War Priest of Thune

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Eternal Masters Uncommon
Magic 2013 Uncommon
2011 Core Set Uncommon

Combos Browse all

War Priest of Thune

Creature — Human Cleric

When War Priest of Thune enters the battlefield, you may destroy target enchantment.

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War Priest of Thune Discussion

UnleashedHavok on Ayli, Cleric Tribal (Super Budget)

1 week ago

I would suggest taking out War Priest of Thune for Leonin Relic-Warder. I myself am a fan of the War Priest. But I think if it's down to one slot, the Warder is a little more versatile and has the same neat function that Fiend Hunter has with Ayli.

FlabbyGabby on WBR Aggro Partner Commander

1 month ago

scheerlc8520, thanks for your suggestions. I only play a couple high drop creatures because I hate being stuck with a hand full of high cost early game. I depend on at least a turn 2, 3, 4, and multiples on 5 play. I'll add Gisela instead of Tyrant's Familiar, though. I was torn on which one to use but Gisela seems better now that I think about it more.

As far as removal, I like to have it on sticks in this deck. War Priest of Thune, Enlightened Ascetic, Duergar Hedge-Mage, Skinrender, Firemane Avenger, Odric, Master Tactician all help with removal, also forcing them to block or else they die is kind of a soft removal. I have Ob Nix as well, and I'm more focused on getting a board presence and attacking than removing what my opponents play. My playgroup isn't super creature heavy, so that helps too. I'll look about adding some more removal spells, though, just in case.

UnleashedHavok on

1 month ago

I must say I agree with Treehugger003's earlier comment, I do not see a solid wincon here. My main EDH deck is Alesha, Who is Unfinished and I love the way she controls the battlefield. I'm not sure how to condense my deck down to Tiny Leader form, but I would suggest taking out War Priest of Thune in favor of Duergar Hedge-Mage. I used to run the War Priest and love the switch, the Hedge-Mage is much more versatile in my opinion.

I think the overall feel of this deck is okay.... but I think that especially for Tiny Leader you need to be more focused and have your creatures be able to dominate/have a large board presence. I think that since you have Ayli, Eternal Pilgrim, Xathrid Necromancer would be a great add to get value each time you sacrifice to exile your opponents creatures. Burnished Hart is awesome with Alesha, and would allow you to dig for lands for your Duergar Hedge-Mage. Then I would also suggest Feldon of the Third Path, and Fiend Hunter. Feldon lets you do fun things with your graveyard, and Fiend Hunter allows you to permanently exile opponent creatures.

Tiddilywinkus on Smiling at Death is Easy When it's Temporary

1 month ago

As per your request I took a look at your deck to help you trim creatures. Here are my suggestions:


  • Soltari Visionary can go. You have enchant/artifact removal in your instants plenty. If you are finding yourself needing more use War Priest of Thune instead
  • Raving Dead It's a fun card, but if you are looking for more consistency take it out for something more necessary
  • Brutal Hordechief another fun card, but Alesha makes use of small creatures ETB abilities more than attacking.
  • Akki Underminer Another needing to do damage to take effect, not the strongest in EDH and in ALesha
  • Ankle Shanker I'm actually doing some testing with my deck right now and am strongly considering taking this out for some more useful creatures, again i don't do much attacking with creatures other than Alesha.

ohdin on Zedruu just wants to love

1 month ago

Sideboarded Arcane Laboratory, Zur's Weirding, Test of Endurance, Laboratory Maniac and Power Sink for either slowing down the game or for their lack of usefulness.

I'm considering plopping War Priest of Thune for enchantment removal, but we'll see how the rest of the cards play.

GS10 on Alesha, Who Smiles at Her Bank Account (UPDATING)

1 month ago

First of all I want to say that I read your description, so I know you are not trying to make a killer deck out of the bat. I'm going to give you some suggestions, I understand some might be a bit over your budget (even though I'll try and keep the more expensive cards only around a couple bucks) and some might not be as interesting for you considering your specific playgroup and your goal with the deck, but since EDH is the perfect format to develop a deck during longer periods of time, and I strongly encourage everyone who plays to do so in order to create an healthy and dynamic playgroup, I'm going to suggest some changes that will improve both on the power level and consistency of your deck.

