Authority of the Consuls
Creatures your opponents control enter the battlefield tapped.
Whenever a creature enters the battlefield under an opponents control, you gain 1 life.
|Have (4)||, Marcelluswtf , metalmagic ,|
|Want (3)||EpicMEF , effin530 , eggihoto|
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|Commander / EDH||Legal|
Latest Decks as Commander
Authority of the Consuls Discussion
1 week ago
I would definitely consider Soul Warden Soul's Attendant Ajani's Welcome Lone Rider Flip Fountain of Renewal And Light of Hope is a fantastic utility card for how low cmc it is. And personally I absolutely love Aerial Responder oh and Authority of the Consuls Wouldn’t hurt if you wanted a bit more control going on
2 weeks ago
Hello! Thanks for the comment on my deck! I'll see what I can do.
Ok so I see a lot in the way of aggro and not a lot of answers to problems. Don't get me wrong, dedicated aggro decks can be devastating; but they need to be quick and those cards are almost exclusively in red. This deck looks like it kicks off around turn 3-5 so we want to be able to do stuff in the early game. Bant is a color scheme that lends itself well to defensive tactics rather than harming opponents; this can take the form of protection, buffing creatures, or stalling until our game-plan can get off the ground. Now at the end of the day that game-plan is still "turn creatures sideways", so we want to make sure that the creatures we select are aggressive; but, the control colors in our deck (white and blue) can provide us with a fair amount of answers to problems that we can use both early and mid game to ensure our victory.
So what we want from the deck is:
1) Board Control/Stall Tactics 2) Protection 3) Card Advantage 4) Aggressive creatures
Often times these categories can overlap. For example: a creature with hexproof. That fills the "aggressive creature" and "protection" categories so that means we're getting more value out of just that one card, which is what we want. Variety is both the spice of life and the answer to our deck-building conundrum. So we want to make sure that our card selection is refined. So lets break each category down.
Board Control/Stall Tactics
I love the options Bant gives us for board control. Green has a lot of artifact/enchantment removal, white has a lot of good spot removal in the form of "exile" which gets around that pesky indestructible ability, and blue often bounces things off the board or counters things. So what options are best? Honestly, its up to you. But remember that the more options that a card gives you the more value you get out of it. Here are a couple of my favorite board control cards in Bant:
That should give you enough options to play with and see which ones you like best.
Protection spells are many and can come in many different forms, but ultimately it comes down to making sure our permanents stay permanent. For us this is most likely gonna be about protecting our creatures. Some of my favorite protection spells in Bant are:
The longer our creature(s) stay on the field the more likely we are to win.
This can either mean card draw, digging through our library, or just straight up tutoring. Some good options are:
By giving ourselves card advantage, we can find solutions to problems a lot faster.
And finally we get to the bread and butter of the deck, the creatures. Now the mechanic we're working with is the Exalted mechanic, which states that if the player attacks with exactly one creature, then each card with Exalted (including the attacker) will grant that lone attacker +1/+1. This aggro tactic minimizes casualties in battle but doesn't reduce the armies strength during the attack phase. So the more instances of exalted we have the more powerful our lone attacker is. Here are some cards worth looking at into for this combat style:
With these creatures at our disposal, opponents will often find it hard to outgrow our aggressive playstyle.
Now keep in mind that the exalted mechanic itself is very aggressive and simultaneously acts as the "buff" aspect of our defensive tactics that mentioned near the top. So we need little in the way actual buffing spells like Giant Growth; that leaves much more room open for including a lot more control and card advantage spells. Ultimately what you pick is up to you but try using the cards I've listed above as the basis of your card selection and go from there. Cross reference which cards fall into multiple categories for the best options possible. I don't want to just straight up give you a decklist, I want you to choose the cards yourself and make a deck that's entirely your own. I hope my longwinded advice helped LOL happy deck building.
2 weeks ago
2 weeks ago
2 weeks ago
Authority of the Consuls has prevented so many flashed in ambush blockers in my games, while also gaining 15 life a game easily, all for a measly . People really don't think it's worth it to remove, and then continue to lose to it all the time.
1 month ago
Authority of the Consuls Chaplain's Blessing Griffin Aerie Heliod's Intervention Hushbringer Lone Rider Flip Rune-Tail, Kitsune Ascendant Flip Serra Ascendant
Blood Artist Bloodchief Ascension Cling to Dust Nightmare's Thirst Shamble Back Sorin's Thirst Trespasser's Curse Vicious Hunger Vito, Thorn of the Dusk Rose
1 month ago
Valengeta I think I got it fixed pretty well. Replace Smothering Tithe with Kambal, Consul of Allocation, Authority of the Consuls, or Land Tax if playing in a 1v1 otherwise keep it for multi-player. Take out Crypt Incursion and replace it with whatever if need be, though I think it works well against most decks, especially since I have Day of Judgment and Wrath of God. Could swap some stuff out if I needed to like Rune-Tail, Kitsune Ascendant Flip but I think overall it's a lot better. Could use some more utility lands if I want though I don't its super necessary. I would put it as modern but Dark Ritual isn't modern legal and there's no real good replacement for it so I think I'll leave it as legacy for now. I'd love too hear about what you think! Thank you for all the suggestions, it really helped a lot!
1 month ago
I will likely add a copy of Teferi's Protection when I can find one.
I considered the Sword of Feast and Famine and Sword of Light and Shadow but found they interacted rather poorly with mutate during playtesting, as the protection can sometimes block the mutate targeting.
Took a look at the sliths. Kinda reminded me of War Elemental, a card I now want to try, which I feel is a touch on the more impactfully side. Though it is really, REALLY color intensive.
Crackling Doom isn't quite as targetted as I would like it to be. But I do agree, it is a sweet spell. Will probably try out Champion's Helm in place of Swiftfoot Boots, see how often Snapdax loses hexproof while mutating. He's usually on top of the mutate pile, but not always.
Thank you for the suggestions. Happy deck building!