Stronghold Confessor

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Common

Combos Browse all

Stronghold Confessor

Creature — Human Cleric

Kicker (you may pay an additional as you cast this spell.)

Menace (This creature can't be blocked except by two or more creatures.)

If Stronghold Confessor was kicked, it enters the battlefield with two +1/+1 counters on it.

Set Price Alerts

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Stronghold Confessor Discussion

HalbrechtHalbrecht on Death in the Shadows

8 hours ago

What you said about Endless Scream and Dauthi Mercenary makes sense. Even as I typed that up, I was thinking you might never get to the late game. But sometimes it's hard to tell just by looking at a deck.

After further contemplating the deck, and doing some actual playtests with it, I have a couple further thoughts that might be worth considering:


First, I feel like the inclusion of Infect might be dividing the focus of the deck, if ever so subtly. Several times in playtests, I'd have 2-3 creatures in play but only one with Phyresis, causing them to hit two different "life" totals (effectively). It was further complicated when I had a Rite of Consumption in hand, as it made sense to put the enchantment buffs on the Infect creature, but that also made the Rite pointless.

So I tried focusing more on Infect, to ensure all creatures I controlled would deal Infect damage, but the only other pauper card that grants it is Tainted Strike . Also, sometimes I'd have only one creature but redundant sources of Infect (the only consolation being the +1 poison from Tainted Strike). Ultimately, I just tried cutting Infect entirely and focusing solely on normal damage, which I personally preferred.


Second, have you considered going with instant/sorcery buffs rather than enchantment buffs? Obviously, voltron can be very powerful when it works, but enchantment-based voltron is hurt a lot more by removal. You seemed to imply that you run into a lot of removal when you said "the opponent has probably removed enough creatures that it's almost impossible to get back into the game".

Going with instants and sorceries presents less optimal targets to your opponent, it usually gives you the same power boost for 1 less mana, and adding in a little card draw gives some resilience to the deck. Basically, you sacrifice a turn or two, but you also can keep the steam going a little longer.


I copied your deck and tinkered with it this afternoon, doing both of the above things. Here's what I came up with:



I playtested it quite a bit, as well as your original version. Although it can't get the turn 3 wins yours can, it will consistently win by turn 4-5. I'll keep my version up for a while, in case you want to play around with it a bit on T/O and see how it compares in your eyes.

I removed Rite of Consumption as it no longer worked as well without permanent buffs. In its place I added card draw.

I also never liked Skittering Skirge any time I had it in hand. It was always a disappointing play for me. In its place, I tried several low-mana evasion creatures, like Guul Draz Vampire and Stronghold Confessor . I found that the former "auto-scales" better for both early- and mid-game, whereas the latter is only good on turn 4 if you actually cast it that turn. But they have different types of evasion, which may make a big difference.

Skinken on

5 months ago

First of: Welcome to EDH: the format where you can pretty much brew anything you like!

However, some cards are much stronger than others in this format, and theres a general rule to evaluate the cards in your deck. First you have to evaluate how you win the game. Then you have to look at the cards and say: "Does this card forward that goal". For instance a card like Stronghold Confessor is not very good generally. It is a creature that deals at most 3 damage. At this point you could also play a Diabolic Tutor, finding part of a two-card combo that will win you the game. Avoid any cards that dont forward your gameplan. The best example is Serra Ascendant. A lot of people wrongly include this in their decks. Yes, it is a 5/5 flying lifelinker for . But if you can't kill them with it, the 20+ damage it might deal is not relevant.

So what cards should you run? Usually the answer is combo of some sort. And then all the cards that get you there. In black you can add a reanimation package (Pathrazer of Ulamog or better It That Betrays does win you a game if played on t2), you can go for an infinite damage combo (see for inspiration), or you can get lots and lots of mana using Cabal Coffers and the like and play a very big Torment of Hailfire.

If you wanna play reanimator you wanna get all the good reanimation spells

Most of them arent that expensive. The expensive part about this strategy is buying the targets. But it should be ok, just find some you like.

If you wanna build combo just play all the tutors you can afford. Also the all-in ones like Demonic Consultation.

If you wanna build big-mana.deck consider the following

... and so on. A wierd tech you will not find anywhere else: Onyx Talisman ;)

Good luck brewing my guy!

landofMordor on Guilds of Ravnica: Spoilers and ...

5 months ago

Phaetion, nooooooo! I looked up Scryfall creature cards only (; I guess I'm only half-wrong?

LittleBlueHero, I'm with you there! Convoke is hard to use well. I prefer it with things like Chief Engineer or Chord of Calling, where you're not necessarily losing so much tempo as casting an evasionless fatty.

DemonDragonJ, the P/T-to-CMC ratio is a quick and dirty way to evaluate the stats of a creature, especially in Limited. It's pretty accurate in the commons/uncommons like Thallid Omnivore and Stronghold Confessor, but the metric breaks down a little bit considering a) creatures really have gotten better since the Craw Wurm days, b) abilities and keywords make them harder to evaluate, and c) it's not a hard-and-fast design rule. Also, once you get past 6 CMC, the rule of thumb begins to break down anyways, because of the diminishing returns of increasing P/T.

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