Creature — Human Cleric
Custodi Soulbinders enters the battlefield with X +1/+1 counters on it, where X is the number of other creatures on the battlefield.
, Remove a +1/+1 counter from Custodi Soulbinders: Create a 1/1 white Spirit creature token with flying.
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|Commander / EDH||Legal|
Custodi Soulbinders occurrence in decks from the last year
Latest Decks as Commander
Custodi Soulbinders Discussion
3 months ago
Hey RelinquishedAttempts, thanks for your comment!
I can understand how this deck may seem a bit all over the place. I definitely took it in a different directions than most people do. Most people either use infinite combo's using Basalt Monolith and/or Grim Monolith, or they focus more on equipments. I think both of these strategies are not very interesting. My deck focusses on non-tap abilities that are made cheaper by Zirda to get a lot of value. Because of this, the deck includes many cards you normally don't see because the activation cost is too expensive. Some cards I just find cool to play, for example Chained to the Rocks is usually worse than Swords to Plowshares, but I just like the flavor of the former more. Likewise, Hundred-Handed One is not a very strong card, but it does have some synergy with Zirda, and I just think it's a very funny card. With that said, there may well be some cards I will swap later on, once I've played some more games with this deck (I have only played this deck in four games, due to covid).
As for your suggestions, Brion Stoutarm indeed seems out of place in this deck, since its cost is not reduced by Zirda. For this reason, I have definitely considered removing it, however, there are quite a lot of ways to get big creatures in this deck, for example: Evra, Halcyon Witness, Dark Depths, Phyrexian Processor, Custodi Soulbinders, Ignition Team, Clockwork Dragon, Wine of Blood and Iron, Mirage Mirror, Captivating Crew etc. But like I said, I should really play some more games and decide whether it fits well enough or not.
Dawn of Hope and Sacred Mesa could indeed work quite well. I'm personally not a huge fan of making many small tokens, so I don't want to center my deck around that, but some of them are fine. If after some more playing I discover that a card really doesn't work well, I will consider adding these instead.
As for Gerrard's Battle Cry, it seems almost strictly better than Leonin Sun Standard, however, I don't like having old-bordered cards in my decks. That's just a style thing, if it was reprinted I would definitely add it.
The meta in my playgroup is quite slow, so that's why the average CMC of this deck is a bit higher than what most would consider ideal, but in our meta, you really need to have a strong late game.
You also mentioned the price of the deck. The prices listed on tappedout are way higher than what I paid in Europe. For example, I paid €8 for Smothering Tithe, not $24. I paid €3 for Sword of the Animist instead of $12, and only €3 for Braid of Fire instead of $17.
I also took a look at your deck. I don't quite understand why you have so many direct damage spells, they don't really synergize as far as I can tell. Consequently, I also don't think the spell copying fits that well. Maybe your meta is more reactive than mine, but in my meta this would not make much sense.
I also see some cards that I have considered, but ultimately rejected. (Planar Bridge, Umbral Mantle, Kurkesh, Onakke Ancient), the reasonings are explained in the description of my deck. I have also considered Rings of Brighthearth, but decided against it because the value is usually not that high in my deck, because most abilities are non-tap abilities and activating the ability again is often cheaper or the same cost as paying the 2 mana. Staff of Domination was rejected for a similar reason, I think the value is just not that great in my deck (the life-gain is meh, most abilities are non-tap, so untapping is not necessary, and drawing a card for 3 is not great).
I think a big difference between our decks is that my deck has mostly non-tap abilities, and yours has more tap abilities. This explain why you put in cards like Manifold Key, Staff of Domination, Umbral Mantle and Voltaic Key
Neither strategy is wrong of course, but if there is one thing I would recommend, it is to reconsider whether the direct damage spells in your deck make sense. Thanks again for your comment and your suggestions. If you have any more questions, feel free to ask.
3 months ago
I have bit to say about your Zirda deck as a fellow Zirda deck user. Some of your reasoning confuses me, but you do you I guess. Also, I suck at wording some things, and I don't want to explain everything, so I'm sorry if I sound rude and stuff. I understand that you won a game with Brion Stoutarm, but I don't think it really fits your deck. Evra is the only card in there that seems to work with it, but even then it's sorta iffy since Zirda doesn't interact with Brion either. You don't have any tutors in your deck and that means that you can't make consistent board states, at least in this context, meaning Brion could just be a wasted slot. I don't really understand your deck that much. It seems somewhat focused on doing some sort of aggro-ability strat where you make tokens and stuff, but I think that you can do some more interesting things, but I guess that just comes from the fact that I am more of a control player than an aggro player. However, some cards that you should look at to help your strat are Dawn of Hope or Sacred Mesa (instead of Custodi Soulbinders). Custodi kinda just is entirely out-classed by Dawn of Hope and Sacred Mesa because the latter two are enchantments that are harder to remove than creatures and aren't based on counters and have a cheaper casting cost. Gerrard's Battle Cry would be really good too. Looking at your deck, your group probably doesn't have much board interaction, but you should add some(kill/destroy spells and stuff). I don't know how my Zirda deck would compare to yours in an actual game, seeing as to how you have some cards I wish I had(I ain't that rich) and we went down different paths, but I like mine more (obviously I guess), I don't fully understand my deck either, but I think it's mainly about value, though I have some stupid things in there because I thought of doing some sorcery damage stuff but that is pointless and doesn't synergize with Zirda or the rest of my deck. I used to have Basalt Monolith too, but I also took it out because it was cheesy. If you were to look at my deck, it isn't what I want it to be because I just ordered cards and I'm not going to update it until I actually have them, but I don't know. I just think your deck is somewhat strange. I need to improve my deck too. Writing this comment makes me feel really scatterbrained because the entire time I was trying to think about your deck and my deck and if I should talk about some cards you should remove or not. In any case, good luck out there.
