Creature — Cat Cleric
If an opponent would draw two or more cards, instead you and that player each draw a card.
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Alms Collector Discussion
8 hours ago
1 month ago
I do love the versatility that Giant Killer brings; the deck loves 1 cmc creatures, it’s instant speed removal, and in the cases when i don’t have Whitemane Lion or the like, it can still tap down problematic creatures. I always avoid creatures with tap effects, because I want Oketra to have reactive options (especially as i slot Winding Canyons back in, but it has a lot more going on for it. Anyways, I used to run it, and i think i’ll swap it for Solitude .
Palace Jailer i used to run and it never worked out well.
Alms Collector is a good option.
I was also thinking Cartographer's Hawk would be decent card advantage simply as repeatable ramp and it returning itself to my hand if i’m top decking or something. The big downside is that it has to wait to attack. Best case you get an extra land on T3 and still have a creature in hand for oketra? Seems pretty decent.
1 month ago
I've been wondering about Solitude myself--seems like it isn't doing enough work anywhere. Darn.
You know I love me some good Ixalan cards, but the Gateway definitely seems like it should be removed if you can push through the sadness of that whole ordeal.
As to suggestions: removal could be Giant Killer (repeatable with bounce effects), or potentially Bounty Agent if you can spare the turn it has summoning sickness. Fiend Hunter and Mangara of Corondor can be inordinately good with instant-speed bounce effects, due to some trickiness with their abilities that I'll only explain if you haven't heard of them before ;). Cavalier of Dawn might be feasible with your updated ramp package, you may need to play around with that.
1 month ago
Fun looking deck! I have a kind of long list of suggestions for you. Some of them are specifically suggested to deal with your draw problem, but not all of them. I will say that I wouldn't expect that you would try to fit all of these in here, and I'm also shyt at telling anyone what to cut from their own deck. So I'll drop this list here and let you make of it what you will.
1 month ago
Its not a friendly combo. But if you wanna win with Jeskai Friends there are limited options lol.
2 months ago
I think baseline EDH rock ramp is fine for white, drawing is another matter.
Alms Collector exists and is worth mentioning
Some custom cards I've made on the topic Show
Monowhite Charity (ignore the ones with "!" in their name, they're unfinished)
Various "Monarch"-giving cards: I think this mechanic is a good fir for white in multiplayer. Aside from being flavorful, it leverages the color's strengths in both combat defense and cheap flying creatures which is otherwise kinda difficult in EDH.
4 months ago
Double Major: sadly, this doesn't work like you'd hope with Adrix and Nev, Twincasters
Secret Rendezvous: Here we go, white Concentrate , kinda. Or updated Temporary Truce / Truce . Obviously goes with not only Smothering Tithe but also Alms Collector . I wish it was Instant though; not only would that typically let you make better use of the cards than the gifted opponent (which I think it's fair since the drawback is pretty big), in EDH it could let you help one opponent dig for answers in response to another opponent's threat.
"Frog Mystic": Unremarkable common but this is cute :]
"Talent Exam": Ugh, I do not approve of them printing this in the same set as Approach of the Dragon.
"Dream Strix": lol okay spoke kinda too soon
4 months ago
If you're playing a very heavy control theme in commander your win condition is going to probably be a game lock. There are a few different kinds of those. Hard locks will literally stop your opponents from being able to play the game at all. You accomplish this by setting up a situation where they can't cast spells, they can't untap, or they can't generate mana. Soft locks are where you severely diminish an opponents ability to play the game. This is often done by forcing your opponents to discard all of their cards.
The hard locks I would suggest with this are the Karn lock and the Knowledge Pool lock. The Karn lock is very specifically Karn, the Great Creator + Mycosynth Lattice . Your opponents can't activate any abilities of permanents on the battlefield. This means that opponents can't tap anything for mana. The cards are also useful to you individually because Karn, the Great Creator stops opponents from using mana rocks and Mycosynth Lattice helps you cast opponent's spells by allowing you to spend your mana as though it were any color.
The Knowledge Pool lock has only one required card. Knowledge Pool exiles every spell that any player casts from their hand. Players can then cast a spell from the previously exiled cards. This means that a player must cast two spells for anything to resolve. Rule of Law prevents casting any spell after the first spell. Effectively this means to no one can play spells from their hands. But you can cast cards from other players hands if you have Sen Triplets out. This is also true for Arcane Laboratory , Eidolon of Rhetoric , Archon of Emeria , Drannith Magistrate , Teferi, Time Raveler and Ethersworn Canonist to an extent. All of those cards, are also things you use to limit the amount of actions other players can take as a part of your control strategy.
The soft locks all involve preventing players from drawing cards. Narset, Parter of Veils , Hullbreacher , Alms Collector , and Notion Thief . All of these prevent opponents from drawing cards to some extent, which benefits your control plan. The lock is formed when you have one of those pieces out and you cast a spell like Windfall , which makes everyone discard their hand and draw new cards. But they can't, so only you draw new cards. Cards like Windfall are also very strong as they allow you to refill your hand. Similar cards are Echo of Eons , Day's Undoing , Jace's Archivist , Time Reversal , Commit / Memory (Probably pick two or three, not all of them).
You could also use the Laboratory Maniac combos as a win condition, since you are in the right colors for it. It's probably the most common win condition in high powered competitive decks. The way it works is you draw through your entire deck while Laboratory Maniac or Jace, Wielder of Mysteries are on the board then you attempt to draw a card and you win. Similarly, you can draw through your entire deck and then play Thassa's Oracle . The ways you "draw" through your deck are either Tainted Pact , Demonic Consultation , or Doomsday . Because they are common competitive win conditions, some of those pieces are expensive.
Allow me to advise you on getting to these win conditions though. You can tutor for these pieces with Vampiric Tutor , Enlightened Tutor , Demonic Tutor , or similar cards; but you probably would rather draw into them because that also gets you your control cards. Two cards that are surprisingly good for this are Ad Nauseam and Peer into the Abyss . You have to keep the mana cost of spells very low for Ad Nauseam, but it's worth it especially because it was reprinted recently and is only a few dollars I think.