Magus of the Tabernacle
Creature — Human Wizard
All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay (1)."
Price & Acquistion Set Price Alerts
Magus of the Tabernacle Discussion
1 week ago
Overburden would be great here, since you're not running a ton of creatures.
Magus of the Tabernacle can slow your opponents down immensely.
2 weeks ago
2 weeks ago
After two months of play-testing, I'd feel remiss to not shout out and your suggestion of Magus of the Tabernacle. He went in for the flavor and he has been doing WORK as a tempo-changer and sac outlet. Never would have guessed it would have synergised so well.
Big ups to EternalBrewmaster as well. In light of Greater Sandwurm's abject shittiness, Ulvenwald Hydra continues to channel Shai Halud in the most gloriously synergistic ways. Nothing like casting him with Panharmonicon and Tireless Tracker on the 'field!
1 month ago
So as amazing as Avacyn can be, I think I'd rather bring in Linvala, Keeper of Silence.
I am also going to try out Pentarch Paladin to see how the extra removal may turn out.
Divine Reckoning, yet another I'm going to try out. Sure, they keep their best, but so do I.
Finally, Magus of the Tabernacle. It's been in the cart for 2 or 3 weeks. I think it's worth a slot.
1 month ago
Inspired by STAX and mono-brown decks of legacy. This has been my go-to for modern nights at my LGS. Great fun to play... although its win record is just average. Probably because my local meta doesn't favor a lot of creatures. Magus of the Tabernacle, Ghostly Prison, & Storage Matrix are very tough for many creature-heavy decks to deal with.
Worst matchups = anything that doesn't play many creatures. So, the sideboard is geared towards dealing with Burn, MUC/Jeskai, & MBC/8-Rack. Playing against Tron is also difficult, because Tron doesn't care much about being taxed. Either it surgically-extracts an Urza land, or it loses.
1 month ago
Hi, these are the cards I'm personally not a fan of in your deck. I'll try to offer some input for each.
Kaya, Ghost Assassin, too slow. The value isn't good enough for the cost.
Eldrazi Monument, too expensive.
Key to the City interesting way of trying to discard/draw, but feels too slow and the unblockable ability only really pairs well with Master of Cruelties. It's a pretty fun and cheeky combo, but you'll immediately become the biggest target once you try taking out one of your opponents. Personally, I think Master of Cruelties is a powerful card and can catch an opponent off guard, but if you're going for a kill then you best kill everyone or else you're next on the list.
Rule of Law, It's not a bad way to manage the tempo, but I feel like there are better options to tax/affect the board. Here are some more common options that you have available to you: Loxodon Gatekeeper, Magus of the Moon, Magus of the Tabernacle, Tangle Wire, Thorn of Amethyst, Stony Silence, Blood Moon, Ethersworn Canonist, Hushwing Gryff, Kataki, War's Wage, Vryn Wingmare, Glowrider. Angelforge's list definitely focuses on the stax plan, so maybe look towards his list for more ideas.
Possibility Storm, just a bad card if you're looking for a competitive list. Way too costly and the effect is more geared towards casual fun.
Cathars' Crusade, too expensive and slow.
Behind the Scenes, just very bad. Slots in the 99 are competitive and this card doesn't deserve an inclusion for what it gives.
Aura of Silence, a lot of the artifacts you care about are your opponents mana rocks. A Mana Crypt doesn't get so good when you're paying for it. However, those sort of cards are primarily amazing when you're slamming them right out of the gate. At 3 mana, you're not getting this out too early (and if you are then you're either being very defensive or don't have much else going on) so the nice tax effect becomes less effect. Most of the time it'll serve as enchantment/artifact removal, but there are cheaper options out there then.
Angel of Invention, too expensive and not sure what the point of it is. Are you trying to win through combo? Then you shouldn't be wasting slots on buffing creatures. True, hatebears can occasionally just beat face but don't invest cards into that strategy. Think of that as a backup plan.
Anger, is there a desire for your creatures having haste? Beatdown strategies aren't too great since a 4 player game means you are virtually trying to do 120 points of damage. Kind of the same argument I have against Angel of Invention.
Duplicant, way too expensive.
Erebos, God of the Dead, seems like it's mainly there for the draw ability, but that's too slow.
