Cathars' Crusade

Cathars' Crusade

Enchantment

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

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Cathars' Crusade Discussion

Epicurus on Kitten Crusades

1 week ago

I originally had the same question about neglecting Ajani's Pridemate . However, since your answer to that was lack of enough life gain, then why use Felidar Sovereign ? I'd replace that with either some protection like Heroic Intervention or Shalai, Voice of Plenty , or maybe mass removal like Heliod's Intervention . Or just Cathars' Crusade as someone else mentioned, since that fits the name of the deck.

Blobby_Bobby on Lathiel - Unicorn Magic

1 week ago

I'm sure budget is a factor, but Cathars' Crusade looks like a shoe-in looking over the list.

monkeyofficeboy on Athreos, the Passage of Life

2 weeks ago

Update

A small update to the deck. The following cards were removed:

Beloved Chaplain Didn't do enough in the deck, other than boost the Cleric count.

Cathars' Crusade A great card! But, I have no idea why I put it in this deck, as there is little point in the +1/+1 counters. Going wide and attacking is not what this deck wants to do.

These cards are the replacements

Corpse Knight Allows me to rob life from people when I have creatures come in. Sounds like a plan to me!

Remorseful Cleric Handy graveyard hate, handy in my meta. Keeps the Cleric count up so serves a better purpose than the Beloved Chaplain .

DevoMelvminster on Bounce and Ye Shall Be Healed

2 weeks ago

Hey, thanks for the suggestions. Many of these were in the deck at some point or another. I feel like the vast majority simply didn’t make the cut because they weren’t as efficient mana wise as the alternatives and the extra redundancy wasn’t needed. That, or they were more combat related and I, surprisingly, almost never win via combat. The specific ones that do not fall into those two categories i’ll address below:

Blasting Station - i actually kick around the idea of adding this as another wincon pretty often. If i were to slot another one in, it’d be this, or Altar of Dementia , or maaaaybe Test of Endurance / Felidar Sovereign

Arch of Orazca / Bonders' Enclave - these just ended up being more expensive to use, or less consistent than War Room , keeping in mind that God-Eternal Oketra doesn’t activate enclave and that actually does end up being relevant pretty often. Anyways, with Expedition Map and Weathered Wayfarer , 1 draw land seems to be sufficient as emergency fuel.

Cathars' Crusade - It gets wild in this deck for sure, and when i was leaning less into life gain, and was winning with Altar of Dementia more, it took the place of Angelic Chorus . But nowadays, I just don’t swing that often and i’m not running altar right now so it’s out.

Enduring Renewal - this is an interesting one... I’d honestly have to sit down for a bit and figure out how it interacts with everything to give a good answer here. I’ll look at it more.

Search for Glory - This is a great one. I’d like to run it, but I don’t have many good targets outside of Mangara, the Diplomat and the monuments, which i have a couple tutors for already. The biggest problem, silly as it may sound, is that i’d want to run snow lands, and for thematic purposes i’m running the full art amonkhet plains, so i can’t do that. Solid suggestion though.

Palace Jailer - this ended up getting replaced with Skyclave Apparition for cheaper and more versatile removal. I do miss it sometimes though. I love being the monarch. Which remind me... Throne of the High City could be fun, but my colored lands are already stretched pretty thing for a deck that so desperately needs white mana. Really can’t drop any more.

Love getting suggestions and talking through options for the deck. Thanks again. I really enjoy your decks as well!

Mana_Mythic_Legendary on Pursuing Perfection, Part 1: Mono-White …

2 weeks ago

This is the start of a project inspired by a TED talk. The speaker was part of a commission to create the perfect Pepsi, but the data he’d gathered was less than helpful. Instead of forming a nice, easy bell curve, the gathered preferences formed seemingly random clusters. That’s when he had an epiphany: a perfect Pepsi was impossible, but perfect Pepsis were. Some people liked it sweeter, some with less carbonation, some with more citric acid. I don’t remember how Pepsi took that report, but it was an interesting insight and I never forgot it.

Years later, I was reading the comments on an article about the ten best commanders. Most of them railed against the writer’s choices. Why wasn’t this one at the top, why wasn’t this guy on the list, why were all the picks garbage… That's when it occurred to me. Salt aside, the article was chasing the perfect Pepsi. Any article trying to rank options would be, because the commanders don’t exist in a vacuum. They exist in context, and what works in one place is a wretched pile in the next. There is no perfect commander. However, there are perfect commanders, and that’s what we’ll be thinking about here.

Over the course of this project I’ll be discussing the thematic strengths of various colors and color combinations. Each article will highlight nine commanders who showcase those themes in different ways, then close with a personal favorite. This isn’t meant to be a list of the optimal but rather the fun, a celebration of the format.

Today’s topic is White, held by some to be the weakest color to run solo in commander. Funny, since this “weakest” color has little miss indestructible-on-a-stick Avacyn, Angel of Hope , that black hole of aggro Elesh Norn, Grand Cenobite , and the wombo combo beast Heliod, Sun-Crowned himself. We’re not here to discuss the powerhouses, though. We are here to talk about why you would play mono-white in the first place. White, friends, is where you come to drown your opponents in tokens, where Voltron stashes the best kitties, and where the friendless beast Stax makes its lonely home.

