Zealous Conscripts

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2017 Edition Rare
Avacyn Restored Rare

Combos Browse all

Zealous Conscripts

Creature — Human Warrior

HasteWhen Zealous Conscripts enters the battlefield, untap target permanent and gain control of it until end of turn. It gains haste until end of turn.

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Zealous Conscripts Discussion

Cptk on The Mad King - EDH Burn them All. Version 6

21 hours ago

Daedalus19876 agreed. Will switch them out. Also gonna find a spot for Zealous Conscripts for that sweet infinite 3/3s

SaberTech on Animar

1 week ago

Not having Imperial Recruiter makes it tough on Animar, because the Recruiter enables so much of what the deck wants to do, on top of being the key piece in a lot of combo chains. I agree with a lot of what JMCraig has said, but I'd like to offer some advice in regards to running Kiki-combo in Animar:

First, I'll acknowledge that running Kiki-combo comes at a small cost in consistency, in that all those cards could instead be mana dorks or ways to draw more cards. Those slots could also be used for silver-bullet spells geared to your meta, such as running Scavenging Ooze for dealing with The Gitrog Monster (which is Animar's only real way of interacting with Gitrog's combo beyond stealing Gitrog with Gilded Drake). That being said, Kiki-combo does offer you a combo that doesn't rely on having Animar in play or necessarily require chaining with Recruiter.

If you are running Kiki-combo, you'll also want Bloom Tender, Glen Elendra Archmage, and Birthing Pod in your deck to give your Kiki-combo pieces added value and integrate them better into the rest of the deck. Bloom Tender is great in general, and if you have both it and Animar with 2 counters out Deceiver Exarch and Pestermite essentially become pseudo-Dark Rituals by untapping Bloom Tender.

The reason you want Birthing Pod and Glen Elendra Archmage is because they let you go: Activate Birthing Pod and sacrifice the Archmage -> Persist brings back the Archmange -> fetch out Zealous Conscripts when the Pod's ability resolves and use the Conscript's trigger to untap Birthing Pod -> Activate the Pod and sac the Archmage again to fetch out Kiki-Jiki to combo off with the Conscripts.

You can also use the Pod to sac a 2-mana creature -> fetch Pestermite -> untap Pod -> activate Pod and sac the Pestermite to fetch the Archmage. You are stopped there for the turn, but just having the Archmage out (hopefully with some blue lands untapped to use its ability) can put a lot of pressure on your opponents. They now have to play around the Archmage, and if they can't either kill it once or force you to use its ability then you are threatening to end the game on your next turn. The whole process is fairly easy for your opponents to interrupt if they time their removal right, but on their own both Birthing Pod and the Archmage offer a lot on their own as deck inclusions anyway.

Beyond those combos, you can used Pestermite and Deceiver Exarch as "free" creatures when comboing off with Cloudstone Curio, or to tap down potential blockers or counterspell mana at the end of an opponent's turn. And on more than one occasion I've cast Zealous Conscripts right after casting Kozilek to give Kozilek haste and swing for the Annihilator trigger.

As a side note, I've found that I don't like running Splinter Twin in Animar. I've often found having a 4-mana non-creature spell that is only useful in specific situations to often just be a dead draw. However, I know some people have included it for extra redundancy, so whatever suits your fancy.

Anyway, if you do end up keeping Kiki-Jiki in the deck for a while longer, I hope these ideas help.

PookandPie on Monkey See, Monkey Do

1 week ago

Well, I do have some advice I can offer regarding Shattergang, mostly because my friend tried playing him for a little while. The deck can be slow- there's nothing wrong with being a little slow. You just have to make sure your opponents are also going slow, too.

Contamination is one of the most dangerous cards you can run. Mana rocks and Cryptolith Rite would help you still get your red and green, and it's easily upkept by your token generators. I happen to like Reassembling Skeleton, Bloodghast, Nether Traitor, etc., in Shattergang (reusable Edicts are nice), and they work wonderfully with Contamination. I'd definitely recommend at least one or two of those to go alongside Contamination, as your opponents will assuredly hate it when you and, like, Chainer, Dementia Master are the only ones who can still cast your spells.

Nihil Spellbomb should really be in here. It and Salvaging Station would form a cute little draw engine, and it doubles as graveyard exile to prevent people from keeping their stuff by using Reveillark, Karmic Guide, etc.. I'd suggest cutting Profane Memento for it. Yes, Memento gains you life, but cards help you win the game, so I strongly feel that'd be a better use of that slot.

Ophiomancer is a decent option as it helps upkeep Shattergang's first ability quite nicely.

