all of the value from etb creatures.

ColdHeartedSith on For The Legion

3 weeks ago

Ok real quick, add two Legion's Initiative and cut down to 25 land cutting back on plains more than mountains. Land should be at 40% of the deck make up this includes non basics. At like 57.7 % your flooding out too often statistically.

Deadificator on A true leader never fears death...

1 month ago

Chromatic Lantern is still a good option to have in any three colour deck, three mana to have no mana problems the rest of the game is a pretty good deal. I think more mana rocks would be good, at least a few signets.

Zombie Infestation is a good and cheap card that lets you pitch as many cards as you want and rewards you with zombies.

Blazing Specter is similar to Hypnotic Specter but does things when you cast it.

My deck runs Legion's Initiative in order to save my guys from boardwipes, mass bounce or -1/-1, etc, you should consider it.

Swiftfoot Boots or Lightning Greaves should be considered to protect Alesha.

Dictate of Heliod is a really strong anthem with a surprise factor.

Also, cards like Pyreheart Wolf don't trigger on Alesha because the declare attackers step was already passed but Master of Cruelties works because he just doesn't need to be blocked to trigger his ability.

dgreen040 on Anima (feedback please!)

1 month ago

Thanks very much for the feedback, as you can probably tell I got the Naya Commander deck and did what I could with it. I am going to start making improvements on it soon, I also have some other cards that I am planning on getting them I just have to order them as I don't have any shops close by to get singles at. For ramp I was thinking about getting Oracle of Mul Daya to work like Courser of Kruphix, I am in the process of getting a Mana Reflection, which also seems like it would work well for ramp, and for a creature with ramp I was considering adding Vorinclex, Voice of Hunger, as it both helps me and hinders opponents. I had been using Druidic Satchel as sort of a poor mans way to get extra land on the field, but I do understand that there are better ways, as well as using Staff of Nin for card draw, but there are definitely better ways to do that as you have stated. The only other thing I had to mention about the way it is now, was I did want to explain why I had Legion's Initiative in there. It would not be often or consistent, which is why I agree that it does not fit well, but if I had an established boardstate with, say Purphoros, God of the Forge and Where Ancients Tread, as well as the effects upon entering from other creatures it seemed like it would be fun for that to go off every turn or until someone removed it from the game. I would definitely like to see your Mayael deck, I tried to view it on your profile but it tells me that the page is not found. Once again I will be updating the deck as I get some new cards for it, thank you for your help!

TySherwood on Anima (feedback please!)

1 month ago

You're off to a good start, but I think you want to put more focus on 2 key things: 5-toughness, and relentless ramp. You want to either be consistently pulling fatties off the top with Mayael, or hard casting them if you can't make her stick. Things like Boros Reckoner, Gahiji, Honored One, Rubblebelt Raiders, Retaliator Griffin, and Figure of Destiny don't really support Mayael's gameplan: to power out big must-answer threats one after another until your opponents are out of answers and you can grind them into the ground.

I see 23 5-power creatures in here, which I think can be upped a bit; I've had good success with closer to 30. There's room to put in some smaller, easily castable ones like Woolly Thoctar, Thragtusk, and Polukranos, World Eater, as well as big bombs like Terastodon and Worldspine Wurm. Also, a higher count of 5-powers would make things like Vagrant Plowbeasts, Spearbreaker Behemoth, and Paleoloth much more relevant for the build. Krosan Tusker and Valley Rannet don't look too exciting on paper, but they're hugely versatile in a Mayael deck; they're either a draw/cycle card if they end up in your hand, but give you more Mayael targets in your deck, making her ability more potent and less likely to whiff. The only sub-5-powers you'll want to keep are the really awesome utility creatures like Courser of Kruphix. Other good ones I'd recommend are Sylvan Caryatid, Garruk's Packleader, Somberwald Sage, and Drumhunter.

It also looks like you could use some more card draw. Soul of the Harvest is frigging amazing, and spells like Hunter's Insight, Soul's Majesty, Momentous Fall, and Triumph of Ferocity can be stupidly potent in a Mayael build.

Counting Karametra, I'm only seeing 4 land ramp cards. You've also got Rites of Flourishing and Dictate of Karametra, but the potentially manageable downside of helping the opponents is hugely magnified in a multiplayer format. You need to consider your goal: casting Mayael and getting to 6 mana as quickly as possible. I recommend adding, in some combination, Sol Ring, Rampant Growth, Kodama's Reach, Ranger's Path, Harrow, and Khalni Heart Expedition to ensure you can consistently pop off at least 1-2 ramp spells early in the game. One big mistake Mayael players make is relying solely on her ability, then being completely dead in the water when she gets repeatedly Doom Blade'd, so you need to be able to hard cast your bombs if needed. I'm not too sure about your land count either, 34 seems low, I think you'd be better off with at least 36.

Some other cards I think are either too low impact or don't synergize at all are Druidic Satchel, Staff of Nin, Bow of Nylea, Ajani, Mentor of Heroes, Elspeth, Sun's Champion (her -3 directly opposes everything Mayael stands for :( ), Legion's Initiative, and Leyline of Punishment. Disaster Radius would be amazing in here, and Guild Feud makes for a hilariously fun game, with the potential to singlehandedly carry you to victory.

Sorry for the TLDR, but Mayael embodies everything I love about EDH, so I could go on. Hit me up if you've got any questions, and I'll put up my Mayael list if you're interested!

llHESHLORDll on Sovereignty of Kaalia

1 month ago

oKais, Tigerhawk55, Forceofnature1 - Thanks a ton for all the great suggestions! It's a lot to take in! Everything makes sense for sure and it'll be hard to decide what comes out when I can acquire these cards. Totally appreciate it!

It definitely wouldn't hurt to add more combat phases. Aside from what I've already got, I can totally see how at least one of Seize the Day, Savage Beating, Relentless Assault and World at War would be beneficial. Sunforger seems like another tutor effect I need to get for sure. I have a Sword of Feast and Famine, I never thought about the implications of extra phases and effectively doubling mana for the turn, I'll have to figure out where to fit it in. Gisela, Blade of Goldnight is totally gnarly, I have to get one asap. Angel of Despair is another on the buy list, trading her for a kill spell seems like a great idea. Avacyn, Angel of Hope is most definitely going in when I get her. Platinum Angel as well! I need to get a Phyrexian Arena, but I have a ton of Underworld Connections so maybe I should put one in as a placeholder till I get the Arena. Dolmen Gate and Homeward Path seem like auto includes, I need to get those. Reconnaissance - wow. Zero? That just seems unfair! Rad! Necropotence is in the mail, can't wait to put it in. Iroas, God of Victory makes total sense, letting Kaalia swing for the fences. Land Tax makes sense but I'm running almost no basic lands, should I take out some duals and run more basics? Quicksilver Amulet and Legion's Initiative are a nice addition, but as with all these cards, I'm a little at a loss to decide what to take out!

I'm excited to start playing the deck and seeing what works best. Again, I really appreciate the comments, stoked to try a lot of those cards out!

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