Drannith Magistrate

Drannith Magistrate

Creature — Human Wizard

Your opponents can't cast spells from anywhere other than their hands.

Latest Decks as Commander

Drannith Magistrate Discussion

DareiJuxis on G/W Survey Corps

1 week ago

Jhi69 I am glad you to have provided you with decent suggestions. I think that, as I said, cards to replace are Avacyn, Angel of Hope, Nils, Discipline Enforcer, and The First Iroan Games. Avacyn was strong in the past, but she is not what she was. I understand she can "win" games, but that does not mean that there are not cards that can win more games than she does. I understand the idea of Nils, but it is just not worthwhile in my opinion. I do not think Wild Beastmaster should just be looked at as a finisher, but even if it were you already have the solution in your deck- Chord of Calling. Regardless failing those cuts, I would recommend cutting the following as well-

  • Drannith Magistrate- As far as I can tell, this is just here to stop commanders from coming online, and has no way of repeating itself. I do not think that it is good enough outside of maybe cEDH unless there are other ways one's opponents are trying to cast spells from outside of their hands. Basically, it does not synergize enough with what you are doing nor stop enough of your opponents, especially since all (presumed) 3 will be interested in taking it out.
  • Devout Chaplain- I think this requires too much board presence to work, and needs haste to solve imminent problems. This would be the number 1 cut for Hopeful Initiate. It does not exile, but with enchantments and artifacts that's rarely a cause for concern.
  • Masako the Humorless- This seems like slightly better than a fog, sometimes. A lot of potential to be a dead card, with not enough upside in my opinion. I'd much rather see an effect that gives vigilance, especially since you have cards that tap for other reasons.
  • Luminarch Ascension- A decent standard card for sure, but miserably slow in EDH.
  • Intrepid Hero- I think as a general statement, using a card that hates on only one of your opponents most of the time is not worthwhile. It is also slow since it needs to tap.

I think any of these cuts could be made for any of the cards I have pointed out.

Decrepit_Angel on [Primer] Colored Mana is for the Weak

2 weeks ago


Thanks. This has definitely been a pet deck of mine over the years.

Winter Orb is less useful in cEDH as those decks also tend to run less lands in favor of random mana rocks and mana dorks. It is still reasonably useful but it underperforms when compared to the rest of the stax effects the deck runs.

I actually cover why I think Kozilek, Butcher of Truth is significantly stronger than Kozilek, the Great Distortion in the (admittedly outdated) primer. I'll copy it here for convenience:

Kozilek, the Great Distortion: This is one I have had many arguments about and have even run as a commander for a while. His ability to counter spells is weirdly relevant, he does fun shenanigans with Silent Arbiter effects, and he can situationally draw you more card than the Butcher can. However, that is exactly his downfall. He situationally draws you more cards. Draw X where X = a number between 0 and 7 is not as good as draw 4. If the game goes long and you finally cast Kozilek with 7 dead cards already in hand, drawing 0 for 10 mana is unacceptable. This has cost me many games and forces the deck to run bad enablers such as discard outlets to ditch bad cards. Butcher will always draw you 4 cards, Distortion will not.

Additionally, Butcher goes wins on the spot with infinite mana and a sacrifice outlet whereas Distortion does not. Butcher in the command zone also means that any card in the library can be looped an arbitrary number of times (with infinite mana) permitting Mindslaver hard locks, arbitrary amount of permanent removal with Ulamog, the Ceaseless Hunger (sacrifice him, shuffle with Kozilek, draw him again, cast and repeat) and much more. He even provides other weird random benefits such as preventing you from decking out when playing against mill decks (or just one of the various cEDH decks that wins by milling you with Brain Freeze. Distortion is a very fun card, but objectively weaker as a commander. I even stopped playing him in the 99 and maybe 1 in every 30 games (typically when Drannith Magistrate is involved) do I ever even find myself missing him.

jaymc1130 on cEDH is going to have …

1 month ago


Honestly, the blue mid range archetypes that happen to be the most powerful in the format are also the hands down most difficult to pilot. For less highly competitive metas I typically tend to recommend a simpler race oriented deck, like Yisan, K'rrik, Godo, Teshar, etc. Generally most players will find more success with these archetypes as the ease of execution of those strategies is a big benefit. There aren't very many complicated decisions to make, the game plans are very straight forward, these race archetypes just do the one thing, they put the pedal to the metal and try not to blow the engine block.

