Praetor's Counsel


Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology (CMT) Mythic Rare
Commander 2014 (C14) Mythic Rare
Mirrodin Besieged (MBS) Mythic Rare
Mirrodin Besieged: Phyrexia (MBP) Mythic Rare

Combos Browse all

Related Questions

Praetor's Counsel


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

cmsrDPM on Ramos Maelstrom Ultimatum

1 day ago

My picks for Yidris, Maelstrom Wielder and Demand slots would be: Archangel of Thune, Reyhan, Last of the Abzan, and/or Praetor's Counsel. I will elaborate why Yidris deserves in an these cards may not.

I believe you may be looking at Yidris, Maelstrom Wielder in a slightly narrow sense (but I do want you to keep Zur). You are right your ogre may not consistently fulfil the role of cascade enabler. You may want to first and foremost think of him as a more threatening Chromanticore. Obviously he is only four color, but that is the majority of the need and can be supplemented with anything in your deck. The other reason to do this is when Yidris and Ramos are on the field together: your opponents only have limited removal and both of these creatures deserve it. This is a four mana insurance policy for Ramos since most players fear Yidris' utility.

Since you aren't running Spike Feeder + Archangel of Thune the angel doesn't do enough. Any amount of life nets 1 counter for Ramos. Additionally this is a 5 mana creature with ONE COLOR and TWO DEVOTION to that one color. I believe you have good fixing but still this asks a lot and offers little.

I do like Reyhan, Last of the Abzan and I get she can activate Ramos. The thing is will she? She is one of the few creatures who have their own +1/+1 counters, and yes she allows for donations to the Counters for Ramos charity. However this only happens upon death: since you have no sac outlets in this deck I have no idea how you will kill her (unless you Terminate her). Competent opponents will see Ramos with two counters and take 3 (Reyhan) damage every combat. Only exiles and board wipes will be used on Reyhan. As far as getting counters from Ramos: your opponents will hold removal for big Birds of Paradise or Zur the Enchanter.

With Praetor's Counsel, this is just a win more card. I also want to cast Conflux twice and do more cool stuff, but unless you have been milled or wheeled the cards in your bin should have led to your wincons not a Praetor's Counsel. This is a card for graveyard decks (and there is no shame in not using the graveyard). Also this is one of the cards whose devotion is too high for Ramos, that is what I think makes this card a drop.

Delta-117 on Super Friends Commander/EDH

3 weeks ago

Hey there as promised earlier, here are my suggestions. I will suggest what to take out and possible replacements for each.

(Take out these)Nissa, Voice of Zendikar, Kiora, Master of the Depths,Mystic Barrier, Isperia, Supreme Judge, Dictate of Karametra, Jace, the Living Guildpact, Creeping Renaissance, Garruk Relentless, Praetor's Counsel, Spreading Plague, Ob Nixilis of the Black Oath, Sorin, Grim Nemesis, Primal Surge, Citadel Siege, Jace, Memory Adept.

Also in terms of lands remove: Elfhame Palace, Orzhov Guildgate, Selesnya Guildgate, Tranquil Expanse, Golgari Rot Farm, Selesnya Sanctuary, Azorius Chancery. I could suggest a lot more like Thornwood Falls among others but I feel your wanting to keep the land base fairly budget still correct?

Now let me suggest some replacements...

Cyclonic Rift, Teferi, Temporal Archmage, Supreme Verdict, Anguished Unmaking, Sphere of Safety, Norn's Annex, No Mercy, Sol Ring, Astral Cornucopia, Fellwar Stone, Gilded Lotus, Spike Weaver, Exploration / Burgeoning, Venser, the Sojourner, Merciless Eviction, Skyshroud Claim, Mana Reflection, Rhystic Study, Sylvan Library, City of Brass, Reflecting Pool, Forbidden Orchard, Mana Confluence, Murmuring Bosk, Path to Exile, Swan Song, Disallow, Catastrophe, Mystical Tutor, and Demonic Tutor.

