Leonin Arbiter

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 (C17) Rare
Scars of Mirrodin (SOM) Rare

Combos Browse all

Related Questions

Leonin Arbiter

Creature — Cat Cleric

Players can't search libraries. Any player may pay {{2}} for that player to ignore this effect until end of turn.

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C17

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Leonin Arbiter Discussion

RedmundR2 on WIP G/W Aggro

4 weeks ago

My suggestions are not all budget but they will vastly improve your deck :)

Thalia, Guardian of Thraben | Mirran Crusader | Knight of the White Orchid | Thraben Inspector | Dryad Militant | Aether Vial | Qasali Pridemage | Noble Hierarch | Leonin Arbiter

Funkydiscogod on Custom Ability Question

1 month ago

I've been thinking about this problem...I think that the issue lies in the fact that there are different types of extra cost abilities...allow me to explain...

  1. "The mana cost of spells and abilities you control can’t change." counters Thalia, Guardian of Thraben, but not Leonin Arbiter or Mana Tithe.

  2. "If a spell or ability an opponent controls would cause you to pay any amount of mana, you instead pay ." counters Mana Tithe, but not Thalia, Guardian of Thraben or Leonin Arbiter.

  3. ": Add . Spend this mana only on effects you don't control." counters Mana Tithe and Leonin Arbiter but not Thalia, Guardian of Thraben (and has potential issues in Modern).

The closest I think we can get to the desired effect is by combining effects 1 and 3, and trying to make combos with it unplayable in modern. Mostly, it can't be 2CMC, otherwise we could use Muddle the Mixture to find missing combo pieces and a finisher, and protect the combo. It also can't be colorless, otherwise Tron decks risk having sideboards that are too good.

As far as Legacy, I see no issues with this countering Minds Aglow(and similar cards), since that card would need to be cast by an opponent, unless someone used Hive Mind(or Harmless Offering. In that case, it's a 3-card combo and I don't care.

ToolmasterOfBrainerd on ELDRAZI and TAXES

1 month ago

Mono-W D&T I'm much more familiar with. You play 23 lands, 4 path, 8 or 9 1-drops, 8-10 2-drops, and everything else is a 3-drop or 4-drop.

For the 1-drops, 4 Aether Vial, 4 Thraben Inspector, and an optional 1 Weathered Wayfarer.

For the 2-drops, 4 Thalia, Guardian of Thraben and 4 Leonin Arbiter, no exceptions. You can play optional copies of Smuggler's Copter, Selfless Spirit, and Phyrexian Revoker, but no more than 2 in combination.

For the 3-drops and 4-drops, there are more options. Generally, 4 Blade Splicer, 4 Flickerwisp, 4 Restoration Angel. And some combination of Thalia, Heretic Cathar, Mirran Crusader, Aven Mindcensor, Eldrazi Displacer.

My favorite list is with 1 Weathered Wayfarer, 2 Smuggler's Copter, and 2 Mirran Crusader in the flex spots.

For the lands, you can go cheap with 15 plains, 4 Ghost Quarter, 2 Tectonic Edge, and 2 (or 3) Shefet Dunes. Or you can get fancy with Flagstones of Trokair, Horizon Canopy, Eiganjo Castle, etc.

xyr0s on Angelic Vial

1 month ago

Not really, SynergyBuild; Steeven1 never mentioned it, so it didn't seem relevant. Choices seems to be "WG ramp (angel-flavor)" and "WG vial-fun". But sure, Collected Company is popular with more or less the same decks as Aether Vial, since it gets some extra power out of exactly the same kind of creatures that vial does (that is: 3 cmc or less, with strong etb-effects). And it can even be used to combo-win almost out of nowhere (with non-etb-effect creatures like Devoted Druid). It also does the same thing as vial in terms of deck-building: You need to have a huge amount of creatures, and almost nothing else (apart from lands, of course). The more non-creature utility you top off your deck with, the higher the risk of failing to find relevant creatures with coco.

What I did forget to mention, was the last bit of the mana-denial package: Ghost Quarter and Field of Ruin. Both of these lands go really well with Leonin Arbiter and Aven Mindcensor. You can't point to just one piece of the mana denial and expect that to do the whole job (even if thalia is extremely powerful against burn); it's the combined synergy that wins games for you.

xyr0s on Angelic Vial

1 month ago

Vial decks tend to play a lot of the same creatures, since they use creatures of relatively similar cost, and mostly with strong etb-effects (the real text on Leonin Arbiter is "when leonin arbiter enters the battlefield, counter target fetchland"). There are a lot of different creatures that qualify for use, but no more than you end up seeing a lot of "usual suspects" repeatedly, and overall Aether Vial does force your deck into a certain shape: 25+ creatures, and creatures with casting cost 4 or less (usually centering on 2 or 3). If what you want to do is to play bigger creatures than that, ramping is more efficient than vialing (efficient = faster) - also since creatures you ramp in are more powerful on their own, and with vial-sized creatures you have to rely on synergies between them. In this deck, there is a Thalia, Guardian of Thraben - but not the synergy pieces. Thalia creates pressure on mana, but not very reliable, since there's only 4 thalias and nothing else that helps on this strategy. A common approach is to follow up with Aven Mindcensor and Leonin Arbiter, since they put even more pressure on opponents mana, at least for opponents who search out their lands, with fetches, or with Expedition Maps or with Primeval Titans. And if you expect lots of combo, you could have Judge's Familiar in the sideboard. All this to say, that there's good reason to bring the full package for vial'ing, even if it does make your deck a little bit similar to something that was once played by someone else.