The control oriented decks, in edh, are crazy complicated to pilot by comparison and minute errors in judgement or game state evaluation can lead to massive consequences that may not be entirely obvious. When playing the control role it's critical that the pilot properly identify exactly and precisely the game state the game is in at all times. You need to know what the biggest threat is, how you intend to stop it, and how to profit from the position afterward. You'll need extensive knowledge of every possible combo that can be utilized in the format from the entirety of MtG's history. You'll need exacting knowledge of your own deck and the lines of play that best suit the particular game state you find yourself in. You'll need exacting knowledge of each opponents deck and how those decks play so that you can anticipate your opponents' lines before they begin to travel down those roads. Playing blue in EDH is a suicide mission, for the most part, if a player steps into those shoes unprepared, because the typical blue play pattern of spending a card to deny an opponent's card is counterproductive in multiplayer settings (you and that one opponent are now both down a card compared to the other 2 players and are therefore at a disadvantage compared to both of them, you're both less likely to win from a fundamental theory perspective because you're both down resources compared to the opponents who invested no mana or cards in the interaction). This means your 1 for 1 permission and interaction elements need to be spent sparingly and ONLY on critical game winning threats, never for value. Yes, it's good to Mental Misstep an opponent's Sol Ring, unless the next player in turn priority plays a Sensei's Divining Top, for example. The Sol Ring certainly had some potential to put a player into an advantageous position, but the SDT has the potential to outright win the game and is much, much, much more difficult to remove from the board than a Sol Ring. Just tapping the incorrect land once can lead to catastrophic consequences.

In a pod with Krark/Sakashima, Tymna/Malcom, and Godo the first thing to do, on turn 0, before the game has even started, is to identify the fastest threats at the table. These are your priority considerations as these are typically going to be decks that are consistently faster than you to deploy a combo win line. However, these decks are usually not good at recovering. So looking for an opening hand that can trump the standard Godo play pattern (ramp with rocks, maybe an ogre, cast Godo, search up Helm, equip, swing for the win) is a priority. An opening hand with Swords to Plowshares is going to be much stronger in this type of situation than it might otherwise be because it will slow the Godo deck down, perhaps even eliminate it from contending entirely until turn 5 or 6, for the low investment cost of 1 card and to stuff their line of play that will require significantly more mana and card investment. This will create a situation where you profit since the resources you've invested were minimal, while the Godo deck has already shot it's one real bullet and spent most of the resources available to it to do so, only to have the attempt stuffed.

That should be priority one, not anything your deck can do, but rather stopping the opponent's first bullet because reloading that gun is a difficult and time consuming task.

The Krakishima deck would be the next fastest deck, and the typical play pattern involves some ramping with artifacts (notice the weaknesses both of these first two archetypes have? A heavy reliance on artifact ramp to play their strategy reliant commanders) into dropping Krark and a non legendary clone of Krark, potentially with a thumb alongside it. The main priority here is to just make sure they can't assemble the whole squad and have them in play all at the same time. If Krark hits the board then it becomes a priority to prevent the Sakashima cast or copy effect, and again, that Swords to Plowshares is going to do a lot of work here. But you can't use the Swords (or your interaction piece of choice for this particular example) for them both, now can you? So you need to judge which one is presenting the faster threat and use the Swords as needed, you'll have to find a separate solution to the other issue. Fortunately the deck has a game plan in mind for this that is consistently deployable in the opening turns. One of those opponents will present a faster threat, typically, and the other will present a slower threat. It's very rare both decks will ramp out super hard at the same time, usually one might and the other will have more average opening turn development. In this spot it tends to be best to spend the mana denial game plan resources (ie, the Strip Mine style lines of play) on the slower developing opponent and prevent them from doing much of anything while you handle the faster opponent first. Then you can swap to using the attrition gameplan on the faster opponent once their initial combo win attempt has been stuffed to prevent them from being able to recover effectively. And you basically juggle these responsibilities for the rest of the game until you secure an overwhelming board and game state advantage when you will finally begin to deploy your own game winning assets. If you aren't playing the consistently fastest deck at the table then trying to force an aggressive combo line attempt is generally going to be the fundamentally wrong choice, those decks do that better than blue midrange decks, but the blue midrange decks grind out wins better in games that go longer than 3 turns by an absolutely massive margin. So your priorities are first to stop the fastest opponent from winning, then to stop the second fastest opponent from winning, then to begin to edge them out in the battle of attrition for resources (cards in hand, cards in play, cards in the yard you might want access to), and THEN to position for a win attempt yourself. It's some of the most common mistakes I see from players with a blue deck in a pod, they try to force a race (which they will lose due to deck construction play pattern issues) and they spend their interaction on the first spells any random opponent casts without regard for what lines of play actually present a threat to win the game.

With so much cheap and effective interaction in the format it's nearly impossible for the first player who attempts a combo win line to succeed with that attempt in true competitive settings as long as the correct game state evaluations are being made by the interacting players and they aren't wasting critical spells on non critical issues. Essentially, when playing the interactive deck in the pod, the ONLY things you want to spend your interaction on are critical threats that represent an immediate potential to win the game. The strength of the Bloom concept lies in the fact that the pilot is able to spend their mana and card resources on nothing but developing their board state and stuffing opposing win attempts while the mana base development handles pruning opponents' board states.

