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 (2)||metalmagic ,|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Authority of the Consuls Discussion
1 week ago
Whenever I play Authority of the Consuls it always does a lot more than you'd think. Not only does it gain me over 20 life in a game on average, but it also shuts down quite a few combos that generate infinite creatures (think Kiki-Jiki, Mirror Breaker or Breya, Etherium Shaper -fueled ones). It shuts down surprise blockers with flash, and all of that for a mere . My playgroup sounds the sweetest of groans whenever I manage to play it turn 1 these days, can't recommend it enough.
1 month ago
1 month ago
Nice, I like how low to the ground the entire deck is. Have you considered Authority of the Consuls ? It can slow your opponents down and make it harder for them to block while possibly giving you a way to create horse tokens on your opponent's turn. It's a little expensive, but since you don't mind proxies, I don't think it should be a problem =)
2 months ago
Commander / EDH
SCORE: 1 | 51 VIEWS
This deck uses Meekstone , Crackdown and Marble Titan in combination with Authority of the Consuls , Blind Obedience and Thalia, Heretic Cathar -like effects to neutralise most creatures, keeping them tapped down if they have power 3 or greater. This works especially well with Heliod, God of the Sun , because he gives your team vigilance, making sure your creatures are still able to attack.
3 months ago
Hm it doesnt seem to have a consistent plan nor a legit format. I would suggest to go for modern since it has a lot of cards in its pool and is the most common 60 cards format besides standard. I am an Angels Deck builder since 6 years, so i have a couple of suggestions. Of course that doesnt mean that you have to change something, i mean it is just a suggestion and all the mentioned cards wont fit anyway in a 60 cards deck. Try to make it more consistent if needed by playing 4-of or tutor effects.
Since you mentioned your friend plays burn, i will give you some cards that will make your winrate nearly 100% against burn. Burn has barely no chance against lifegain decks. Angels can be build in a lifegain way, which i am personally no fan of but many are, so here we go.
If you want to check out a non lifegain modern Angel deck, you can check out Devotion to White Angels.
- Akroma, Vision of Ixidor
- Angel of the Dire Hour
- Angelic Arbiter
- Angelic Wall
- Herald of War
- Serra Avenger
- Wall of Reverence
- Angelic Renewal
- Angel's Feather
- Devout Invocation
- Resplendent Angel
- Archangel of Thune
- Lyra Dawnbringer
- Giver of Runes
- Soul Warden
- Auriok Champion
- Gisela, the Broken Blade
- Bruna, the Fading Light
- Ajani, Strength of the Pride
- Wall of Omens
- Nyx-Fleece Ram
- Authority of the Consuls
- Path to Exile
- Nykthos, Shrine to Nyx
- Emeria, The Sky Ruin
- Settle the Wreckage
- Leyline of Sanctity
- Righteous Valkyrie
- Speaker of the Heavens
- Serra the Benevolent
Kind Regards Drcfan
3 months ago
@TriusMalarky While Twin can force a land to get tapped on turn 3 to prevent 3 mana spells from getting cast you do need to remember doing so leaves the combo piece open to sorcery speed removal such as a Dreadbore , Flame Slash or Declaration in Stone in the first game and in the second and third game it allows cards like Torpor Orb or Blind Obedience to be played - tapping all out to put the combo piece down means you won't have counter-mana up to stop these effects from hitting the board and often the Twin player will instead choose to cast the combo piece on the endstep of their opponent's turn incase if there is a sorcery-speed threat such as T-orb that needs to be countered on their opponent's turn instead. The Twin player will (in most cases) only choose to preemptively tap down the land if they know their opponent is mana-screwed, if they don't have a counterspell in hand or if they know their opponent is running Twin to further stall the opponent's combo. With that said I wouldn't entirely discount 3 mana answers that can be made uncounterable by Cavern of Souls or Aether Vial or 3 mana spells that completely disable the deck beyond repair such as Unmoored Ego if they resolve.
I also think it would be more problematic for Twin decks to also splash in a third color for enchantment removal. One aspect that made Twin decks so oppressive was a solid portion of them would include copies of Blood Moon in the mainboard in order for it to be more difficult for their opponents to interact with their combo. Dedicating to a third color to run Dovin's Veto is going to come with not being able to run Blood Moon while being easier for the Twin deck to also get disrupted by an opponent's potential Blood Moon as well. On the other hand, Blood Moon has also been made weaker in the meta as Cleansing Wildfire and Force of Vigor make effective get out of jail free cards from sideboard.
Plus, I think you're undervaluing some cards in your assessment. Back when Twin was around the only one-mana spells that could remove an endstep flashed-in Deceiver Exarch was Path to Exile , Rending Volley , Vendetta and the ever so infrequent Skred and Lightning Axe and out of those, the only cards that were mainboard worthy was Path to Exile and Skred (which only worked if you were running a niche deck and you were going first with extra technicalities). Fatal Push has had a huge impact on the format being loads better than Vendetta which gives many more decks greater flexibility when holding removal mana up especially in game 1 given how playable it is in the mainboard. There's also Veil of Summer which also deserves mention and while you may see it as a simple upgrade to Autumn's Veil , fundamentally it's not. In the event I toss a Path to Exile or Fatal Push at a Pestermite and the Twin player responds with a Dispel , or as you suggested a Dovin's Veto , if I play an Autumn's Veil (which would effectively counter either counterspell), it would be a 2-for-2 trade. I lose the kill spell and veil to remove the Twin player's combo piece and counterspell. This lukewarm outcome is the reason why Autumn's Veil saw none if any modern play as Silence typically did its job better enough to warrant a splash in white over it in most cases if such an effect was absolutely needed in sideboard. Veil of Summer surpasses both because it has a built in cantrip that turns the interaction into a 1-for-2 trade in your favor and if the interaction happens while your opponent is trying to put a Splinter Twin on the combo piece it becomes a 1-for-3 trade in your favor. Veil of Summer 's value is by no means merely replacing Autumn's Veil or Silence 's role in the format, but more accurately it's replacing the clunkier Krosan Grip and Sudden Death that were typically used against the Twin-combo instead which makes it its own unique answer against the combo in my opinion.
Two more cards that I think also deserve further assessment is Sinister Concoction and Dovin's Veto . To say Dovin's Veto is just an upgrade to Negate I think is an understatement. "This spell can't be countered" is the reason Abrupt Decay was a banger of a card at thwarting Twin's machinations and I think the fact a Dovin's Veto can stop a Splinter Twin on cast makes it good enough to be a Twin-killer too. You suggested Twin might have to go into white to run its own Dovin's Veto es and Path to Exile s but I think the fact this card can also be used against Twin may be a more compelling reason for Twin to splash green over white just to have Veil of Summer as a necessary means to put up with the combined pressure Abrupt Decay and Dovin's Veto would have in keeping Twin in check as the Veil is the only card that can universally counteract both spells. (And even so Veil of Summer isn't a 100% failsafe as it has nothing against Rending Volley .) As for Sinister Concoction , I'm not going to pretend this card sees much Modern play, but this thing is a serious contender at throwing a wrench in Twin's plans and outside of Twin it's not an unplayable removal spell either. The reason why is it works much like your explanation for why Authority of the Consuls works - you can play it turn one and your opponent has no means to remove it without splashing a third color. Now Authority of the Consuls may be the more ideal card to use over it, but if your multicolor black deck can't splash white this is your next best thing and it even has some upsides over Authority of the Consuls . Sinister Concoction may be more fragile to effects like Stifle and Tale's End or effects like Spellskite and Apostle's Blessing , but it makes up for it when enchantment removal is thrown at it, as you can crack it in response to dumpster one of your opponent's creatures, in this case most likely a combo piece, while also rendering the enchantment removal as a waste in the process. This in turn is going to make the Twin player more cautious about playing their combo pieces before drawing into enchantment removal which can potentially delay the Twin player's progress harder than an Authority of the Consuls otherwise would. And if the Twin player doesn't have an answer, you'll always crack the Sinister Concoction in response to whatever creature they'll try to enchant with Splinter Twin to inflict the most damage. Even if you're playing on the draw or you draw into the card later, much like Authority of the Consuls , Sinister Concoction also bypasses quite a couple of Twin's favorite counterspells too such as Dispel , Spell Snare and Remand which is why I think the spell has much merit as yet another Twin-hate specific sideboard card that just wasn’t available to be utilized before in the past.
Lastly, the list I put up above was something I compiled over a quick gatherer search. I wouldn’t be surprised if I missed a few cards that may be just as worthy of discussion on countering Twin as well.
3 months ago
StopShot technically most of those are functional reprints or better reprints of older cards that already existed. Or there are better versions.
But there are three of those that would really be good -- the two forces, and also the black force, and Authority of the Consuls .
The main reason most of those are bad is that Twin will flash in Exarch and tap a land on your end step. This means you basically don't get your third turn if you want to beat Twin.
But the forces mean it doesn't matter -- they literally do not need mana. You just poof their win condition, game over.
Authority comes down turn one and forces Twin to run white or green for enchantment hate.
I do believe Twin would be significantly hurt by these cards, especially because they cannot run FoNe to protect their combo from FoNe. It would also be interesting bc Jeskai Twin would have some more control elements with T3f(which is a buff for twin and also a tool against twin), Path, and Danny Devito( Dovin's Veto ), and they'd also have their own Authority for the mirror.
Overall, I predict Twin coming back would create a Jeskai Twin control deck. Will it immediately rise to the top of the format? Probably. Will it warp the format around itself? Probably. Will it be difficult to beat? I don't know.
3 months ago
@DuTogira Personally, I disagree about Splinter Twin stifling diversity in the Modern meta. Before its ban I was running a homebrew Mardu deck that had an incredibly favorable win-rate against Twin. The deck's win-rates also varied amongst the other decks in the format with its worst matchup being burn. Ever since Twin's ban aggro has swarmed the format outpacing my deck harder than before.
My homebrew deck's most defining piece was utilizing an Evershrike in the graveyard and using a Spirit Loop or Rancor to make it a constant presence in the late game. Graveyard strategies weren't as common back then either as I believe Living Death was the only significant graveyard strat at the time, so most decks wouldn't dedicate too much room to graveyard hate. With Twin gone other faster and more efficient graveyard strategies arose and graveyard hate out of sideboard became all the more frequent which made winning games 2 and 3 much more difficult for my deck. Not only that but those graveyard strategies that couldn't exist with Splinter Twin around ended up getting Faithless Looting banned. As a non-blue deck Faithless Looting was the glue that kept my deck together as getting a certain 5-CMC creature in the grave and an aura in hand is difficult and slow enough as it is. My deck could handle Jund/Abzan's hand disruption and their Scavenging Ooze 's, but with much more graveyard hate, more aggressive aggro decks and no Faithless Looting I would argue banning Splinter Twin killed my deck even though I never used that card in the first place.
I feel the banning has only diversified aggro and phased out slower decks like mine that had better win rates against Twin and BGx. I also think it's a false positive as there have been a huge slew of new modern-viable cards that have been printed since Twin's banning. The format was going to grow regardless of if Twin were to be banned or not, the real question was by how much? I also feel like there have been many more cards printed during this time that could be made excellent sideboard cards against Twin than there have been new cards printed to help with Twin's strategies. I remember the times when Combust was one of the answers used at stopping Splinter Twin and then they printed Rending Volley which took countering the strategy even further. Since then I've seen more and more cards printed in Standard that I feel could further help in keeping Twin in check today more than it ever was before. These are cards printed after it's banning that could be used against it now if it were ever unbanned: Sinister Concoction , Thalia, Heretic Cathar , Unsubstantiate , Spell Queller , Authority of the Consuls , Lost Legacy , Fatal Push , Harsh Mentor , Trespasser's Curse , Tocatli Honor Guard , Rampaging Ferocidon , Kinjalli's Sunwing , Kitesail Freebooter , Cast Down , Assassin's Trophy , Unmoored Ego , Dovin's Veto , Force of Negation , Force of Vigor , Veil of Summer , Fry , Aether Gust , Brazen Borrower , Hushbringer , Deafening Silence , Mystical Dispute , Drown in the Loch , Wilt and Necromentia . I've likely missed a couple more due to how many sets have been released since and there will always be more cards that will be printed in future that can disrupt the strategy too. Since there have been many new deck archetypes that have emerged and been developed and improved upon over the many years in a non-Twin environment I'd like to see how they'd stack against Twin now just to see if it really is still an obstacle.