Leonin Arbiter

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Leonin Arbiter

Creature — Cat Cleric

Players can't search libraries. Any player may pay for that player to ignore this effect until end of turn.

legendofa on split second combo stack manipulation …

4 months ago

TL;DR: Look for triggered abilities, and keep those face down creatures on standby. They're probably the most useful thing that can happen.

To answer the rules question, split second prevents players from casting spells or activating non-mana abilities. Triggered abilities can still trigger, either from casting the split second spell or from a special action that doesn't use the stack. Here's a list of those special actions that don't use the stack, courtesy of rule 116.2:

  • playing a land (sorcery speed)

  • unmorphing, uncloaking, or otherwise flipping something face up (instant speed)

  • delaying or ending certain effects, like Quenchable Fire or Tempting Licid (read the card for timing restrictions)

  • paying to ignore certain effects, like Leonin Arbiter or Volrath's Curse (instant speed as needed)

  • discarding Circling Vultures (instant speed)

  • suspending a card (normal timing restrictions for whatever you're suspending)

  • adding a companion to your hand from outside the game (sorcery speed)

  • foretelling a card from your hand (instant speed during your turn)

  • rolling the planar die in a Planechase game (sorcery speed)

  • revealing a Conspiracy card in a Conspiracy draft format (instant speed)

  • plotting a card from your hand (sorcery speed)

  • unlocking a Room (sorcery speed)

Most of these don't apply to your deck or the situation, or are restricted to sorcery speed and can't be used around split second.

wallisface on Kamarupa’s Challenge

9 months ago

Sorry, one last idea. This one’s a little more gimmicky but also feels like it should perform well against a lot of decks just by being able to grind them down. It will require some savvy piloting as far as knowing when to play the Arbiter.

Xica on Molten Opals

11 months ago

Thoughcast is a fine card. What i meant is that in the age when Meltdown and Wrath of the Skies are common in sideboards, cards that only work when you have lotsa artifacts on the field fall into the "now i win even harder" school of deckbuilding.
They work fine when you are ahead and unopposed, but they are a liability when opponents pack hate cards.

Sure they are explosive. Sadly that aint an important quality in durdly midrange-ish decks. Not accidentally folding to hate cards aimed at other decks is more important, when the deck is too slow to "win before hate card resolves".



And well i have to strongly disagree with your take on land destruction. I agree that ramping provided by Cleansing Wildfire and Geomancer's Gambit is great. But i cannot agree with the rest of what you wrote. Most modern decks rarely run much basic, typically they run less than 3. And to say the least most such decks cannot function on 2 or less lands. As such the Stone Rain impressio of the field cards is very relevant.
Sadly Ghost Quarter is inferior, due to leaving you with fewer lands when you activate it. As much as there is nostalgia for it, its still aint great.
And Leonin Arbiter is completely unnecessary, when people don't have basic to search for anyways.

capwner on Molten Opals

11 months ago

Hello Xica! I very much appreciate you taking the time to look at the deck and leave your thoughts. Let me see if I can address some of your points and explain why I made the choices I did.

  1. Field of Ruin and Demolition Field I agree with you these are great denial cards that can fit in many decks, and are especially good when you can combine with Leonin Arbiter and additional cleansing effects like White Orchid Phantom or Geomancer's Gambit. This is generally how I've seen LD built in modern the past couple years and, frankly, I've found this build to underperform. There are a couple reasons that Fields do not fit in this shell, the main one is they are slow colorfixing (2 cost) vs. Ghost Quarter which, combined with any darksteel land, provides immediate colorfixing. This is really important for the deck as a big part of our plan is sticking the turn 2 tempo play of Boom or Cleansing Wildfire (on myself). Opening Darksteel Citadel + Demo Field is just not what we want to see. These are also SOFT land destruction which use up an entire turn of play in the early game, and don't even tempo the opponent. That plus a tight manabase with limited slots for basics is why I don't run these.

  2. Experimental Synthesizer This is a solid engine card and you often see it paired with Gleeful Demolition and similar effects. I've built with this card and Ichor Wellspring in previous versions of the deck. The main reason I avoid these here is simple, Thoughtcast is better card advantage and I don't need artifact fodder because the darksteel lands reliably turn on Gleeful already. The fact that you can only play the exiled card on the current turn when we run so many high-cost bombs we may need ALL of our mana to cast, is sub-optimal.

  3. Rise and Shine Alright, so I never said I didn't like this card. I've actually been really close to trying to fit it in here, as a 1-of probably. I just think Kappa Cannoneer is better in the slot. As a 2 mana play, it doesn't fit well in my curve where I want to cast boom on turn 2, drop an opal, then do mycospawn/charmaw/saga turns 3-4-5. The reason this deck works is because it chains that early tempo into this creature-based hard land destruction or saga beatdown almost immediately, keeping the opponent on the back foot for the entire game. 4/4 indest body for 2 is very good, but it just doesn't work with my gameplan as well as the other cards I have chosen because it has no tempo value. Our first priority is to disable the opponent, after which we have much more time to worry about the beatdown plan.

I hope that gives you bit better understanding of the deck! Like I said in the description, I've spent quite a bit of time and effort to develop this and I'm pretty confident I'm running about the best cards I can. Mostly I just want to try and fit a 4th Ghost Quarter, Mishra's Bauble, or Thoughtcast, if I were to change anything at this point. I think I'm probably doing something right here because my testing record is currently an absolutely insane 33 match wins to 8 losses.

Thanks again for your feedback, I'd be happy to check out your list and share my thoughts a bit later when I have some more time!

wallisface on Winter Moon

1 year ago

Icbrgr Yeah Winter Moon feels odd here in that it normally won't be doing a lot. None of these cards particularly shore-up any of Winter Moons shortcomings. And some cards will make Winter Moon appear even weaker than it is (particularly, it feels like land-destruction weakens the impact of Winter Moon, as it means that there are less lands the opponent is forced to have tapped. I'm probably wrong on that thought though).

Personally if I were trying to make a Winter Moon brew today, it would either be in a mono-white tax list with stuff like Leonin Arbiter and Archon of Emeria, or a mono-blue build with stuff like Ashiok, Dream Render and Vedalken Certarch... I haven't got any further in my own thought processes than that (i really think this card needs to know the meta its fighting to know how to fight it, so i'm waiting a few months for the post-mh3 meta to stabilize)... But I think however a Winter Moon deck is built, it has to cover for the cards shortcomings so that its actually reliably useful on-board.

kloac on Tax's Saga

1 year ago

GODKOFFIN19 hammertime is more competitive than this build. This is the original Death and Taxes deck, but without Leonin Arbiter and adding Urza's Saga. The idea of this deck is to slow the opponent’s strategy, incrementing his or her mana payment to cast spells or locking some interactions using Archon of Emeria.

Is a really fun deck to play, but it can be a bit complex to use at the beginning.

But, to sum up, hammertime is a tier 1 deck for sure, and this one maybe is a tier 2 (but I really enjoy playing original decks, so that’s why I like this build haha)

wallisface on Bow Down to Sheoldred

2 years ago

idfkgabe decent creatures in white and/or black are aplenty, but might depend on your budget. Some options include Giver of Runes, Esper Sentinel, Solitude, Dauthi Voidwalker, Orcish Bowmasters, Leonin Arbiter, Skyclave Apparition, Grief, Dark Confidant, Thraben Inspector, and Archon of Emeria

IXALAN_Crazy on Tokens and Protection

2 years ago

Yeah, those changes seem good. A lock or a tax would be something like Leonin Arbiter to hate on fetches, Blood Moon to hate on lands, Chalice of the Void to hate on everything, etc.

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