As for Valakut Exploration as part of the Bloom combo line, this is a fine iteration of the combo to utilize and one I've tried out myself. It fits rather nicely into the Temur shells that utilize the concept to help enhance it, but isn't a critical component of the combo line as there are a multitude of options in those colors that represent the ability to return Bloom to a zone it can be cast from. Any of these options (draw a card, return directly to hand, play Bloom from the top, etc) can work, and the best bet to know which is best for you in your meta is to test out the options and find out which ones succeeded the most often and how difficult that success was to achieve. Valakut might not be the best option if you expect to face a Drannith Magistrate, but it might be a terrific option if you expect to face a Narset, Parter of Veils, for example. If you have advance knowledge of the meta game, use it to your advantage, if you don't, then build in some flexibility so the deck can handle a wide range of game state situations.

markbeloit on Aurelia's Army

1 month ago

Many suggestions here. Some you should absolutely get, others just worth considering.


Spectator Seating


Mana Crypt Talisman of Conviction Boros Signet Sunforger Worn Powerstone Coalition Relic Akroma's Memorial


Grasp of Fate Stranglehold Aura of Silence True Conviction

Creatures Aven Mindcensor Linvala, Keeper of Silence Drannith Magistrate Esper Sentinel Serra Ascendant Burnished Hart Solemn Simulacrum

Finally a combo in : Sun Titan + Goblin Bombardment + Gift of Immortality / Angelic Renewal = infinite damage. Maybe not your thing, but you're already running Sun Titan, and the other pieces aren't bad.

Fritzn on Questioning the Iona Banning

2 months ago

Personally I don't have a problem with Iona being banned. I've seen a Meren deck go against an Iona deck and get mostly shut down, almost win, but still lost. It was a good match. I've seen combos that completely shut other players from playing anything and everything (forget one piece but Drannith Magistrate was one part).

I rambled, my point is: I don't care. if I wanted to include Iona or any banned card, I'd just talk to my playgroup. same with silver bordered cards, because I love silver bordered cards.

AcidicArisato on Principle of Control

2 months ago

For stealing your opponents' cards, I'd recommend Xanathar, Guild Kingpin as a back-up Sen. Celestial Dawn is also an auto-include in Sen decks.

If you want stax pieces, Drannith Magistrate, Nevermore, and Wash Away are great ways to stop your opponent from casting their commanders.

Aura of Silence is handy for taking care of pesky enchantments and can slow down their plans. Ashiok, Nightmare Weaver and Bojuka Bog are handy pieces of graveyard hate, with the latter being a free-roll in your deck.

Scheming Symmetry is HILARIOUS with Aven Mindcensor and Opposition Agent. Leonin Arbiter also goes nicely with it.

Fatespinner is nasty and can functionally lock opponents out of combat. Rhystic Study is an auto-include in these types of decks.


In terms of win-cons, you could go with the Mindcrank combo: Mindcrack + Duskmantle Guildmage. Use Ghoulcaller's Bell to start the process without damage. Syr Konrad, the Grim is also good for redundancy.

There's also any number of combos involving Laboratory Maniac, Thassa's Oracle, and Jace, Wielder of Mysteries. Use Demonic Consultation on your upkeep and name a card not in your deck to win on your draw step.

If you have a high enough density of creatures, Mortal Combat is a very simple way to win. With enough artifacts, Mechanized Production can be a free-roll. Revel in Riches is a very simple way of creating mana, with the upside of occasionally winning you the game (also pairs well with Spell Swindle.) Felidar Sovereign is also a hilarious.


If you're looking to make opponents struggle by dismantling their pieces, you should absolutely have pieces like Swords to Plowshares, Path to Exile, Vanishing Verse, and maybe even Generous Gift in addition to boardwipes like Farewell, Tragic Arrogance, Cataclysm, and Wrath of God.

plakjekaas on Weakest Mono Color

2 months ago

Sram, Senior Edificer, Puresteel Paladin, Mesa Enchantress, Mentor of the Meek, Welcoming Vampire, Land Tax, Endless Horizons, all the equipment tutors for Sword of Fire and Ice or Mask of Memory, if your only draw in white is cantrips, you're playing white wrong too.

White also has a lot of catch-up ramp like Knight of the White Orchid and Archaeomancer's Map and such, which white is uniquely equipped to profit from with stuff like Karoo, Path to Exile, Winds of Abandon and many more. On top of that, fetchlands + Sun Titan are a powerful engine to not fall behind in spendable mana.

And of course there's tons of Colorless stuff to help you out, but that would help other colors as well, so no real need to mention them.

You'll have to work a bit harder for white than for other colors, but the past 3 years have equipped white well enough to close out the gaps that started the 'white is bad'-meme. You'll lean more on synergy than power, which is why it falls behind competitively, yet the most powerful preemptive answers are in white, which is why many competitive decks will include it, but not be mono colored. Drannith Magistrate, Rest in Peace, Rule of Law, Aven Mindcensor and Stony Silence on the board together will prevent almost every deck from winning.

Tl;dr: white is the worst mono color, but not weak by any stretch. For the best results, combine it with other colors.

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