Trueheart Duelist

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Tokens

Trueheart Duelist

Creature — Human Warrior

Trueheart Duelist can block an additional creature each combat

Embalm 2W (2W, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Human Warrior with no mana cost. Embalm only as a sorcery.)

Trueheart Duelist Discussion

skeletonbarrel on Value Mummies

9 months ago

First round of changes: - -3 Anointer Priest - -2 Aven Wind Guide - -2 Temmet, Vizier of Naktamun - -3 Trueheart Duelist - +1 Fumigate - +1 Champion of Wits - +4 Chart a Course - +3 Glyph Keeper

Goal is to remove some of the more low impact creatures and add more draw/removal and some bigger threats.

FastIsFaster on Mono-White Weak-Creature Tribal, using M19

1 year ago

Trueheart Duelist might have a home in this deck. You can get a re-useable blocker when you embalm it and it can be found with Militia Bugler and can trigger Mentor of the Meek when it enters and again when it is embalmed.

Skinken on Selesnya Exertion

1 year ago

Wow, I haven't been on untap lately, but the arguments about this deck turned pretty interesting. I would like to state my opinion.

First off, HeavyR, Shapers' Sanctuary does work with Blossoming Defense. Your opponent casts say Lightning Strike on your creature, then the sanctuary trigger goes on the stack. You can respond to the trigger by casting Blossoming Defense on your creature. Now let's resolve the stack: first the Blossoming Defense grants the creature +2/+2 and hexproof, then you draw a card from Shapers' Sanctuary, then the Lightning Strike looks to see if it's targets are all still valid. They aren't since the creature has hexproof and thus it fizzles.

While we are at it, let's make another correction: FlabbyAbs said there are no Overruns in standard. We actually have exactly a powered down overrun in Overcome. Is this something you want in your deck? I don't know how your deck tends to play out when facing other standard decks, but if you often sit on 3-6 creatures but no window to attack, then sure. If you have trouble sticking more than 2 creatures on the board don't even consider it. I would also like to think Overcome is simply better than Engineered Might.

Personally I'm a huge fan of Heroic Intervention, but only as a 1 or 2-off. I was lucky enough to draft two of them in an Aether Revolt draft last year and I went undefeated. The strength of the card lies in it's ability to take care of a lot of problems your creatures might encounter: Blockers, Attackers, Removal and Wraths. I would include a copy mainboard, and maybe one in the sideboard as well. Blossoming Defense just keeps perfoming in the games i've seen it. In my opinion it's the only card worth splashing green for, and I would prolly run the full playset if you don't run Heroic Intervention. If you run heroic, I would run a 3-1 split between the two. Cut Sheltering Light, it's just a way shittier card than the two great green options.

Lifecrafter's Bestiary is a really good card, and in a slow control game it's totally insane. It's a sideboard card for sure, but a VERY good one. The scry is already great and the card advantage is completely stupid after drawing 4-10 cards. It also synergizes with Oketra's Monument. How? Well, both cards big weakness is Abrade. The way to counter a specific removal type is to run no targets for it or way too many targets to handle anyway. While we are on the topic of Oketra's Monument, i see no reason not to run 4. The only downside is the legendary tag, but I can't think of a case where you wouldn't want it. With bestiary it becomes "Whenever you play a creature, put a 1/1 warrior token onto the battlefield, then draw a card", since the discount and extra price counteract eachother. Good stuff.

I guess I have to state my opinion on Shapers' Sanctuary and Authority of the Consuls. I don't agree with the point that bringing down the curve makes the deck more aggresive. When neither of the cards impact the board, it's a no-tempo play. Authority is great against mono-red but the purpose HeavyR presents is to delay every blocker your opponent plays by one turn. While I agree with HeavyR that you should have a way to deal with blockers, there are honestly tons of ways to do this. Angel of Sanctions removes a blocker twice, while also developing your own board. Surprisingly many decks don't play a lot of creatures early anyway. And you deal with counterattacks very well by having vigilance from Radiant Destiny and tokens form Oketra's Monument. I would say that blockers is not really your big concern with your current list. Shapers' Sanctuary is a little more tricky. Remember that it's only good if it draws 3+ card. Drawing one you might as well just play a card with cycling, and two cards for is fine but not really impressive. And this is if you draw it on turn one, wich you are unlikely to only do. Ask yourself: If I play this on turn six, can I still expect to draw at least 2 cards? If that's the case it's awesome. If not it's a lot worse than just running Dissenter's Deliverance or something like that.

I will move on to the maybeboard and some mainboard creatures now, since you asked for it. But first remember this is my opinion on your deck. Whether to run one creature or another comes down to three things: How much you should play it, how well it actually performs and how much you want to play it. If you are really competitive the last one doesn't apply but either way I can only supply you with the first one. Here are my thoughts either way ;)

Tocatli Honor Guard is amazing... If you were your opponent. But you are unlikely going to damage your opponent more than yourself. In fact, this is the kinda deck I would love to play Torpor Orb against, seems stupid to develop it yourself.

Maulfist Revolutionary is usually a surpricingly good card, and the 3/3 trample is pretty nice in itself. If you stack the triggers right you can even play it as a followup to a turn 2 Metallic Mimic to get a 5/5 trample. However, it seems very inconsistent especially with the . I would not play this.

