Combos Browse all Suggest
Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Highlander | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Rules Q&A
Conjurer's Ban
Sorcery
Name a card. Until your next turn, the named card can't be played.
Draw a card.
lagotripha on
Budget Warriors
6 years ago
Changeling Outcast and Universal Automaton are 1 drop warriors, Bloodsoaked Champion and Gutterbones (when it rotates) point to a value strategy,
Orzhov Charm encourages you to play those one drops. Oketra's Monument helps generate some value with tokens, and there are cheap black/white disruption cards that can cover the strategy like Conjurer's Ban , Zealous Persecution & Duress .
lagotripha on
Nightsky edge
7 years ago
I'd look at playing it as more of a midrage list, making use of resilient threats like Blood Baron of Vizkopa, Stillmoon Cavalier and a lot of disruption- Tidehollow Sculler, Sin Collector, kill spells etc. Things like Conjurer's Ban will do a lot to help the game reach that later stage.
There are also some powerful sac effects in B/w, with Cartel Aristocrat, Hidden Stockpile, Teysa, Orzhov Scion and powerful token generation in both colours- a Promise of Bunrei list is very playable.
chosenone124 on Conjurer's Ban in multiplayer
7 years ago
I'm playing some EDH, and one of my opponents is going to kill me next turn. So I cast Conjurer's Ban and name one of their basic lands. When I lose, does the ban remain in effect forever?
Darkaxel1990 on
8 years ago
This is the first deck in version 2.0. I first removed from the generic pool of guild cards the worst in a multiplayer environment: Dutiful Thrull, Mourning Thrull, Syndicate Enforcer, Blind Hunter, Beckon Apparition, Cry of Contrition, Conjurer's Ban, Purge the Profane, Shadow Lance, Gift of Orzhova and Moratorium Stone were simply too weak; Sin Collector and Castigate are great in 1v1, but not very much here. And I'm still dubious about Alms Beast. Then I tryed to improve the deck adding Droning Bureaucrats, Loxodon Gatekeeper, Sandsower, Spelltithe Enforcer, Ghosts of the Innocent Faith's Fetters and Sphere of Safety to slow down the opponents and take time to build a stable board so is possible to take advantage of all the life drain the deck offer. Then Moonlight Bargain and Underworld Connections for card draw, and finally some bombs: Skeletal Vampire, Angel of Serenity, Luminate Primordial, Sepulchral Primordial and Grave Betrayal. The deck now perform as a strong wall against enemies, stopping them while slowly draining their life.
dooblydor on
Castigation
10 years ago
first of all, LeaPlath wtf...
second, cut Temple of Silence. scrylands in general are just too slow, and with bfz's mulligan rule they're not even necessary. add in more basics for the temples.
third, cut Conjurer's Ban. sorcery speed is really slowing it down, and you might not know what your opponents will cast. replace it with Silence.
lastly, cut Executioner's Swing. it's only to creatures that dealt damage, and can easily be replaced by Dismember.
hope this helps!