My deck is more expensive (but still pretty reasonable considering 100 cards) but it performs really well in competitive environments without overpowering the board in more fun oriented playgroups. You can check it out and maybe you'll find some other cards you don't know about that might be good for you:


Watch out, we've got a badass over here

Commander / EDH* GS10

SCORE: 8 | 4 COMMENTS | 635 VIEWS | IN 2 FOLDERS


About your deck now, I'll list the changes I'd make and try to explain why so you can pick and choose when you start making replacements.

I'd definitely take these creatures out: Aviary Mechanic, Battle Brawler, Daru Sanctifier, Enraged Revolutionary, Minotaur Skullcleaver, Rotting Mastodon, Timely Hordemate and Zurgo Helmsmasher

You want your plays and reanimations to be more than vannilla creatures, doesn't matter if they make themselves larger if they are easilly blocked and killed, and definitely, if you are running cards over 2 power which are not targets for Alesha, they must enable something game ending, otherwise you are taking consistency out from your deck and not gaining anything in return.

As for noncreature spells I'd take out: Asha's Favor, Berserkers' Onslaught, Blue Ward, Fear, Messenger's Speed, Protective Sphere, Skeletal Grimace, Demystify, Dragonrage (this is kinda okay with double strike, but still, much better options), Harsh Sustenance, Pay No Heed, Profit / Loss, Showstopper, Tenacity, Uncaged Fury, Uncanny Speed, War Flare, Wing Shards (You have no reasonable way to enable storm, so for 3 mana there are numerous better removal options), Coercion (it's one use only. In a multiplayer game you can't possibly gain advantage from picking one card from one opponent in 99% of situations), Kytheon's Tactics, Spectral Reserves and Terashi's Grasp.

I'd take almost all of those auras and instants/sorceries because in my experience Alesha isn't suited for that. She is perfect for a toolbox commander, so you should enforce that and play effects like destroying enchantments, on creatures that you can recurr as you need them instead of on one spell that can be used once. Again, this is relevant because Alesha can use creatures over and over, but not noncreature spells. In decks like Dralnu and such, it would be the other way around. As for ways to pump your creatures, again, it's a one trick pony and then your opponents will be able to block or remove your threat's easilly. Double strike definitely is not the best option, since Alesha likes small creatures, and double strike on small creatures is underwhelming. The trick is to manage a way to keep the board under control, and win little by little or comboing off with something.

I won't change the land base because that's where most money is usually spent and I avoid that as well. Command Tower, Vivid Marsh and Vivid Crag are solid and not very expensive, but again, I don't usually feel the need to improve that much on mana base. But if you feel you are playing this deck for a long time, I'd recommend you pick up a Chromatic Lantern soon. It's insanely important, since Alesha is , and her ability costs so sometimes getting the colours you need for both soon in the game might be harsh. The lantern just saw a reprint so it's lower on price now than it's ever gonna be for a long time after.

What to include then? I'd change a lot, but since you are playing a deck made of what you had laying around, I understand if you don't. I'll go over a few that you should include if you want to improve on the list and you can pick and adjust as you feel it's right. Also, probably all of these will be in my deck, so you can check it and see if there are other options there that you'd want to play instead of those I suggested you'd switch out:

I hope this was of help, it's really cool you are making a deck out of scraps, per say, so you can easilly bring new players in, that's something admirable, since most times the biggest barrier to new players is the intricate play levels of their potential playgroups. I usually lend my decks to new players until they feel comfortable enough with the format to build their own, but that kind of approach making almost a "limited" EDH deck is pretty cool and perfect to help new players improve. As I said, EDH is perfect to improve deckbuilding in time, so that's an awesome way to kick it off!

Grind on Six Flags Great Adventure

2 months ago

you could run Farhaven Elf over Civic Wayfinder.
also could consider Caustic Caterpillar over War Priest of Thune as he can sac himself so you can reanimate him to use him again.
some nice reanimation engines are also Phyrexian Reclamation and Diabolic Servitude.
also i really like Skullclamp + Reassembling Skeleton as a draw engine

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