Cathars' Crusade

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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
Quest Magic Legal
Vanguard Legal
Vintage Legal

Cathars' Crusade

Enchantment

Whenever a creature enters under your control, put a +1/+1 counter on each creature you control.

hyalopterouslemur on Ranking the Lieges

1 week ago

Murkfiend Liege is great, but it's no Seedborn Muse. Seedborn Muse untaps everything you control. Murkfiend Liege only untaps creatures, which is, fine, but a big part of what breaks Seedborn Muse is that it also untaps lands, letting you use your instants/creatures with flash (and of course block with your creatures) as a floor. The ceiling is that you can activate abilities, such as activating Ant Queen to trigger Aura Shards or Cathars' Crusade or similar.

hyalopterouslemur on What exactly is the hard …

2 weeks ago

In bracket 2, there are no intentional (game-winning) two-card combos. So nothing obviously like Exquisite Blood + Sanguine Bond or Earthcraft + Squirrel Nest , but something like Cathars' Crusade and Doubling Season is just fine.

In bracket 3, it's no game-winning two-card combos before turn 8 which is less a deck construction rule and more a gameplay rule.

In bracket 4, there are no rules regarding combos.

hyalopterouslemur on Thinking about how we evaluate …

1 month ago

So, I've been thinking a lot about how cards are evaluated. Specifically it comes down to two cards: Regrowth and Eternal Witness.

I've also been watching a lot of Magic YouTUbe, and there's a hipster movement to hate on Eternal Witness, among other EDH mainstays. Supposedly Regrowth is better, and I want to talk about that, and the two ways to evaluate cards.

First, Regrowth. In a vacuum, Regrowth is better. It costs , in contrast to Eternal Witness's . That's one mana less. The 2/1 body is unimpressive in combat. This is all true.

But then you look at Eternal Witness. She's a creature, meaning Cryptolith Rite or Earthcraft turns her into a mana dork. Meaning you get two cards back with Panharmonicon. Meaning you get to trigger Cathars' Crusade or Aura Shards. Meaning her death triggers Dictate of Erebos. Meaning she can be blinked or bounced. Meaning cards that count creatures (e.g., Shamanic Revelation, Pennon Blade, Gaea's Cradle) count her. Meaning she can attack, triggering Hellrider, even if she's likely to just be blocked and killed. Meaning her entering triggers Purphoros, God of the Forge and Warleader's Call and related cards. Meaning Yeva, Nature's Herald gives her flash, which opens up other forms of abuse. (Seedborn Muse, anyone?) Meaning you can bring her 2/1 self back with Smile at Death. And no one's playing either card on turn 2 anyway.

Which one you pick says a lot about your personality, though neither choice takes away your Spike card, and there is no wrong answer. I tend to favor instants over creatures where applicable, for instance. And this doesn't make, e.g., Silverglade Elemental, good in most decks; mana cost still matters.

In reality, both are good cards, and you should probably play both if you can. but it depends on what you're trying to do. But which card you choose if you must choose one is far more complicated than simple rox/sux arguments.

SaberTech on I’d like help building a …

1 month ago

If you are looking to slow down opponents with a bunch of discard/hate bear/taxing effects then a commander you could consider is Alesha, Who Smiles at Death.

There are a lot of 1/1 creatures that make all of your opponents discard a card, and a lot of the hate-bear cards are in the 2 or less power range. Alesha giving you a way to keep bringing them back after they die or you sac them could be a useful effect in the command zone. Cards like Dauntless Dismantler, Inspired Insurgent, or Hammer Mage might help with destroying artifacts. Lurrus of the Dream-Den and Teshar, Ancestor's Apostle in the 99 could work as backup for your commander. Requiem Monolith gives you a card draw engine that can also kill your weaker ETB creatures so that Alesha can bring them back.

Goblin Sharpshooter + a way to give it deathtouch like Basilisk Collar, Onyx Mage, or Vault of the Archangel lets you repeatedly clear creatures from your opponents' boards.

Alesha's signature trick is to attack an opponents who has lost their creatures and bring back Master of Cruelties onto the board tapped and attacking (getting around the restriction of it attacking alone). The opponent won't be able to block the MoC, so their life total becomes 1, and then Alesha finishes them off. Cards like Break Through the Line can help creatures like MoC push some damage through.

There are a variety of combos that you could run as a finisher. If you don't care for combos, then cards like Cathars' Crusade and Serra Redeemer can help to make your creatures more dangerous threats. If you end up running a lot of discard and forced sac effects like Accursed Marauder then you could potentially run Tergrid, God of Fright  Flip as one of your game changers to steal your opponents' stuff and win with that.

hyalopterouslemur on Ode to the Old Commanders: Ta-ta-ta Tokens!

1 month ago

Nemata, Primeval Warden is nice. Grave hate, can stop fliers, makes saprolings, and even pumps himself and draws cards with said saprolings.

Another great card for dealing with flying is Silklash Spider.

I also like three board wipes. My favorite, one of my pet cards, is March of Souls. The key here is it's actually an upgrade for your saprolings, but it's a serious downgrade for everything else. It also has synergy with Doubling Season and friends, Cathars' Crusade, and Grave Pact.

Second is Sunblast Angel. The key here is to play her on your first main phase (and not use any mana dorks to do so, if you can). I've actually played her without damaging my own creatures.

Third is Phyrexian Rebirth. This is a lot like March of Souls, but you, and only you, get a token, but it's a biggie.

dr.kronski on

1 month ago

theNeroTurtle, I agree with clayperce. It seems to me that the changes you’ve been making already show the direction you’re heading in. What needs to keep being done is continuing to filter the Angels and solidify the manabase. The focus should be, above all, on that and on card draw.

Some other options to keep in mind going forward, considering what I mentioned and also the possibility of exploring different approaches (+1/+1 counters, tokens, and so on): Herald's Hornfoil, Vanquisher's Banner, Conjurer's Mantle, Patchwork Banner, Stoneforge Masterwork, Warrior's Resolve, Cathars' Crusade, Court of Grace, Teleportation Circle (with Inspiring Overseer or Karmic Guide), Together Forever, Cut a Deal, Split Up (just because it’s better than Guan Yu's 1,000-Li March), Sword of the Animist, Door of Destinies

aldont on The Glory of the Horde (Zurgo Ultra-Budget)

3 months ago

Heyo! I ran a very budget Isshin deck a year or two ago; Mardu tokens are fun! I leaned towards a more aggro/streamlined approach, but if that ain't the vibe here, don't even worry about all this lol.

A broader question is how much/little you want to lean into the different face commanders, if you want to push more towards Zurgo ping/card draw or Neriv's unique token names; that can really shape the direction of cuts/include.

Cuts-wise, Thought Vessel Elspeth, Sun's Champion,Phoenix Fleet Airship don't do much for the game plan. Cathars' Crusade is good, but it's gonna be soooo many dice in this deck. Rising of the Day feels like it would be rough to cast on curve even if it makes the mobilize tokens hit harder. I'm kinda iffy on Neriv, Crackling Vanguard and Selfless Glyphweaver  Flip. As much as I love Brutal Hordechief I don't know if the attack drain trigger is going to be as good with all of the myriad/enters tapped and attacking stuff.

I think there's a lot of fun payoffs, but some of the token makers either show up later, or are conditional and need stuff to get them going, so having some other initial bodies you're not afraid of throwing into the red zone might help; combat is good, but also having a healthy number of sac outlets to let you have better control of which Zurgo mode might be nice?

As far as budget swaps go,Bitter Reunion for Fervor is some extra card selection, and then haste when you need it. Song of Totentanz for Tempt with Vengeance but it depends on if your playgroup is fun and gets tempted versus fringe utility as song's effect is split to make tokens/give EVERYTHING haste, so you can X=0 just to make a cool guy move faster...

Regarding boardwipes/mass interaction, white has some other proactive and sculptural ones and so swapping in Slaughter the Strong or Fell the Mighty for Hour of Reckoning can clear out some of the big bodies that make attacking hard. Treasury Thrull for Sun Titan is a silly one, ignore that lol. This one is a personal taste thing, but I might run Woe Strider as a second Viscera Seer over Morbid Opportunist, because that once per turn limit is frustrating.

Possible other budget things to look at: Horn of the Mark lets you dig 5 cards deep and look for a creature for every 2 tokens you send at someone; Devilish Valet Foul-Tongue Shriek Frontline Rush can just kill people dead; Woe Strider Dig Up the Body Blood for Bones are possible sac outlets.

Hope this helps lol

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