Timely Reinforcements

Legality

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

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Set Rarity
2012 Core Set Uncommon

Combos Browse all

Tokens

Timely Reinforcements

Sorcery

If you have less life than an opponent, you gain 6 life. If you control fewer creatures than an opponent, put 3 1/1 white Soldier creature tokens onto the battlefield.

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M12

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Timely Reinforcements Discussion

Minihorror227 on W/U Prison

1 hour ago

Also, i dont know how my sideboard will do. Right now i only have the 4 Negates, 2 Dispels, 2 Timely Reinforcements, and 2 Disenchants. So this may be interesting as i dont have a sideboard prepared fully yet.

coloneldark on Humans and Soldiers: Go for the Face

12 hours ago

leviathan_cross, I'm torn. Because going for humans help Champion of the Parish and Thalia's Lieutenant. While Soliders are helped by Preeminent Captain and Field Marshal. Between Gather the Townsfolk, Timely Reinforcements, and Raise the Alarm there are so many options and I don't know which one is best.

Justin_Bop on UW thopter poly

2 weeks ago

Iona, Shield of Emeria is the creature you were thinking of. Worldspine Wurm is another fatty that Polymorph typically uses alongside Emrakul. Usually, Polymorph decks have at least 2-4 targets, so adding a few to your deck couldn't hurt (there is always a chance you may draw Emrakul rendering your gameplan useless).

Proteus Staff is another Polymorph-esque card that could help you more consistently combo off turn 4 (playing this turn 3 allows for a protected turn 4 combo if you have a 1-mana counterspell in hand, which I recommend you play a few of, such as Swan Song or Dispel. I also believe you should switch out Elspeth, Sun's Champion for Elspeth, Knight-Errant as she provides a far quicker way to produce tokens than her counterpart. Modern is far too fast for you to play big Elspeth as your free token generator.

The one problem I have with your list is the lack of token generators in the mainboard. Your only way to combo off currently involves you acquiring Sword of the Meek, Thopter Foundry, and Polymorph, all while not drawing Emrakul. You would fare much better if you included some of your sideboard in the deck, for example, Timely Reinforcements, as this is a fantastic way to setup and survive the turn before a Polymorph. Some of your control cards can be cut to include these token generators. Lingering Souls is also a pretty standard card to include if your manabase can make room for it, as it provides two chances to keep tokens on the field. Expanding you manabase to black with some fetchlands would also allow you to play some hand disruption in the form of Thoughtseize of Inquisition of Kozilek, and even efficient removal in Fatal Push; this preemptively protects your combo before you go off by discarding your opponents counterspells.


I really enjoy the addition of the Sword + Thopter combo, in the deck, it gives the deck a nice way out against fair decks that are beating you down. Good luck making the deck more competitive, hope I could help you :)

PickleNutz on Elspeth's Soldiers

3 weeks ago

You could cut 2 Brimaz for 2 Timely Reinforcements and it would enhance the benefits for Soldiers. You could also swap Field Marshal for Archetype of Courage, they do roughly the same thing except Archetype of Courage takes away first strike from your opponent. One Captain of the Watch in place of one Champion of the Parish. Then add two Anafenza, Kin-Tree Spirits in place of two Elite Inquisitors. Then remove the other two Elite Inquisitors and add in two Raise the Alarms. These little changes are mostly preference, but Elite Inquisitor is better suited as a sideboard card against tribal decks. Windswept Heath and Nykthos, Shrine to Nyx are also great in this deck archetype. The reason I would cut two Brimazes is because he is a Legendary creature, drawing two of them in your opening hand might slow the deck down too as he cost a significant amount. He is a great card though. Maybe add one to the sideboard if you don't see him enough. The spells I suggested to add will give you some additional utility as well. These are just ideas, honestly. I think this deck is already pretty good.

Good luck.

Ravioli2003 on What card do you think ...

3 weeks ago

Well, Heroic Intervention seems to fit perfectly flavorwise, but the art isn't very convincing, in my opinion. Otherwise, I second landofMordor's suggestion of Timely Reinforcements.

landofMordor on What card do you think ...

3 weeks ago

Impeccable Timing.

Timely Reinforcements.

Call to the Kindred (as opposed to the Eldrazi).

Ruin in Their Wake if your friends were too late.

Otherworldly Journey.