Iroas, God of Victory, again I don't really like dedicated beatdown cards.
Palisade Giant, way too expensive for what it does.
Silent Arbiter, kind of meh. It slows down aggro decks that like to go wide. Are you playing against those sort of decks a lot?
Stingscourger, not worth the bounce effect. Rather would just have plain removal.
Yahenni, Undying Partisan, I'm assuming this is here as a sac outlet? There's cheaper and better sac outlet options.
Return to Dust, pretty expensive removal. I don't know your meta, but if you aren't playing against some really annoying enchantments/artifacts then it probably isn't worth it. A lot of taxing effects don't bother you too much anyways so the cases that do are pretty fringe.
Merciless Eviction, way too expensive. The effects are probably overkill when truly major threats can usually be dealt with by just using spot removal.
Pia and Kiran Nalaar, not sure what's going on here but this card doesn't give much value.
Cards you are missing and should add regardless of what path you take:Dark ConfidantImperial RecruiterAnafenza, Kin-Tree Spirit, you're already running Redcap. This combos with it.Goblin Bombardment, cheap and simple sac outletNecropotence, you want card draw?Stranglehold, more stax. This one can really hit some people hard
There's probably some tutor effects you're missing. Feel free to look at my list or Angelforge's for those.
Your landbase needs fixing. It's too slow, but I understand how upgrading it can be really costly.
1 month ago
Mass LD is always great because it hurts many decks, especially the standard midrage aggro piles with ridiculous amounts of land ramp. However, I strongly believe you are having a mass removal overkill here. You absolutely don't want to have another land removal after all lands have just been destroyed, you can't even win more with that. The question is, why do you play land destruction in the first place? The obvious answer is: to prevent the opponents from playing anything, or at least anything with a high cmc.
As a passionate Stax player I can only suggest adding more cards that interact with land removal instead of stuffing every available LD spell in the deck.
For example, you want something that deals with creatures by destryoing mana sources. A great aggro stopper is Ghostly Prison...you only need to blow up the lands and don't need to deal with the remaining creatures right away. Having a Magus of the Tabernacle on the board, turns an Armageddon into a Wrath.
You also want something that prevents people from recovering after a mass LD spell, which is best done by increasing the cost of spells. Trinisphere, Sphere of Resistance, Thorn of Amethyst, Thalia, Guardian of Thraben and Lodestone Golem are perfect in your colours. Thalia, Heretic Cathar works well against fetchlands and further slows down your opponent's recovery.
In a deck with global land destruction I would not recommend using lands as your primary mana source - go for artifacts instead: Sol Ring, Mana Crypt, Mana Vault (+ Voltaic Key), Grim Monolith, Mox Diamond, Mox Opal, Chrome Mox, Coalition Relic, Boros Signet, Mind Stone and maybe Chromatic Lantern and Lotus Petal (for additional speed) should be your basic package for that. You can easily cut back to 34 or 33 lands then.
It's also important that you keep your opponents from using the same nonland mana sources, so artifact removal is good to have! Red and white has a lot of that, you best take the ones that only blow up your opponents' artifacts and leave yours alone: Shattering Spree, Vandalblast (maybe with a Mycosynth Lattice, lol), Release the Gremlins...
You might also want to disable certain creature based abilities that you don't use yourself (maybe adjust your choice of creatures accordingly): Cursed Totem, Torpor Orb
If you find yourself to miss some card draw: Scroll Rack (maybe play quite a few basic lands and Land Tax for an awesome draw engine), Wheel of Fortune, Reforge the Soul, Memory Jar (Goblin Welder maybe?), Sensei's Divining Top and Chandra, Torch of Defiance (also great as a nonland mana source)
1 month ago
After careful consideration:
Ghirapur AEther Grid (re-added)
Have been added to the mix. The Welder has been an all star in other artifact decks I have, like Breya. The mentality here is to weld something like an artifact land or essentially something I don't need contextually in favour of any stax card that may have been removed or countered. Similarly, Slobad is something I'm trying; sac'ing an artifact that may be hurting me more than opponents only to protect what I want seems worthy of tester slot. Almost makes me want to tinker with King Macar, the Gold-Cursed.
Magus is essentially a sideboard card whenever I'm dealing with token decks. It doesn't really put up enough to warrant a mainboard 99.