Praetor's Counsel

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 Anthology (CM1) Mythic Rare
Commander 2014 (C14) Mythic Rare
Mirrodin Besieged (MBS) Mythic Rare
Mirrodin Besieged: Phyrexia (MBP) Mythic Rare

Combos Browse all

Praetor's Counsel

Sorcery

Return all cards from your graveyard to your hand. Exile Praetor's Counsel. You have no maximum hand size for the rest of the game.

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Praetor's Counsel Discussion

Saljen on Hold the Gates

3 weeks ago

This is great! Guilds of Ravnica inspired me to put my gate deck back together! I played the gates deck back when it was standard and I loved it, so I tried to make it Modern but it just didn't perform very well so I took it apart after a while. The printing of Gateway Plaza and Guild Summit made me want to put it back together. Here it is if you're interested.

I also play a lands matter EDH deck with Borborygmos Enraged as the commander. Here's a few suggestions I'd make on that front.

Creeping Renaissance lets you return all of any card type from your graveyard. In a lands matters deck, this allows you to recover destroyed or milled lands, and also gives you the option of using self mill to return lots of lands to your hand all at once. Life from the Loam helps with this game-plan by both self-milling and returning lands from your graveyard to your hand. Praetor's Counsel is another great card, this one returns your entire graveyard to your hand and gives you no max hand size. Very good in a deck that plays a lot of lands and ramp. Splendid Reclamation returns all lands from your graveyard to the battlefield, which is crazy strong if you've been filling the yard. Crucible of Worlds and Ramunap Excavator let you play lands directly from your graveyard. Skullwinder, Eternal Witness and Greenwarden of Murasa all return any card from your graveyard to your hand as well.

Another huge part of this deck has got to be ramp, more specifically ramp that can get you your guildgates. Playing more than one land in a single turn is one way to go about it. Cards like Skyshroud Ranger, Exploration, Burgeoning, Azusa, Lost but Seeking, and Mina and Denn, Wildborn can all help you drop more lands in a single turn. Pir's Whim, Scapeshift, and Realm Seekers can all search out guildgates, with scapeshift being able to win you the game upon casting often times. Lotus Cobra adds mana of any color to your pool whenever you play a land, helping you fix your colors much easier as well as consistently ramp.

Anyways, good luck with the deck; it looks like a blast!

Shyachi33 on Top o' the Food Chain

3 weeks ago

wall of text warning, sorry i got a little carried away, i love Zacama, and been playing a lot of it so i couldn't resist trying to help another player out.

My thoughts on your artifacts:

Doubling Cube it's not very good in a zacama deck as it's not really recur-able like the other mana doublers.

Lightning Greaves switch it out for Swiftfoot Boots the shroud hurts you more often than it helps, specially when you're trying to target Zacama or something to save them with temur not on your turn.

Sunforger it's essentially 8 mana to tutor for an instant, that's mana better spend just drawing cards, or better tutors.

Whispersilk Cloak same reason as lightning greaves. if you want redundancy, Champion's Helm

The Immortal Sun if you're trying to stop a lot of planeswalker in your meta, keep it, otherwise it's too expensive of a cast.

after you cut those artifacts add in Stony Silence and/or Null Rod which adds more stuff for your enlightned tutor to fetch. this will not really stop you other than your equipments, sol ring, and mana vault (which I MIGHT cut, up to you though on that one) which is waaay less important than everyone else's rocks that they're probably relying on more than you.

thoughts on Enchantments:

Aura Shards you're not running enough creatures to really benefit you, and Zacama IS aura shards.

Aggravated Assault + Bear Umbra is cute at best, but outside of that just a straight double strike is just better than wasting your time with this combo, other than Etali you don't really benefit from additional combat steps.

Dictate of Karametra, Heartbeat of Spring, Zhur-Taa Ancient don't help other players, unless your deck is fast enough to win on the turn these come out, you're helping 3 other players that's NOT you. that's a strict 3 to 1 disadvantage no matter how much more lands you have. if you really want another doubler, Zendikar Resurgent.

Sunbird's Invocation is another cute card, and in a zacama deck i feel like it's just more a "win-more" card than actually helping you advance your board state, specially for it's mana cost.

please let me know how successful you've been with Food Chain + Myth Unbound combo works out for you, i thought about it, but didn't pull the trigger for it yet. Also how is Shapers' Sanctuary working out for you? i like 1 drops, and ones that can draw you cards is even better. On average how many cards do you think you draw from that card per play?

Sorceries/instants:

Banefire is that to remove planeswalkers? if so that's actually pretty smart, i didn't think of using it that way, but it's good to have.

Plea for Guidance this is to get your aggravated assault/bear umbra or food chain/myth unbound combo i assume, any other combos i'm missing? it's pretty expensive to play, 6 mana to search, then another 6-14 mana to get those other combos going. If you decide to keep it, i recommend adding Abundance to combo with Sylvan Library pick up lands or non lands to your liking and not pay life.

Rolling Thunder switch it out for Aurelia's Fury it's just a straight upgrade, it's at instant speed, and so much more utility, this card can win you games.

other than that, i'd recommend more ramp spells and tutors:

Rampant Growth, Hunting Wilds (don't ever pay the kicker), and Traverse the Outlands gets crazy as soon as Zacama drops, Kodama's Reach and Cultivate wouldn't hurt. Hour of Promise ramps AND searches for ANY land.

Green Sun's Zenith and Chord of Calling are great to find your combo pieces.

Uncage the Menagerie can play well too, but you'll have to actually build your deck around it a bit more to actually be effective.

As far as creatures go, i recommend the mana dork squad, having a consistent turn 1 play every game will really affect your board state advantage, having 3 mana on turn 2 is a big difference, specially for all the ramp spells you want to be casting.