Awakening Zone seems quite good here. A token every turn that can be sacrificed to Shattergang, or turned into mana ramp, plus the enchantment can be used to get rid of pesky enchantments your opponents have. I don't see a negative to using it, at least.

Creakwood Liege is strong in here as well. Makes solid 3/3 tokens for you.

Solemn Simulacrum seems like he would be decent here, as well. 4 to ramp, then 2B to make each other player sacrifice a creature and you draw a card doesn't seem terrible at all.

Mycosynth Wellspring is reasonable for an inclusion. 4R to draw 2 cards, each player sacs and artifact isn't bad at all, and Glissa can turn it into an engine.

Phyrexian Arena would be a decent draw engine. You can draw extra cards off of it and then sacrifice it if you get low on life.

I really like Hangarback Walker in Shattergang decks, and it would be especially great in yours due to Glissa. See, getting a few tokens out of it is wonderful, repeating it just makes it absurd (as it's a good card on its own).

Garruk Wildspeaker or some creature that ramps might be a better call than Life and Limb: I don't like the idea that your Forests can be board wiped by a Toxic Deluge or Wrath of God or something, even if your opponents Forests can be sacrificed to your Edicts, even if it does make your saproling tokens generate mana (which, only one card of yours makes Saprolings right now, and it's Sporemound. If you had a heavier saproling theme before, LaL makes sense, but you don't seem to have that any longer).

Viridian Emissary is pretty functional. Farhaven Elf and Wood Elves work too.

Birthing Pod is another card of which I'm a huge fan- it'll chain you straight up through to your Avenger of Zendikar and Sheoldred.

Nullmage Shepherd is phenomenal with token decks. Your opponents have multiple enchantments/artifacts and you don't have enough mana to force them to sacrifice the one you specifically hate? No worries, just tap four dudes and destroy that one anyway! I strongly recommend this card if you're able to get 4+ creature out regularly.

Kiki-Jiki, Mirror Breaker is a high recommendation because he makes tokens you can swing with and then sac to keep other creatures off the field. Very advantageous. If you want to go infinite with it, Zealous Conscripts makes infinite tokens for you to attack with, and Conscripts is especially good here since your Commander is a sac outlet (this could easily replace your Necroskitter + Glistening Oil combo, IMO).

I have apparently recommended too many cards, and I can't also recommend Nullmage Shepherd, the mana dorks, or Kiki and Conscripts. Just know that they exist and might be of great benefit to you, lol.

Recommendations for cuts:

Profane Memento removed for Nihil Spellbomb, as mentioned above.

Unwinding Clock is another card in a very weird place. The only card it works with well is Myr Turbine (which is a combination I loved back when I played lockdown Arcum), and you don't run Possessed Portal to make it a tried and true lock (which, the Possessed Portal lock is only really good in Arcum, anyway, so it's probably best you don't run it). I don't see much reason to run one card that is only good with Myr Turbine, and has slight use with Salvaging Station (meh, requires a lot of mana for Shattergang + that over other people's turns), Bow of Nylea (meh), Whip of Erebos (super meh), Sol Ring (meh, you run few instants and most don't want double colorless), and pseudo vigilance for Wurmcoil. That doesn't seem worth the four mana slot to me, especially over something like Reassembling Skeleton which could be used to make Shattergang always viable to activate.

I don't like Praetor's Council. I never have. It's too much mana for what it does, and you could shortcut the middle man, with a sac outlet, and use Living Death or something to just dump all your stuff back into play (Nihil Spellbomb helps with this a ton, too, remember).

Explorer's Scope isn't very good, in my opinion. I would think that slot better utilized by Golgari Signet or something from the above list.

Infiltration Lens just seems worse than some of the other draw engines mentioned before- I wouldn't even run it over Phyrexian Arena.

Shield of the Avatar seems unnecessary.

I'm assuming Glistening Oil is in here for Necroskitter or Kresh (nothing else seems to be able to get big enough to OHKO an opponent with infect), but I'm not sure that's actually worth it. A Rogue's Passage in the mana base would probably get the same job done, because if Kresh isn't being answered then he's always going to get stupidly big. As for Necroskitter, I don't think that combo is really worthwhile as it takes an entire round of turns, then you have to kill the creature its attached to.

Deathrender seems cute but unnecessary. Eldritch Evolution could basically do its same job for way less mana investment (lol it can turn Vorapede into Sheoldred or Avenger).

Bow of Nylea doesn't really seem worth the slot.

Necroskitter. You have Glistening Oil but it's really your only way of putting -1/-1 counters on things. It's a cute combo, but Black Sun's Zenith would probably be a better choice. Either way, I don't think that combo is viable enough to warrant both of their inclusions, as Necroskitter is worthless without Oil, and Oil is worthless without Kresh or 'skitter, because putting it on opponent's creatures without them just turns it into a BB: Kill a mana dork on your next upkeep, which isn't super valuable.