I better cut this to an end here, as I still got to look at your other decklists. But if you are wondering about any of my suggestions here / and or what to add if any from among my suggestions then just let me know!

TearsInRain23 on Great Balls of Elves!

1 month ago

You could benefit form about 6 less creatures and a bit more bombastic utility. Asceticism, The Great Aurora, Praetor's Counsel, Nissa Revane, Garruk, Caller of Beasts, Ugin, the Spirit Dragon, Birthing Pod, and so on are some options.

multimedia on Super Friends Commander/EDH

1 month ago

Do you get land screwed, color screwed or unable to play cards a lot of the time because lack of mana production? The Avg. CMC for this deck is 4.6, that's really high without playing any ramp. No Sol Ring? I'm kind of confused, do you not like ramp in Commander? Some of your Planeswalkers can ramp, but that doesn't help you if you can't play them.

My suggestions are to add ramp and improve the manabase by cutting a large portion of the come into play tapped dual lands. I understand that Planeswalkers are price expensive and they take up a huge portion of the total cost of this deck, but the manabase is really bad. It would help the deck a lot to fix it.

You're playing green you can advantage of land ramp spells. You can accommodate land ramp by cutting a large portion of the come into play tapped lands such as Elfhame Palace and other lands like it for Basic lands. For a budget manabase with green you're much better off playing more Basic lands and cards that can tutor for the Basic lands then lots of come into play tapped dual lands. The Tri lands are great: Arcane Sanctum, Seaside Citadel, Opulent Palace and Sandsteppe Citadel, but these lands are powerful enough that coming into play tapped while bad is fine. This will speed up over all game play because Basic lands enter play untapped. Other lands to consider are the BFZ duals: Canopy Vista, Sunken Hollow and Prairie Stream. The BFZ lands have good interaction with both Basic lands and Check lands, Sunpetal Grove, etc.

For a budget $30-$40 manabase I suggest playing:

Dreadship Reef is a land that uses counters, great with Atraxa. Opal Palace is good with Atraxa because if you use it to play her she gets a +1/+1 counter which she can start proliferating, growing herself.

I recommend this manabase and adding a ramp package of:

Cornucopia and Chalice use counters which Atraxa can proliferate making these rocks pretty powerful. Even though your playing some board wipes that destroy all artifacts I still think having some artifact ramp is important to play Planeswalkers. It's more important to have the mana to play Walkers than wipe the board.

To make room for these ramp packages I recommend cutting some of the less powerful Planeswalkers because holy shit there's 28 total of them. Walkers like Jace, the Living Guildpact, Nissa, Voice of Zendikar, Kiora, the Crashing Wave, Gideon, Champion of Justice and Dovin Baan. Also Praetor's Counsel and Primal Surge are just too mana expensive for the deck. Nevinyrral's Disk, Decree of Pain and Terminus are too slow and your playing a lot of other better cheaper mana board wipes. Terminus while powerful needs some set-up to be, Brainstorm and you currently have no malipulation of the top of your library.

Good luck with your deck.

SteelSentry on Newbie to EDH! (Selvala HotW ...

1 month ago

Yeah, slamming big creatures and making a bunch of mana is a solid core for the deck. I would start out by looking at other people's Selvala decks on the site, since the ratios of cards will vary by commander/strategy. Typically, it's 36-40 lands, a creature deck will probably play at least 25 creatures if not more.

Selvala does make mana, but you will still need a lot of ramp to get your big creatures down fast. I would probably run at least 10 pieces (probably more), and since you're in green it can be land-based ramp which is typically safer than artifact or enchantment based ramp that frequently gets destroyed. An important factor in an EDH deck is drawing cards, so you don't burn out when the game goes long. Selvala does draw cards, but it is conditional, so add in consistent card draw like Soul of the Harvest as well as burst draw like Harmonize. This is a deck that does really well when the commander is out, so put in ways to protect her from removal, like Lightning Greaves or Swiftfoot Boots. Green also gives you access to pulling things out of graveyard to hand, example, Praetor's Counsel is a great late game play if your graveyard has a lot of dead creatures in it.

If you are looking for what cards to play, I would check, it does a lot of data crunching and shows you a selection of great cards to put in. However, don't just instantly slam all the top and signature cards in without thinking.

Lastly, welcome to EDH! It is a really fun format, and also my favorite format to brew for, since nearly every card is available.

Comicalflop on [[Primer]] Seton, Druid Goodness AER Update!

1 month ago

This is a pretty solid list, but can be optimized even further!

Avoid Fate should be Vines of Vastwood since it can also counter sorceries, and most importantly it counters beneficial cards that target your opponents' creatures.

Since your plan is to win so early, you'll probably get more mileage out of Burgeoning than Exploration. Turn 1 Burgeoning is 6 chances to slap a land into play by turn 3.

Awakener Druid, Greenweaver Druid, Kaysa, Ley Druid, Mul Daya Channelers, Oracle of Mul Daya, and Paragon of Eternal Wilds are all too expensive for what they do (the mana dorks cost too much to cast and don't generate alot of mana, the pumpers all pump by miniscule amounts compared to Craterhoof and Beastmaster Ascension). I would cut them all for 1 mana druids (even if they have useless abilities.) Every 1 mana Druid is a haste Llanowar Elves, you should be running every single one possible since you want to win so fast. If you reduce the CMC further, you can run Collected Company.

The rule of thumb should be: #1: Run every 1 single mana druid. Thisin creases the variance on the number of "haste Llanowar Elves" you have and helps smooth out combo turns. #2: Run some 2 mana druids if they are amazing or generate more mana than a 1 mana druid would (like Hidden Herbalists, Devoted Druid, or Priest of Titania). #3: Only run 3 mana druids if they are insanely good (Elvish Archdruid, Elvish Harbinger).

You have 9 cards that benefit from recasting elves, so Wirewood Symbiote is a must. Symbiote + Reclamation Sage makes people cry.

You should be running Cloudstone Curio since there are almost as many if not more combos than Paradox Engine involving Curio loops. Glimpse of Nature plus two 1-mana druids = draw your entire deck. Throw in Hidden Herbalists as one of the druids in the Curio loop for infinite mana.

Elvish Spirit Guide should be another super fast mana accelerant.

Skullclamp and Birthing Pod are also musts.

Winter Orb, Tangle Wire and Root Maze are nice Stax options since you can play very nicely around them. You break parity by relying on creatures for mana, so you can afford to run land-lock cards.

You have 7 ways to tutor for Craterhoof Behemoth and lots of ways to draw large amounts of cards, so I would cut Overrun, Overwhelming Stampede and Triumph of the Hordes to make room for more slots since you're almost guaranteed to play Craterhoof every game. Reducing some instants/sorceries would start to put you in the range of running Primal Surge.

Final suggestions: Benefactor's Draught, Summoner's Pact, Survival of the Fittest, Creeping Renaissance, Seasons Past, Mana Reflection, Harvest Season, Collective Unconscious, Harmonize, Lead the Stampede, Wildest Dreams, Praetor's Counsel, Duskwatch Recruiter  Flip

gonki on Arcades Games *$50 Budget Enchantress*

1 month ago

So I had a nice big list of suggestions and they went poof. I'm gonna summarize my main points and give a short list of cheap and less cheap cards. First is that if you're going to run such a healthy amount of card draw AND Eidolon of Rhetoric you ought to have some kind of no max hand size. Second is that Arcades gets help from Vigilance. The following list is choices of cards to fulfill those two functions (in various price ranges) as well as a couple other cards I run in similar decks. I know some of them would require you to free up a significant amount in your budget but I feel I'd be remiss not to mention them.

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