Chameleon Colossus is a great creature for mana sink, pump it up, then you can Soul's Majesty it, or similar effect with it.

Goreclaw, Terror of Qal Sisma and Spellbreaker Behemoth this is hit and miss. you only really have 7-10 creatures they actually affect, if you feel like you're running enough green, Emerald Medallion can be better value than goreclaw, and Vexing Shusher and Prowling Serpopard would affect more of your deck than spellbreaker.

Whitemane Lion combo's with Panharmonicon to infinitly bounce zacama for the same mana cost as Temur, if temur ever gets exiled. also having flash, can save a creature in case of a removal or something.

Garruk, Primal Hunter is pretty much another Soul's Majesty. it's worth the slot even for just a 1 time use draw card when your fatties are out.

Recursion, your deck is lacking pretty much every basic form of it. Eternal Witness and Regrowth are just green staples. and personally, i would cut Praetor's Counsel for Seasons Past it's cheaper to cast, and will get back most of what you need anyways.

also i would up your land count to 36-38 your deck's average CMC is too high to be greedy on lands.

adding Slayers' Stronghold combos with Sunhome, Fortress of the Legion (remember Hour of Promise?) to get Zacama up to 22 commander damage to get a sneaky kill on someone without a blocker.

Kessig Wolf Run is just another quality land.

Hanweir Battlements and Flamekin Village along with slayers' can give creatures haste for some other sneaky plays.

Juha on Fade To Nothing

4 weeks ago

I think the card to replace Creeping Renaissance is Praetor's Counsel. But I've tried this deck for a few times now, and it's going to need some changes, maybe some creatures... I'm also thinking about going big with maybe some scion tokens and Bitter Ordeal.

I'll do big rework on it when I have the time!

hkhssweiss on lord windgrace

1 month ago

Some cards I would consider adding in: Amulet of Vigor, Lotus Cobra, Eternal Witness, Squandered Resources, Praetor's Counsel, Exploration, Constant Mists. Crop Rotation, Scapeshift, Prismatic Omen, Shadow of the Grave, Azusa, Lost but Seeking, Oracle of Mul Daya.

There are some silly combinations and synergy you can do once you have enough lands. Here is some food for thought.

Seismic Assault and Squandered Resources on field, let's say you have 10 lands all tapped on the battlefield, and 6 more in grave. Sac all lands float 10 mana, cast Splendid Reclamation. 16 lands ETB, sac them again now you have 20 mana. Cast Praetor's Counsel and pitch 16 lands to Seismic Assault, cast Shadow of the Grave and return all discarded cards to hand, do it again. Cast Regrowth on Shadow of the Grave. Do it again. Cast Eternal Witness, target Shadow of the Grave, Do it again. That's already 64 damage. Now imagine if you had more lands in the grave.

Hope that helps!

Rabid_Wombat on Lord Windgrace Lands | Commander 2018

1 month ago

Kyaaadaa there sure are - Creeping Renaissance and Praetor's Counsel are two cards that bring back lands from your graveyard your hand.

I'm also running Land's Edge for even more land slinging damage in my Lord Windgrace list ;)

Tibus on It Lurks Within the Forest...

1 month ago

harbingerofduh

When putting in Lignify I was considering using Song of the Dryads however through playtesting I quickly realized how easily song gave a much-added benefit over lignify. The way I view Song isn't just as a removal but I'm ramping my opponent for free. If my opponent's deck already doesn't require the commander or whatever card I'm removing in order to function then why am I also giving them a basic land for it? I came to the conclusion that just removing the card with no added benefit for the player with a 1 mana reduced cost becomes helpful in the early game. The blocker doesn't really matter because when I finally swing at that player it will be with Eldrazi's and 20/20 trample and/or indestructible creatures. The additional land though could prove troublesome 9 out of 10 times in my experience.

Praetor's Counsel looks promising I will playtest with it a bit and see how things turn out, same as with Hurricane and Squall Line I don't mind shooting everyone down at the same time haha!

However Primal Surge seems like ti could more likely hit 3-4 creatures then dud out.

harbingerofduh on It Lurks Within the Forest...

1 month ago

@SynergyBuild: Heroic Intervention negates Wrath effects and can protect the deck's smaller creatures, so it's easily superior to Not of This World in most normal situations. (NoTW's cost reduction is meaningless because an Omnath deck already should have boatloads of mana if Omnath is on the board.)

As for recommendations, Tibus, have you considered Song of the Dryads over Lignify? I have a soft spot for Lignify for flavor reasons, but it seems that leaving them with a chump blocker is worse than giving them an extra forest.

If you're looking for more mana sinks, Primal Surge and Praetor's Counsel are pretty strong cards that you shouldn't have a problem casting in this deck. Squall Line can be a legitimate kill card in this deck as well.

BMHKain on X equals the purpose (Help ...

1 month ago

@SynergyBuild: That's actually some good enough combos, actually. However, I'm still trying to find that link I found in a Reddit post though. One I find it, I'll decide my Manabase for real for all my decks (Before Olivia, Mobilized for War, & (SPOILER!) a Vorthosian Spike deck based on one song by Miku Hatsune. (I'm not kidding you. I just have to adjust some things first.) Once I decide my Manabase, I'll see if Gaea's Cradle is even needed...

@generalrenard: Thanks. However, the purpose of this deck is to cast as many cards as soon as possible. (Even stuff like Astral Cornucopia.) So, having nigh infinite mana combos is prime here. That said, I wonder what 3-Card Combos I can do w/o. & No. Riftsweeper stays as it gives me back my best stuff (Expropriate, The Great Aurora, Praetor's Counsel even. Even some casts Exile themselves as well.).

But I still have one more question: what was that Manabase creation site that I can think of? It's not ManaBase Crafter. It's... Something else... I'll search for now...

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