Recruiter of the Guard
Creature — Human Soldier
When Recruiter of the Guard enters the battlefield, you may search your library for a creature card with toughness 2 or less, reveal it, put it into your hand, then shuffle your library.
|Want (3)||Commissar_Crush , makarzorklin , krayzeee|
Printings View all
|Mystery Booster: Store Edition (MYSTOR)||Rare|
|Mystery Booster: Convention Edition (MYSCON)||Rare|
|Conspiracy: Take the Crown (CN2)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Recruiter of the Guard occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
Recruiter of the Guard Discussion
6 days ago
I have a lot more experience playing the non-budget deck, so here's how that usually goes as it may apply to both decks:
Early Game (turns 1-5): Dropping mana rocks, trying to set up at least one good reanimation target (either something that answers an immediate problem or to find fuel such as Mire Triton or Recruiter of the Guard) with cards like Entomb or Thrill of Possibility, running out defenses like Lightning Greaves, and getting Alesha out and attacking. Occasionally out-accelerate everyone with Burnished Hart.
Mid Game (turns 5-10): Try to recur fuel into either a more stacked graveyard or answers in-hand. We are usually not 'the threat' at this point, and you can usually engineer an attack by answering a problem, knowing the Fiend Hunter you use now to get damage in will come back to your benefit later when you need it most. Hold your non-creature answers until you absolutely need them. I also tend to be protective of sacrifice outlets, holding them until I need them as well, as my playgroup has grown wise to their importance. Baby Alesha will have more capability to go-wide and start pressuring on the ground here, since the non-budget build has sacrificed most of it's token compliment for more tutors and thus ability to really find answers. My playgroup plays a healthy amount of board clear, so there is often a lot of time spent re-building, something Alesha is very good at with a haste enabler in play.
Late Game (turn 11+): At this point we should be at or near a 1 vs 1. If not at that point, we decide which opponent is best for us to be at that point with and do our best to aid them (usually it's not a deck that is flat struggling, but not the strongest deck either...someone who can help us and perhaps draw the ire of the top deck, but one we can find the weakness of easily and utilize to cripple them at the right time). From there, the deck switches gears into aggro. Sometimes it's just whatever the deck has on-board at the moment, but Alesha can do a good Voltron impression with the right package, or even go full-on stompy with Mirror Entity + Resolute Blademaster.
At least in the non-budget build (and some of these are budget as well, but not necessarily in the budget decklist), the wincons I usually see are thus:
Most of the time the deck is going to win the long game through attrition. It's best not to become too early a threat unless you can really back it up (if you can go for the coveted Entomb + commander + Master of Cruelties on turn 3, we'd be remiss not to!). It is efficient at dealing with threats and re-using answers. Opponents are usually hesitant to kill the 'answers deck' (which is why I emphasize versatile and varied removal, especially if we can tutor or draw for it) too early in case someone has something they can't deal with it. One thing I aim for is to get into a 1 vs 1 situation...this deck, like any 'answers' deck, will be stronger the fewer opponents it has to worry about dealing with.
I try to keep easy infinite combos out of even the non-budget deck, but I can sideboard them in if a pod is more up to it. Reveillark + Karmic Guide + Gray Merchant of Asphodel/Blood Artist and friends + sac outlet of your choice is a pretty budget combo that is a pain to disrupt and I would happily use to kick it up a gear or two if I felt I needed to (and, with proper tutors and outlets, could start happening turn 4-5). Lark and Guide do pretty silly things with a lot of cards, as any Black/White aristocrats deck will happily show you. Karmic Guide itself is responsible for a lot of victories, just in the sheer amount of things it can chain reanimate with an Alesha activation. Or just carrying a piece of equipment against a black deck. Other card advantage engines and Recruiters are the subtle all-stars of the non-budget deck.
A beatdown end-game is often where it goes from here. Overrun victory with Mirror Entity + Resolute Blademaster is reliable if you need more than just your current board. Mirror Entity activation is instant speed, so you can tailor your mana use for what you need. The budget deck is actually better at this wincon in theory, as it has a larger token package to spread the damage wider or push the damage harder if needed. Voltron with some offensive equipments, even on Alesha herself, is often good enough to get us there. If nothing else, an army of demons off of Priest of the Blood Rite or just any large beaters are fine.
1 week ago
I've been seeing a lot of cEDH decks playing Finale of Devastation, but I do not quite understand why. It looks too mana-intensive to me.
In my deck I would use it to put combo piece creatures into play. These are Bloom Tender, Faeburrow Elder, Devoted Druid, and Recruiter of the Guard. And if the situation isn't right for any of those, then I'll put Spellseeker into play.