I'll keep thinking...

sylvannos on Azorius Dreamland

3 weeks ago

@TeeKayBee: The other users are correct. Celestial Colonnade and Cryptic Command are among the two best cards in any U/W/x shell.

The thing with Celestial Colonnade is that you eventually run your opponent out of cards. They go into topdeck mode and you cast Sphinx's Revelation for 5. If they have a card in hand and you don't know what it is, you don't active the Celestial Colonnade. Otherwise, you chip away at them.

With Cryptic Command, it's the "This does everything" card of the deck. It bounces your own permanents. It 2-for-1's. It tempos your opponent off of land drops when they've been mana screwed. It stops any threat dead in its tracks by countering them. It Fogs. It makes your creatures unblockable so you can end the game. Really, there's so many options you'll find a bunch of uses for it in so many situations you'll have a hard time not wanting to play 5+ copies of it (if you could).

Those are ideals, though. I think you can play U/W Control without those cards on a budget, but they should be your #1 priority when it comes to trades and buying cards.

As far as immediate changes, I'd say cut the lands that always come into play tapped in favor of more basics, unless they're manlands (which function as win conditions). Not only will you have a safer life total, you also become immune to Ghost Quarter, Blood Moon, and Fulminator Mage.

Glacial Fortress is another great option on a budget. They pair perfectly with Flooded Strand and Prairie Stream. A Ghost Quarter or 2 can go a long way in dealing with Infect and Affinity, who can dodge your Supreme Verdicts with manlands. Not to mention, you can completely mana screw someone by Ghost Quartering their shock land, then Spreading Seas on their basic they fetch up.

Quicken and Elixir of Immortality feel like wasted slots. You already operate primarily at instant speed. You don't need a slow, durdley win condition when your deck has Sphinx's Revelation and Elspeth, Sun's Champion. 2 Blessed Alliance, 2 Negate and 4 Mana Leak might be a bit excessive, but it will depend on your meta. I'd suggest the following:

-2x Mana Leak
-1x Blessed Alliance
-1x Negate
-1x Quicken
-2x Elixir of Immortality

+1x Spreading Seas
+1x Dispel
+1x Supreme Verdict
+2x Detention Sphere
+1x Condemn
+1x Timely Reinforcements

You should also consider Censor, Spell Snare, and Spell Pierce, depending on meta and remaining budget.

I'd also cut Disdainful Stroke from your sideboard in favor of 2 more Leyline of Sanctity. You want it in your opening hand or not in your sideboard at all. Kor Firewalker can put in a lot of work, as well. Burn really can't beat him unless they side in Path to Exile. A 2nd. Timely Reinforcements is also boss.

With Supreme Verdict moved to your maindeck, you'll want a Disenchant. Ideally, you'd play Wear / Tear, but you're not Jeskai. You'll want the Disenchant to deal with Boggles, Affinity, and rogue decks playing oddball cards.

You may also want a Squelch instead of the 2nd. Aven Mindcensors, it will depend on your meta. Nothing more hilarious than being on the play, watching your opponent wait until the end of your turn to crack their fetchland, and hitting them with a Squelch after they allowed you to play your land. It also hits a bunch of cards in Affinity, Rock variants, and Tron.

Hope this helps! I played U/W Control in RtR Standard and a bunch of American Control in Modern.

PurpleSprout458 on The Alliance of Kjeldor

3 weeks ago

This looks like a pretty solid Soldier tribal deck. But I see some room for improvement:

  1. There are a couple of lands I would suggest running that will be a little better than Plains in your deck. Firstly, Daru Encampment is a staple soldier land. I would also look at Nomad Stadium as a means to deal yourself damage and increase your legion. There are also some generally good white mana-makers which can be of use in any monowhite deck. But they tend to be pricey, so I'll leave them off my list.
  2. You're making a ton of tokens with this deck, and to that end Anointed Procession can be of assistance.
  3. Catapult Master and Catapult Squad are two all-stars in Soldier tribal that sometimes get missed.
  4. Finally, there seem to be some cards in here that aren't pulling their weight as Soldiers. I would remove Perimeter Captain and Valiant Guard, along with Timely Reinforcements. There are just better options in Commander than those cards.

I hope this helps. This looks like a super-fun EDH deck, and +1 for using my favorite tribal card: Cryptic Gateway.

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