Those are all of the suggestions I have for your deck. This should, ideally, lower your curve and reduce the number of cards that are dependent upon other cards in your 99 without being strong themselves. As far as speed goes, Shattergang isn't a particularly quick deck unless you build a combo variant (like Kiki Jiki and Conscripts) with a bunch of tutors, and while you do have an infinite squirrel token combo, both of those are good on their own.

sonnet666 on List of Partner Pairs by Tier

2 weeks ago

There are deck-specific combos and general combos.

Deck-specific combos are usually ones that involve the deck's commander and will vary from deck to deck. (E.g. Teysa, Orzhov Scion + Darkest Hour + Sac Outlet.)

Deck specific combos will usually have one card that combos with the commander (Sliver Queen + Mana Echoes), or two cards where one can be multiple cards in the deck (Sac Outlet = Altar of Dementia, Ashnod's Altar, Phyrexian Altar, Blasting Station, Viscera Seer, etc...)

General combos are combos that make infinite something in any deck. Since they don't have anything to do with their commanders you'll generally see the same ones in most decks. They are usually two card combos, or three card combos where one card can be multiple cards in the deck (Sac Outlet or Mana Rock usually).

The most common general combos are:

That's all I can think of at the moment.

Often good commanders that run general combos are an outlet for Infinite Mana, or are able to easily search out or recur pieces of the combo.

ScionLocke on Eternal Wandering

2 weeks ago

Hey there! Fellow Wanderer player here, hoping i can give some helpful recommendations! Temur Sabertooth is my card of choice for returning the wanderer to my hand and cast him again for more cascade and playing every spell in my deck with infinite mana. Very interesting to see Zealous Conscripts without Kiki-Jiki, Mirror Breaker/Splinter Twin in a combo deck. Phantasmal Image is another card that goes infinite with Palinchron. Although I'm not a big fan of mana dorks in a Maelstrom Wanderer deck, i think Selvala, Heart of the Wilds is one that's hard to pass up. Last recomendation is Kessig Wolf Run because it threatens that already-three-swing-commander even harder. Again hope i was helpful!

MrBamsGoesBoom on Neheb's Hellfire Club

3 weeks ago

I imagine you know about this already but have you considered Zealous Conscripts for Kiki-Jiki, Mirror Breaker combo kill?

SaberTech on Ancestral Animar

3 weeks ago

I agree that Animar wants Earthcraft over Cryptolith Rite, the combo potential and the ability to utilize creatures with summoning sickness just makes Earthcraft the better choice.

However, I can see Cryptolith Rite going into a more Good Stuff Animar build. The ability to produce any color of mana would be useful if you are running cards like Sower of Temptation or Zealous Conscripts, which would give you the opportunity to utilize the abilities on your opponents' permanents. That build may be not as viable a strategy in cEDH due to being slower than Combo Animar, but if you are building for a more "Pub Stomp" or "75%" meta I can see it working out.

sonnet666 on The Everflowing Wound

1 month ago

thegigibeast, I mean, I don't see anything wrong with adding an infinite mana gameplan to Grenzo, but the question is more: How is it better than Doomsday? Y'know?

Part of the appeal of Doomsday Grenzo is that it's super difficult to interact with once Doomsday resolves, since you're only activating abilities after that.

Compare that with Worldgorger combo where it's so fragile a Swords to Plowshares sets you back to having no permanents. For Grenzo at least, it might be better to go with some "safer" infinite mana combos, especially since Grenzo doesn't need mana of any color the way Lyzolda does. Stuff like: Basalt+Rings combo, Nooze+Palladium Myr+Pili-Pala, Rings+Voltaic Key, ... Yeah, there aren't a lot of infinite mana combos in Black/Red, are there?

That said, I don't think they're incompatible, since infinite activations of Grenzo make a lot of plays that already use the cards in the Doomsday pile. For example:

Yawgmoth's Will-->Lotus Petal-->Dark Ritual-->Doomsday--> the usual stack.

  • Or if you don't have access to Doomsday:

Yawgmoth's Will-->Reito Lantern--> the usual stack.

  • Or if you don't have access to Kiki+Conscripts:

Yawgmoth's Will--> infinite Walking Ballista

  • If you get an infinite combo before casting Grenzo you can also put infinite counters on him, and just get every creature out of your deck.

Even still though, infinite mana combos are always going to be 2 to 3 cards, while Doomsday is a single card. This gives Doomsday a much lower threshold of necessary tutors and set-up, and means that Doomsday should probably remain plan A for the deck.

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