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|
|Want (7)||xxxxxxxxxZombiexxxxxxxxx , spacejamz , manperson000 , Zanros1541 , pomigs , TyPo1130 , OrionTheBrave|
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|Commander / EDH||Legal|
Authority of the Consuls occurrence in decks from the last year
Latest Decks as Commander
Authority of the Consuls Discussion
1 week ago
A couple of things I'd consider. 1) I'm not sure Wargate, Authority of the Consuls, and Neutralize are the best options for your deck. You don't have any real use for the lifegain or the tapped effect beside stopping blockers. Some normal removal like Path to Exile is probably a better option. Wargate also isn't going to be super useful, since you're only running 23 lands and 4 heirarchs, plus you don't really have silver bullets to tutor. An actual threat like Mirran Crusader or Voice of Resurgence will probably get better mileage, although Chord of Calling is a stronger and cheaper tutor, as long as you just need creatures. Replacing some of the non-creature spells like Detention Sphere with options like Deputy of Detention might make that easier. Neutralize also doesn't really fit with your deck because you're trying to deploy a threat every turn. There's very few times you're going to be able to keep up 3 mana where deploying a threat isn't just better. 2) Fetch lands and shock lands will help you cast your spells on time. You've got and mana costs where half your lands are basics, which is going to be difficult. That being said, if it's a budget concern I get it, in which case your mana base seems to be pretty good. I like the deck.
1 month ago
jmozer33 not at all (a little, but I'll get to that in a second). You may be missing that Liesa herself has lifelink. Swinging with her every turn gives you enough life to cast 5 spells every 2 turns and break even. You probably wont be casting this many spells. You may also notice that a lot of card still gain us life even though they aren't in the Masochism section; this is because while they do gain us life, its more of a bonus while they're true purpose is whatever section they are in; for example, Twilight Prophet, Crypt Ghast, and Authority of the Consuls are all in separate sections yet can all gain us life. But again, Liesa will be gaining us 5 every turn which more or less negates her tax.
The only problems I've really had is when I get Bolas's Citadel out while Liesa is in play. Like I mention in the primer, it's extra bone-hurty. Doubly so if you run into a card that requires lifeloss to cast like Anguished Unmaking or Read the Bones. But I haven't found it to be enough of a problem to warrant replacing tax effects with lifegain, and Citadel provides such an advantage I think it's worth it.
2 months ago
Hey, just popped in from reddit. So I'm not gonna lie, I spent alot of time writing out a really thoughtful response and my internet timed out and erased it all. So this may just he the cliffsnotes lol. Overall, you have a great list for lifegain and it's good to see the staples that should be there like Sanguine Bond, Exquisite Blood, and Exsanguinate. I could never find a way to generate the mana and tutor these guys out to the battlefield save a couple times where I was lucky, so that may be something I might look into because it really is a powerful game ending combo. I also appreciate you not using Oloro as commander for lifegain and got to see some cards I've never heard of or even thought to include in your list, specifically Angelic Chorus and Proper Burial. Which brings me to my suggestions, I tried to stay away from uber expensive cards that cEDH decks might require and still lend some quality assistance. Luminarch Ascension is a 2 CMC drop card that generates tokens in the form of 4/4 flyers and it works better with the more opponents you have as it collects its quest counters quicker. I always think lifegain needs the defense where it can get it so it can build a base to keep generating more life and set itself up and this card works great. Not to mention it works well with Proper Burial and Angelic Chorus. Speaking of ETBs, why wait for your creatures when you can use your opponents for lifegain with Authority of the Consuls. Now say someone counters your Sanguine Bond or whatever other combo you may have needed, Elixir of Immortality is a cheap low CMC artifact that gives you 5 life and recurs your graveyard back into your deck. Panharmonicon doubles your effects I believe as well but I need to double check that and just thought of it. Lastly, my most expensive recommendation at like 12 dollars, is Archangel of Thune. She is 5 CMC and can become a monster real quick in your deck if she isnt dealt with. At this point I put in a whole thing about mana rocks. They effectively speed up your turn by increasing your mana base, so you can do turn 5 things on turn 4. The signet is nice and sol ring is auto include, but talismans are strictly better than signers in my book and only a couple bucks. For your colors, Talisman of Hierarchy is best but you can use any of the ones with white or black in them, they just wont be as good as hierarchy. Finally, I wouldnt be doing you any justice if I didnt add some game breaking cheese from my current list. Say you have either Angelic Chorus or Proper Burial on the field. With a card like Entomb or Buried Alive or any discard cards could work but not as ideal, bury Leonin Relic-Warder from your deck. Then resurrect him with Dance of the Dead, Necromancy, or Animate Dead, use Leonin's ETB effect to exile the card which revived him, thus burying/sacrificing him, thus bringing the revive card back from exile so that you can bring Leonin back from the dead, this loops for an infinity thus triggering proper burial and/or angelic chorus and giving you infinite life. Anyways those are my suggestions, I hope they help, best of luck, and have fun playing!
2 months ago
a couple of cards i would run as 1/2 ofs
Winds of Abandon:solid removal for combo creatures but also a board wipe late game
Wall of Blossoms may be worth running over harmonize and/or explore, as it still provides card draw, but its also a solid blocker and can be flickered with soulhearder for extra card advantage.
2 months 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
3 months 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.