Deputy of Detention

Deputy of Detention

Creature — Vedalken Wizard

When Deputy of Detention enters the battlefield, exile target nonland permanent controls and all other nonland permanents that player controls with the same name as that permanent until Deputy of Detention leaves the battlefield.

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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
Pioneer Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Deputy of Detention Discussion

Red_X on It's Dangerous to go Alone . . .

6 months 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.

mrxentrix on Charix, CRAB OF DOOM

8 months ago

Wall of Denial was definitely considered at first but later I have found Deputy of Detention to be more useful.

Shadoobie on The God Pharaoh's Gifts

9 months ago

fatalzintomyum Oh wow. I totally forgot about Iona, Shield of Emeria. That's a great suggestion because we effective way to lock out our opponent on turn 4. It wouldn't deal with the board at the moment, but preventing almost any further action could often win the game on the spot. If I were aiming to make the deck as competitive as possible, I'd probably cut Elesh Norn, Grand Cenobite, Zetalpa, Primal Dawn, and 1 Angel of Invention. For a 3 and 3 split. Honestly, 4 Iona isn't out of the question. However, since I am trying to play this among fellow budget friends. I'd rather not hard lock them out of the game if possible. Unless, they anger me of course. Then I'll need a playset. >:D

I agree Modern is likely outside the power level for God-Pharaoh's Gift or at least in this shell. Unfortunately, I typically play Modern with my group so I wanted to essentially upgrade a Pioneer deck. I'm making that attempt, but that might be the final conclusion.

Balaam__ Ya... I agree the main weakness of this deck is just how easy it is to side board in both artifact and graveyard hate against it. To be perfectly honest, I don't think there's a perfect solution. For Leyline of the Void the best answer I currently have access to is Deputy of Detention or Brazen Borrower, but like you said that's only a temporary solution. I agree counterspells are the best potential solution for artifact hate. Essentially, becoming a jank UW Control with a GPG. I could see playing Dovin's Veto, Aether Gust, and Spell Pierce. Or maybe even some lesser used ones like Hindering Light/Keep Safe or Hypnotic Sprite. If I had the budget Force of Negation. What would you suggest?

Pyrra on Gruul Panharmonicon

9 months ago

Deputy of Detention isn't really good removal. it only works in control decks that can heavily protect it, otherwise the opponent just blows it up and gets their stuff back. i mentioned Bloodbraid Elf because it doesn't have an etb.

liamk585-mtg on Gruul Panharmonicon

9 months ago

Ok, DoktaDakka, but I definitely am going to build a Bant version of this so that I can get all the good cards, like Soulherder, Uro, Titan of Nature's Wrath, Spell Queller, Felidar Guardian, Charming Prince, Champion of Lambholt, Deputy of Detention (which will be my removal, Pyrra), and I'll still be fine running Burning-Tree Emissary.

JKRice on *{[Budget Gifts Control]}*

9 months ago

Hey I saw your comment and I wanted to help you out with your list! Hopefully my suggestions are useful in budget (I think a couple of them might push the line there) but I’m glad there’s another gifts modern player.

The very first first thing you should do is swap out redundant copies of cards. By this I mean there are a certain number of slots in your deck for each type of card (I.e. removal, countermagic, win conditions, etc) and you want those slots to be filled up with as many differently named cards as possible so gifts can function at full capacity. Also, since you can only have 4 gifts in your deck at a time, you also need to make sure your deck can hold its own until you draw gifts. This means making sure you have the correct amount of card type slots.

As a general rule the only card in your deck that you have 4 of is gifts ungiven.

First is lands. I think you should diversify your lands, but I don’t think you should increase the number. In a normal gifts deck, you should have 25 lands minimum, because fetchlands thin the deck out and Crucible of Worlds makes land-based strategies more effective. Since you have access to neither of these on a budget, definitely keep the land count at 23 maximum. I think something necessary in any gifts deck is either Ghost Quarter or Field of Ruin, especially field since it gives you the land back. I think you should split your basic lands between normal and snow-covered since snow-covered lands are just as cheap but have different names from normal lands. I think you should have more lands that function like Caves of Koilos and Glacial Fortress since early tapped lands can lose the game in modern, but you should still keep at least one copy of every land you have just to retain diversity in card names. If you can push the budget a bit, Fabled Passage is a really good card for this deck, and the cheapest option if you want to have fetchlands.

Second is removal. I think you should definitely have more individual removal spells, with less counter magic and less discard spells. Not including the sweep spells, you only have 5 removal spells, and they are not especially diverse. Dismember and Fatal Push are both pretty cheap, and fatal push is especially necessary in holding off your opponent early on. I actually prefer fatal push over path to exile because it doesn’t give your opponent anything back. Also, Maelstrom Pulse use to be like 18 bucks but now it’s just a dollar and it’s pretty op, but unfortunately it’s in green. Kaya's Guile is a great situational removal card because it also supplies defense. It would Be good in a gifts pile with lingering souls and another removal spell I think. Again pushing budget a bit, Abrupt Decay is a worthwhile card to have because it can hit more than just creatures. Unfortunately, it’s also green. You definitely need something that can deal with noncreature threats, but abrupt decay specifically isn’t necessary for this purpose. Last random add on: Deputy of Detention could be good idk. With regards to sweeper spells, I think Supreme Verdict could be good, it’s kinda mid range in price but it would definitely be good to have more diversity in your sweepers.

Third is utility. With regards to draw spells, you should probably diversify and have more of them. Sleight of Hand, Opt, and one other that I’m forgetting rn are all good choices. I think one aspect that is necessary in your utility toolbox is more graveyard interaction. One or two copies of Mission Briefing would be really good here as a way to either force a choice in a gifts pile or make graveyard stuff recursive. Noxious Revival is green but that doesn’t really matter cuz you can pay the life, but it is five bucks so idk. I think Body Double could be an interesting pick as a utility creature. This way, if your first unburial rites fails and they somehow make it so you can’t bring Ionia or grave Titan back, you can play body double and you still get the ETB effect. Treasured Find’s usefulness is iffy at best, but since you kind of need recursiveness in a gifts deck it could be good. Narset, Parter of Veils is cheap and good, and if you are a real try hard you could add in Day's Undoing. Then the gifts pile could be Ionia, grave titan, day’s undoing, and narset. Either they give you a massive threat or they give you the ability to make them discard their hand, which is cool and good. That’s just a random idea idk if it would work for real in a gifts utility deck.

That’s everything I can think of rn but I prob forgot something so hope this helps

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