White Weenies

While Marrow-Gnawer and Krenko may live in the limelight of mono-colored horde decks, white is where said horde hangs its thematic hat. Here be the lion’s share of “creatures you control get” goodies, crowned by the mathematically grueling Cathars' Crusade . Here be the Hero of Bladehold and the Knight-Captain of Eos . Here! Be! Elspeth!

Mikaeus, the Lunarch First in our trifecta of white weenie lords is Mikaeus the Lunarch. Stick him at the head of a horde and watch his minions git gud. There are quite a few shenanigans, like Elite Scaleguard , that will delight in having this guy at the head of a deck.

Darien, King of Kjeldor Going a different direction, Darien makes minions himself rather than relying on token generators from the deck. Opponents will be understandably leery of touching his pilot with anything less than lethal damage. Add in Soul Warden and a few of her friends and things get downright silly.

Odric, Lunarch MarshalLord of keyword soup. What more needs to be said? Go in fear of his motley crew, in all probability lead by Zetalpa, Primal Dawn .

Voltron

Anyone can sink money into a fistful of swords or powerhouse auras and turn their pet legend into an unholy terror. White, though, has the greatest affinity for soloing Voltron. Equipment or auras, or even both, there’s a deep pool of support to chose from. The keyword Protection is part of what makes the swords so lethal, and white hands out that keyword like candy.

Sram, Senior Edificer Drawing is white’s weakest point, you say? Sram laughs at you and your lies as he beats you senseless. There is a pile of white cards that reward you for playing auras or for playing artifacts. Sram isn’t so picky. Be like Sram.

Halvar, God of Battle I really like this guy. Moving gear for free is great, but passing out double strike like free samples is downright brutal. Bloodforged Battle-Axe , anyone? Even as an equipment he does silly, silly things with friends like Kami of False Hope or Ranger-Captain of Eos .

Kemba, Kha Regent Hulk or horde? Why not both? Stack some toys on Kemba and watch your board grow, then go full theme and drop Raksha Golden Cub to take the throne with your army of cranky Norwegian forest cats. Include Leonin Shikari and (cat)ckle with glee. I wasn't joking about white, Voltron, and kitties.

Stax

Here’s the mean side of white. Blue may counter you, red may burn you, black may drain you, but only white truly embodies the spirit of the Smallpox flavor text. Whether you share the pain with cards like Hushbringer or dish it out with Drannith Magistrate and friends, opponents will go in fear of those terrible words “can’t” and “don’t.”

Hokori, Dust Drinker If you’re building stax, we can assume making allies in the game isn’t a priority. Horoki has no friends. Horoki needs no friends. Only rocks. Rocks, and something to put victims out of their misery.

Linvala, Keeper of Silence Somewhat kinder than Horoki, but only somewhat, since you don’t suffer with them. Their creatures can’t tap for mana. Their creatures can’t sacrifice each other. Their creatures can’t. So many can'ts, so little can.

Thalia, Heretic Cathar Maybe you can’t outramp them, but you can slow them down. Thalia functionally robs opponents of turns, blockers, and, if you rob them enough, of the win. A 3/2 with first strike is already good for three mana, and at this point is just icing on this vicious cake.

And, for my personal favorite...

Rune-Tail, Kitsune Ascendant A rule of thumb of mine is that one mark of a good deck is that it can function without its commander.

This is a rule I gleefully break most of the time.

Rune-Tail will automatically flip on turn three in almost all games, and a commander with effects like this make Pariah and other, similar cards downright hilarious. I made and took apart a Rune-Tail deck over a decade ago. It was a terrible mess, but a fun one, and the tech available for it has grown since then. The deck was built around walling up, gaining life and otherwise stalling until a win-condition like Darksteel Reactor or Felidar Sovereign could be triggered. It was a fun idea, but these days I'd probably build Halvar for fun or Sram if I wanted to win.

That's it for this round. Thoughts and questions are welcome. I hope you enjoyed it, and will come back next week for Blue!

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plakjekaas on State of Mono-Colored Decks in …

3 weeks ago

You can be scary in any color already, even with the social constructs already in place. When the mono white player has a Cathars' Crusade and a True Conviction out, nobody's going to "go easy on me, I'm just mono white". A single Secure the Wastes can be just as scary as a Craterhoof Behemoth on that board, even without blowing up lands.

It's weird how everyone, even Arena loading screen, will tell you that "life is a resource, winning with 1 life is the same as winning with 20" but nobody will say the same thing about cards in hand. Winning the game without cards in hand is just as good as winning with 20 cards in hand. Yes, more options give you more decisions and more to do, and having no cards in hand without winning is terrible, about as terrible as drawing a Read the Bones when you're at 2. But you're not chanceless in a game of commander if you're unable to end up with half your deck in your hand.

If you try hard enough, you'll find a way to enjoy every color combination, regardless of what the internet tells you is bad or good. And even if you don't want to try hard, there's no reason you'd have to play every color in a deck. If you don't like white, and the puzzle of coming out on top even with lesser access to cards than a green deck, then say that. Not that white is abysmal, but that you don't like playing it. I personally hate playing blue, I'm a sucker for cool permanents in play, and I don't enjoy playing on the stack that much. I don't like the table being scared of me just because I have open mana. I get hated out of games because of it, and if people will knock me out because I'm scary, I'd rather actually look scary on board and deserve it, than just die to combat with a bunch of counterspells in hand that can't protect me from it.

When you fight me in a game of magic, fear me, not the unknown!

Your mileage may vary, of course.

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