Narnam Renegade fits into the same caterogy: pretty good when it works, but it doesn't so it's not good enough. You don't trigger revolt often enough to make it worth it, and your deck does not need a deathtoucher (no Pounce/Prey Upon/Nature's Way to abuse it).

I like the idea of Trueheart Duelist. It's a good blocker, but mostly it's a recurring creature and a token. If you include a playset you might wanna consider running a single Anointed Procession as well. By now you have enough good tokens to justify it.

Rhonas's Stalwart is a pretty cool idea, but the card is mediocre. If you want to play warriors, Bitterblade Warrior used to be a powerhouse in limited. You know what else used to be a limited powerhouse though? Gust Walker. It's sadly not a warrior but on every other level it's almost strictly better than Stalwart. This would be my choice for two-drops 9 and 10, after Metallic Mimic and Glory-Bound Initiate.

The reason to play Sunscourge Champion would be to gain life while playing creatures. Ask yourself: Why do I need 2-6 life? The answer would most likely be: I don't. There is another reason to play it, but that would require a different deck. However, if we for a moment pretend you already play 4x Oketra's Monument instead of two and also choose to play 4x Trueheart Duelist and 1-2x Anointed Procession it is very good. It helps avoid getting flooded with legendary Monuments, and it also has the potential to be doubled, wich is insane. This would be a big detour from your deck, so I'm not sure this is something you want. It's a great sideboard card though, because you might suddenly be in a spot where lifepoints are very dear to you.

Last note: some sideboard cards seem odd. Ahn-Crop Champion seems weak, even though it does help combat enchantment-removal by being a creature version of Radiant Destiny. Ashes of the Abhorrent is only good against Torrential Gearhulk since it also hurts your own angels. Engineered Might I already mention, and lastly Restoration Specialist seems bad. I get the idea, but you might as well just run some more of the enchantments you want back from the graveyard, and it's not a human nor a warrior.

The deck has improved greatly already, so great job! I hope my suggestions are less of an annoyance than a help, I know my comments tend to be on the long side ;)

Chloroform on Selesnya Exertion

1 year ago

FlabbyAbs Thanks man,Trueheart Duelist has been a card i've wanted to slot in for a while. Tbh at the moment i am just reading up and considering alternatives on how to improve/prepare the deck. HeavyR i am currently testing out different defensive mechanisms, while i've been away for some days now i haven't been able to work on the deck at all really. As for Authority of the Consuls, FlabbyAbs summed it up pretty well i would say. Lifecrafter's Bestiary has also been on my list of "need to test" list. But sadly due to my work there are only so many hours of the day.

I appreciate your input a lot guys! Thanks a bunch <3

ps. FlabbyAbs i have only glanced at dominaria, but i like the sound of it!!!!!

ezigrelnos on You are Over-Encumbered | Equipment Voltron

1 year ago

I only run 3 auras, flickering is one of them. Its kind of what drew me to Sram in the first place since I used to run a mono-white enchantment Mesa Enchantress constructed. I agree though, more artifacts the better.

I wish I had a mana crypt for my sram i'd swap my sol ring, but beyond that I really just wanted you to look at mana reduction more. Its the key to breaking Sram consistently, but yeah def sub other cards first. Quadrastrike is hilarious, I was tempted to run it myself but its hard finding the slots.

Brutal, my meta is all board wipes didn't see it here so figured i'd shout out, its pretty decent. Watch out for those graveyard exiles too, my group is hard on that. Elixir of Immortality It also helps me not deck-out late-game which is a real issue with my deck, draws too hard for its own good.

Yes! No one uses/knows about this card! 1 equip, +3 damage, and you get a free creature back! You can use tokens from Nahiri, the Lithomancer to get a free Stoneforge Mystic or run an Elspeth, Knight-Errant for Puresteel Paladin. There are even lands that create tokens, there are embalm creatures that make tokens from the graveyard Trueheart Duelist.

I try not to proc the sword with Sram since he has to go to the GY, but there are ways around that, and I do have a nice chain set up with sram -> Restoration Specialist -> Stoneforge Mystic if needed. I know you don't run any enchantments, but atleast a few wont hurt. Plus Gryff's Boon comes back from the graveyard, so its perfect to counter your local mill strats.

Argy on Selesnya Exertion

1 year ago

Please link cards. It makes it easier to know what you are talking about.

Hardy Veteran is really only good in Limited play. I would put Solemn Recruit back in.

The Immortal Sun is not proving to work very well. I would replace it with Angel of Sanctions or Angel of Condemnation.

I would remove both Planeswalkers and Slaughter the Strong for Ixalan's Binding.

I would try this with your Sideboard:

-2x Oketra's Monument
-1x Restoration Specialist
-3x Trueheart Duelist

+3x Cast Out
+2x Fumigate
+1x Heroic Intervention

Argy on Selesnya Exertion

1 year ago

I fixed the picture for Trueheart Duelist.

To use it as a Token just bring it back from the Graveyard, then move it into Exile if it dies.

ezigrelnos on Official missing/incorrect card/token thread

1 year ago

Trueheart Duelist embalm token displaying instead of main creature card thank you

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