|Commander / EDH||Legal|
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|Commander Anthology (CM1)||Mythic Rare|
|Commander 2014 (C14)||Mythic Rare|
|Mirrodin Besieged (MBS)||Mythic Rare|
|Mirrodin Besieged: Phyrexia (MBP)||Mythic Rare|
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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.
Praetor's Counsel Discussion
2 days ago
It depends. Sometimes you dropped your hand down to 2 cards, so a new fresh hand is good for you in the first place. If you're against decks that have already tutored something, have filtered the top or have drawn huge amount of cards (like with Praetor's Counsel ), you are forcing a shuffle, so both of those go away. You disrupt their previous game plan and you all start again at the same hand size.
You also have the added political power to look at players who are having a bad time or running low on gas and tell "hey, if I do this, can we have a deal?".
You also disrupt any graveyard strategy with these cards, because you force the graveyard reshuffle.
There are lots of things going on and everything depends on meta and situation, but I'd say it's always nice to have the possibility to say this flavour text .
3 days ago
Hello Sergeant_Scrumptious! Nice deck !!
I really like more and more commander´s around the lands theme and you give me one more alternative!!
On your deck I added:
Soratami Savant to give counter;
World Breaker one best removal in commander.
Summer Bloom (so good on this deck!);
Burgeoning (if you get in the beginning it's anything ... boom! In outher fases you help with certain cards to which your enemies do ramp de lands and with this card, you do ramp twice!)
Praetor's Counsel (if enemys eliminate your relequary tower, you can already "show the middle finger" with this ...
- I just created a deck with muldrotha's lands theme (in my profile), give it a look if you have time to get ideas and help me evolve the deck!
1 week ago
Few suggestions: It's already been mentioned, but Beast Whisperer seems great in your deck, along with Guardian Project and Zendikar Resurgent . Paradox Engine is a bit pricey, but it's a great engine with the aforementioned cards and elves. I know sol ring isn't a creature, but it's hard to argue with a turn 2 Goreclaw. Craterhoof Behemoth and Pathbreaker Ibex help close out games. Praetor's Counsel is a good insurance policy against board wipes. Bane of Progress barely affects you. Wolfbriar Elemental isn't the best win-con, but making random 2/2s helps against edict effects like gravepact and dictate of erebos. Greater Good is another great card-draw option, and lets you sac in response to spot removal or dig for answers. Hope this helps!
1 week ago
Kjartan okay. I see your point. My deck isn't inherently bad, but it doesn't have the right tools to make the game be where I want it to be successful with a slower play style. So I have Fatal Push but Inquisition of Kozilek and Thoughtseize I don't really have and if I remember correctly, they're not exactly cheap. For the time being, would something like Brain Maggot or Spreading Algae be a good middle ground until I acquire some of those cards? I figured algae would be a good card since I already have Urborg, Tomb of Yawgmoth in the deck and it can be reused with its ability and if its removed with a destroy spell or through control bouncing shenanigans, I can still reuse it through my graveyard retrieval. I feel like it could be a good card, but I'm curious to your thoughts since you have a better understanding than I. I also have Duress but that I feel would fit better in sideboard as it is selective. Am I going in the right direction with those thoughts? Also, I understand Praetor's Counsel . During my play testing I never had an opportunity that i could use it and it just seemed kinda clunky in the first place. I have already removed it from the actual deck as it turns out. Thank you
1 week ago
Now, I don't know if slow and steady is your favorite kind of strategy, but either way, talking about the speed of the format is a good place to start.
The first thing to note, as I mentioned earlier, is that it is perfectly okay to be slow, but you should expect your opponents to be fast.
Many of the linear decks in modern will try to win on turn 3 or 4, so in order to slow them down enough to make them play your game, you have to start interacting with them quickly. (Linear meaning that they are one trick ponies, and are either bad at adapting, bad against sideboards or/and bad at transitioning to the late game. Which is the three ways to beat them, but I'll get into that later.)
Now decks, of course, lose to different kinds of interaction, so when choosing how to slow the game down before sideboarding I recommend using a combination of the cards that have the most reach across multiple strategies and the ones that are the most efficient.
Assassin's Trophy for example, is a pretty good piece of removal, it has a very, very wide reach, it's pretty cheap, it's drawback doesn't matter greatly against fast decks as they quite often won't need the extra land, and against slow decks, its reach kinda makes up for that drawback anyways.
Inquisition of Kozilek / Thoughtseize is another all-star duo. They are quite bad in the late stages of the game, but they are basically always able to slow the game down significantly when opening with one. It will take away your opponents best card, and provide you with the knowledge on how to play your cards against them for the next couple of turns. (you could say, they are good during the critical turns of the game. Turn 1,2, and 3. The turns where, if you don't manage to do anything useful, you'll die to aggro and combo.)
Fatal Push is another card I'm a huge advocate of, for different reasons. It is of course very fast, but its reach isn't that impressive. It only kills creatures, (often only small ones too,) but like Inquisition of Kozilek it helps out greatly during the critical turns of the game, but unlike Inquisition, it works just as well on turn 10 as it does on turn 1. (It doesn't have as many options, but it's playability doesn't decrease.)
Now that you have some ways to slow down the game to a pace you feel comfortable with, you need a way to justify doing so. You need some payoff cards. You've practically got that covered already. The Scarab God is a card I kinda like seeing here. It's not so expensive that you can't use it as an extension of your anti-speed cards, (Being a blocker and all,) plus it quickly outvalues almost anything faster decks can do, and it demands an answer from your fellow midrange players, or they will be outvalued as well. Praetor's Counsel , on the other hand, I don't like. 8 mana, even if you manage to slow the game down, is a lot. There are decks in modern that can support 8 drops, but they are few and far in-between. Even some of the slowest decks in the format actually end their curve at 5, (though 6 and 7 drops are sometimes seen as well.) It's simply a question of payoff vs consistency, and Praetor's Counsel got neither. Even if it resolves it does nothing on the turn you play it. It takes another full turn to do anything beyond that.
I'm off to bed now. I'll get into how to beat different linear decks tomorrow.
2 weeks ago
Good build. Lifecrafter's Bestiary helps with avoiding dead draws and if you have extra mana it nets you a draw when you cast a creature. Hall of Gemstone is brilliant in mono green. It slows down multi-colored decks since they'll be locked into on color for the turn. Heroic Intervention can save your board in a pinch but Praetor's Counsel give a real way to recover plus max hand size so what's not to love. Feel free to compare notes with my Goreclaw deck. https://tappedout.net/mtg-decks/the-legendary-yaoi-guai/
3 weeks ago
Thanks for checking it out and sharing the turn con list! After a few first plays with my group, I've determined a few things after hilariously decking out:
- Either this needs more sac outlets, or I need to be more aggressive about bouncing/flickering Toothy early.
- A little more ramp (a la Khalni Heart Expedition et. al.) would be nice.
- Maybe one more "unlimited hand size" card. Things get ugly if you lose both Thought Vessel and Reliquary Tower . Thinking Praetor's Counsel , but CMC is putting me off.
More to come after a few more group tests this weekend and next week.
1 month ago
I dig the bounce Toothy (or other useful creature) tech.
That comment about needing Nexus of Fate is exactly why you don't want it or the other auto includes. Boring B.S. This deck actually looks fun.
Psychosis Crawler would do some work, but you've gone down that road before.
How have I not seen Forge of Heroes ?
I don't think the cycling makes Dissenter's Deliverance better than Deglamer .
Glen Elendra Archmage is probably an auto include you should include considering how many uses you'd likely get out of it.
Spike Weaver is something I'd put in, but not really your style. But... fogs...
Praetor's Counsel occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%