With Eladamri's Call, it's an instant. I can hold a counterspell and play this on an opponent's end step. And if I'm finding a 2 or 3 mana creature, I don't need the 4 or 5 mana all at once. I also like these properties.
Finale seems like the worst of both worlds. What kind of cEDH decks should be playing this card, and why?
1 week ago
If you want to take this deck to the next level, you should consider the following cards:
- Sensei's Divining Top
- Deafening Silence/Eidolon of Rhetoric/Rule of Law and Defense Grid: to slow down storm- and spellslinger-decks, to deny cardadvantage/ramp and to protect yourself against control and combodecks
- Lapse of Certainty/Mana Tithe/Burnout nobody expects white counters
- Your deck is lacking carddraw! Wheel of Fortune, Painful Truths, Necropotence, Heartwarming Redemption, Phyrexian Arena, Night's Whisper, Azra Oddsmaker & Dark Confidant (/Sign in Blood/Dawn of Hope)
- Toxic Deluge/Fire Covenant/Darksteel Mutation/Vandalblast/Grasp of Fate/Fiery Confluence(/Austere Command/Crush Contraband/Forsake the Worldly) - these are really good removals
- All the Moxes like Mox Opal, Mox Diamond etc.
- Lotus Petal, Rite of Flame to play your commanders on Turn 2
- Play some of the good 2 mana rocks like Orzhov Signet or Talisman of Conviction
- Land Tax & Wayfarer's Bauble (if you run enough basic lands, like now)
- Smothering Tithe - THE white staple and especially good with Wheel effects
- Imperial Recruiter, Recruiter of the Guard, Gamble or Diabolic Intent
- Play Stax to keep your opponents in check! Rest in Peace, Aura of Silence, Trinisphere, Cursed Totem, Hushbringer/Torpor Orb & Stranglehold
3 weeks ago
Not sure how you feel about combos but Walking Ballista and Triskelion give you instant wins with your commander and a little bit of mana. Additionally, Serra Ascendant is an absolute house and will always make people groan if you manage to land it turn one. Recruiter of the Guard, Ranger-Captain of Eos and Ranger of Eos provide excellent consistency by tutoring either for wins or a hate bear you need; not sure how competitive your play groups are but finding a few select hate bears definitely enhances your chances of victory. Aven Mindcensor is among one of my favorites and is cheap too :)
3 weeks ago
I love tribal decks! So +1 from me. And some ideas too: Champion of the Parish - perfect for Humans. The same about Adaptive Automaton and Metallic Mimic. Why don't you also add Judith, the Scourge Diva? Please take a look at Shanna, Sisay's Legacy, Hanweir Militia Captain Flip (it is great with Westvale Abbey Flip) and Recruiter of the Guard. Have fun and good luck!
1 month ago
@DespairFaction I'm glad to hear that it performed well for ya. Unfortunately I didn't have that experience this last week haha. So I played 5 games that night with this deck and lost literally every game. It solidified what I thought that this deck could never be a cEDH deck. Unless we get the exact silver-bullet that we need, this deck just cannot kill fast enough before the cEDH deck combos off. I played against cEDH Zur the Enchanter & Demonic Consultation combo and cEDH Yisan, the Wanderer Bard, and just could not keep up. I definitely worked hard to punish them, but without drawing the right hate bear or board wipe to take them down, I could not win fast enough.
The other games I had pretty much every piece of removal in the game pointed at me, so every engine piece I had was blown up. Because my deck gets value from permanents, if every single one of them gets destroyed, the deck will naturally run out of steam very quickly.
So, with this pretty poor showing, there are a few things I learned about. 1) I had answers in this deck that could slow down, stop, or neuter the crazy decks I was playing against, but unfortunately, if it is not an equipment, this deck cannot tutor for them consistently. I was thinking if there was room to put in Recruiter of the Guard and Imperial Recruiter then we would have some way to tutor for the right hate-bear. 2) How do you typically deal with players making very poor decisions that end up costing you and them to game to another player? You play on Magic Online, I play a lot in paper, so poor politics and emotions seem to matter a lot more when playing with paper in front of real people. How do you handle it?
Thanks a ton for spending time with my deck!
1 month ago
Thanks for the feedback Goretast I see what your saying about it not really being casually competitive. It's within the power level that my playgroup is at. And I'm just looking for any suggestion to make the deck more optimal/resilient. That being said, thank you for the suggestions. I've added Ranger-Captain of Eos and that made me remember about Recruiter of the Guard . I may add an Earthcraft in the future but don't own one.
1 month ago
Version 1.1 - Replaced Wear/Tear with Chaos Warp: Better flexibility for more demanding situations.
Replaced Phyrexian Atlar with Eldrazi Displacer: Much more synergy with all my ETB creatures, and the colored mana from Phyrexian Atlar does not work well with Displacer.