Also: Sorry to say, but Elvish Piper is rubbish. 2 problems: Even if you ramp like a boss, you can't play it until turn 3, and activate it until turn 4. This means you opponent gets 3 or 4 turns to act in - some decks will close the game in that time, but even those that don't will be able to find an answer to your piper (it's a 1/1 creature with no protection). It's not just some decks that can remove it, it is more or less each and every deck in modern. Second problem: No redundancy. There's only Elvish Piper that functions like elvish piper, unless you count Quicksilver Amulet as a kind of piper too. And then what do you do in those games where you don't draw piper, or it is killed right away?

Both vial and ramp are relatively simply plans, at their core, even if they are not simple to play. They also both take up the space in a whole deck, and they don't really have any cards in common. But if you want something that feels a bit like both, you could go for something like Sun Titan-Emeria, The Sky Ruin, and a bunch of things you can pull out of graveyard with titan. And some early-game ramp with Sakura-Tribe Elder and Renegade Rallier. If you want to play ramp, I'd suggest you go for a more land-based kind, since creatures have a tendency to die at inconvenient moments, and there's simply less land-removal played on average. With land-based ramp, you can play sweepers without shooting yourself in the feet, and that makes some match-ups a lot easier.

And last: I simply don't get angel-tribal. The creatures are too costly in mana to be much good in the early game, and doesn't really synergize as well as other tribes do. Each of them is pretty strong, though, there's just no real reason to play them as a tribe, apart from a taste for illustrations of winged women with long legs. But in this deck, even those angels that could be synergy/combo components, aren't. There's no Spike Feeder for the Archangel of Thune and no Avenger of Zendikar for the Sublime Archangel. Again - are they really the best thing you can ramp into? Or even the funniest?

SynergyBuild on Angelic Vial

1 month ago

Luckily, D&T/Hatebears isn't in the top ten decks, it isn't a real part of the meta with less than a percent of the meta, and your "Heaven on the roam. (Weenie hatebears)" isn't exactly a tuned varient of hatebears either. Your deck also it isn't weenie, but that is beside the point.

Also, "no original content"? I mean, if you are saying everyone plays the exact same hatebears deck, I'd implore you to check that statement, because Death & Taxes has some of the most varients that are still powered enough to see play.

Look at the normal mono-white hatebears builds.

There are some with just Aether Vial, Leonin Arbiter, Blade Splicer, Thalia, Guardian of Thraben, and Flickerwisp as the main core cards of the deck, with Path to Exile, and Restoration Angel, etc. Some of these run Eldrazi Displacer and Thought-Knot Seer with Eldrazi Temple and Shefet Dunes for an eldrazi package.

Some of the eldrazi and taxes decks are W/B (Which I find is one of the most common varients), while others want to run Blood Moon/Magus of the Moon and run W/R. Other W/R varients use Lightning Bolt and Simian Spirit Guide to pump out extra damage or a larger threat earlier on. Plenty of these builds run Chalice of the Void, and plenty don't.

One of my favorite varients of hatebears splashes blue. This one runs a tribal theme with Drogskol Captain and goes for a spirit tribal instead of Flickerwisps and Blade Splicer beatdown. It uses spirits because of the power given by Rattlechains with Mausoleum Wanderer and Spell Queller. Of course it runs a full playset of Selfless Spirit and a pair of Cavern of Souls with a single Moorland Haunt to provide extra value. With a full set of Path to Exile, 3-4 Thalia, Guardian of Thraben, 4 of Aether Vial, and the playset of Leonin Arbiter the deck is a hatebear deck to be sure, and I love having W/U for sideboards, because it can run Meddling Mage, Kira, Great Glass-Spinner, Negate, and Detention Sphere.

Of course there is G/W Hatebears too! Scavenging Ooze, Gaddock Teeg, Qasali Pridemage, and more for extreme value, but I already went over that prior.

Of course, these are just the two and one color lists, there was a bant one I went against, with Spell Quellers and Collected Company for some of the coolest plays I've seen, and a four color list (GWUB) with human tribal, making it seem like a 5-color humans list, but it ran the set of Leonin Arbiter, and it ran green for Gaddock Teeg, so though it ran Champion of the Parish and enough humans to warrant Cavern of Souls, it wasn't straight human tribal.

All of these lists are playable in the current meta, and none of these are top tier, let alone in the top ten decks, in fact hatebears hasn't been in the top ten for a long time if ever. If you claim you don't think any originality can exist in these decks, you are dead wrong, and if you claim you don't want a deck in the meta, then hatebears is perfect for you. Okay?

TheAnnihilator on W: 1x JtMS, some random ...

2 months ago

I have a MP Revised Tundra that I value at $210, can provide pics upon request. I'm trying to turn it into a Jace, the Mind Sculptor (the set being preferably either V20 foil at $107.78 or Masters 25 @ $78.09) and some GW Hatebears stuff, particularly Voice of Resurgences and Aether Vials, but also small stuff like Leonin Arbiters -- I'll look through binders.

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