5 months ago
I am glad to be seeing more cleric tribal decks starting to show up, it seems the solid increase in cleric legendary prints has really helped. In my own experiments with tribal clerics, Ayli, Eternal Pilgrim being my original cleric commander, have found that clerics excel in defense, resurrection and life gain but not offense compared to tribes like soldier and goblin tribal. That in mind I do have some recommendations to help maximize their potential.
Beat Sticks and offense: You have Doubtless One and Vile Deacon but don't forget to add Custodi Soulbinders and Mikaeus, the Lunarch to round out the heavy hitters. But there is more to offensive then just beat sticks, so I would consider Frontline Medic for no fear attacks and non cleric offensive aids like Reconnaissance, Dolmen Gate and Cover of Darkness to keep the clergy moving and Tymna earning her keep. From my experience in using Tymna you need evasion to keep drawing cards as trample is scarce in tribe. If you are feeling savage you can try Archangel of Thune and with the life gain available to the tribe it can get hilarious fast.
Card Draw: Most tribal decks I see have the same weakness and its card draw, even with Tymna the Weaver you can still get ground down to a halt, avoid that with some in tribe options to fuel the attack like Bygone Bishop, Custodi Lich, Twilight Prophet, Mangara, the Diplomat, Alms Collector, Yawgmoth, Thran Physician. Yawgmoth is a must have in my opinion as he removes the sting out of board wipes and allows removal if you really need it and can even discard one of your cards for reanimation abuse as well.
Defensive Options: Clerics probably have the best defenses out of all the tribes and at very low costs, some options I you should consider are Devoted Caretaker, Giver of Runes, Selfless Spirit and Songstitcher if fliers are a problem for you.
Tricks and Value Combos: An amusing combo I have played with before and found pretty funny was Hedron-Field Purists or Daunting Defender along with Pestilence. It can take a bit to assemble but is pretty funny when you do. Another value combo is Vito, Thorn of the Dusk Rose and Ancestor's Prophet.
Resurrection: To many options to list but I would recommend looking through the large amounts available and pack as many as you can in to increase endurance and grind opponents down. I can say from experience this can really clinch a victory.
10 months ago
The above comment about sums it up for me, unless you were planning to take it in a combo or other kind of direction! Here are some good Nethroi targets that have low power but make tokens or have good effects when they enter:
Deep Forest Hermit
Ghave, Guru of Spores
Trostani Discordant Trostani's Summoner
Here are some 0-power utility creatures to consider, because they're free to reanimate if they get killed:
Birds of Paradise
Embodiment of Agonies
Golgari Grave-Troll (also a great include because Dredge can fill your GY)
And you'll also want at least a few additional Mutaters in case you have Nethroi out and want to trigger it again:
...all seem like good includes.
Hope this gives you a good place to start and a list of interesting cards to consider. Many are very affordable. Now I kinda want to make a Nethroi deck.
11 months ago
multimedia thanks so much for your suggestions - I typically like to stay away from mana dorks because they're a lot weaker to boardwipes/removal than something like Springbloom Druid, which I actually want to be wiped away so I can get it back with Nethroi. However, I do think Paradise Druid is 100% worth it because of the hexproof for mutation, I didn't think about that.
As for Ghave, Guru of Spores, I do think that's a cool idea but Jade Mage accomplishes the same thing while being way less color-intensive, and costing less actual money (only a buck, but these things add up). Faeburrow Elder is very good, but again costs more than other stuff money-wise and as a mana dork is really weak to removal. Mindless Automaton I really like, that seems like a really cool way to get back something that either turns on dredge, or just gives me a free card and goes right back to the graveyard when Nethroi mutates. And lastly, Custodi Soulbinders is a fine card, but doesn't really fit with the theme or synergize with the deck - I can get it back for free, but once I get it back it's just a really expensive token generator that can't go infinite with Devoted Druid + Vizier of Remedies because that loop only generates infinite green.
As for the lands, I would rather buy 1-2 dollar cards that synergize with the deck and not just speed up my mana - that is something I will eventually upgrade, but probably not right now in the deck's lifecycle.
Thank you so much for the suggestions, there is some really good stuff in here that I would never have thought about putting in (namely Paradise Druid and Mindless Automaton, I think those two are both awesome and are way within the budget which is great).
11 months ago
Hey, good budget version and nice detailed deck description.
Paradise Druid is ramp and a creature to mutate to because of hexproof. Elves of Deep Shadow, Avacyn's Pilgrim, Elvish Mystic are one drop budget mana dorks for ramp. Buried Alive is a powerful budget enabler for Nethroi, tutoring for and putting three creatures into your graveyard.
The creatures who have 0 power and give themselves power/toughness with counters when they ETB are good to reanimate with Nethroi. They don't count towards the 10 power of creatures, but you can still reanimate them. Most can also get themselves into your graveyard by removing all the counters on them.
- Ghave, Guru of Spores: combos with Devoted/Vizier as a mana sink to make infinite tokens and a sink to sac all those tokens.
- Faeburrow Elder: ramp, can make up to three mana depending on if you have a black permanent in your control.
- Mindless Automaton: an enabler for reanimation as well as being draw. Good with dredge to get the card back into your graveyard.
- Custodi Soulbinders: counts all other creatures on the battlefield including your opponents.
Good luck with your deck.
11 months ago
1 year ago
Can't seem to edit comment so I'll included these here for the auto-include list: