Artifact Creature — Human Cleric
Each player who has cast a nonartifact spell this turn can't cast additional nonartifact spells.
Combos Browse all
|Commander / EDH||Legal|
Ethersworn Canonist occurrence in decks from the last year
Latest Decks as Commander
Ethersworn Canonist Discussion
2 weeks ago
If you're playing a very heavy control theme in commander your win condition is going to probably be a game lock. There are a few different kinds of those. Hard locks will literally stop your opponents from being able to play the game at all. You accomplish this by setting up a situation where they can't cast spells, they can't untap, or they can't generate mana. Soft locks are where you severely diminish an opponents ability to play the game. This is often done by forcing your opponents to discard all of their cards.
The hard locks I would suggest with this are the Karn lock and the Knowledge Pool lock. The Karn lock is very specifically Karn, the Great Creator + Mycosynth Lattice . Your opponents can't activate any abilities of permanents on the battlefield. This means that opponents can't tap anything for mana. The cards are also useful to you individually because Karn, the Great Creator stops opponents from using mana rocks and Mycosynth Lattice helps you cast opponent's spells by allowing you to spend your mana as though it were any color.
The Knowledge Pool lock has only one required card. Knowledge Pool exiles every spell that any player casts from their hand. Players can then cast a spell from the previously exiled cards. This means that a player must cast two spells for anything to resolve. Rule of Law prevents casting any spell after the first spell. Effectively this means to no one can play spells from their hands. But you can cast cards from other players hands if you have Sen Triplets out. This is also true for Arcane Laboratory , Eidolon of Rhetoric , Archon of Emeria , Drannith Magistrate , Teferi, Time Raveler and Ethersworn Canonist to an extent. All of those cards, are also things you use to limit the amount of actions other players can take as a part of your control strategy.
The soft locks all involve preventing players from drawing cards. Narset, Parter of Veils , Hullbreacher , Alms Collector , and Notion Thief . All of these prevent opponents from drawing cards to some extent, which benefits your control plan. The lock is formed when you have one of those pieces out and you cast a spell like Windfall , which makes everyone discard their hand and draw new cards. But they can't, so only you draw new cards. Cards like Windfall are also very strong as they allow you to refill your hand. Similar cards are Echo of Eons , Day's Undoing , Jace's Archivist , Time Reversal , Commit / Memory (Probably pick two or three, not all of them).
You could also use the Laboratory Maniac combos as a win condition, since you are in the right colors for it. It's probably the most common win condition in high powered competitive decks. The way it works is you draw through your entire deck while Laboratory Maniac or Jace, Wielder of Mysteries are on the board then you attempt to draw a card and you win. Similarly, you can draw through your entire deck and then play Thassa's Oracle . The ways you "draw" through your deck are either Tainted Pact , Demonic Consultation , or Doomsday . Because they are common competitive win conditions, some of those pieces are expensive.
Allow me to advise you on getting to these win conditions though. You can tutor for these pieces with Vampiric Tutor , Enlightened Tutor , Demonic Tutor , or similar cards; but you probably would rather draw into them because that also gets you your control cards. Two cards that are surprisingly good for this are Ad Nauseam and Peer into the Abyss . You have to keep the mana cost of spells very low for Ad Nauseam, but it's worth it especially because it was reprinted recently and is only a few dollars I think.
2 months ago
So, if am reading this correctly, you like to play stax, or a more control based strategy, yes? I know of two ways of handling it:
The first treatment I know of is something my group calls "Pillowfort"; essentially, you use tax like effects to make your opponents pay mana for each time they want to attack you, making them have to spend mana on something other than the spells they can cast. See Ghostly Prison for example.
The another method We call "Winter" or "Stasis". Named partly due to the card of the same name: Stasis and Winter Orb. These already play heavily into a more Stax playstyle, although, this is fair warning: most players in your play group will defintely target you more. It is almost fact. When you as a player affect everyone, versus a single player, you earn everyone's ire.
The last method I know of is what we call "Nope Magic" or, lockout. You simply tell people what they can, or cannot cast. For example, by using Ethersworn Canonist.
Now, in regards to the whole "picking who to attack" part of your question, I always recommend, as a control player, to focus or keep an eye on the player that disrupts you most, or can evade your control. I typically look at a player whose deck or playstyle directly affects my means of winning the game. As with most things, certain decks tend to perform better than others. just find out who in your group tends to get the W, and why. Kit your deck around that a little, and hopefully that should help.
Hope this info helps, and let me know if there's anything else you'd like help with!
2 months ago
Have you considered slipping in a surprise voltron win in All That Glitters ? Slap it on Vega and watch someone's jaw drop. Also, seeing how budget isn't a concern, have you considered Monastery Mentor ? You're going to be dropping a lot of non-creatures, so having something that can benefit from that is huge. Also, Ethersworn Canonist feels like it could really help this deck control the pace of the game.
RinceRaven on Brago
3 months ago
More edits, some sad cuts had to be made due to a super tight budget. I am a bit unsure about the amount of interaction currently ran, and about the effectiveness of a card like sun titan, as I haven't been able to test vs other decks and only really play solitaire.
Swords to Plowshares, Blue Sun's Zenith, Wrath of God, Detention Sphere, Gilded Lotus, Thespian's Stage, Ethersworn Canonist, Counterspell, Meteorite, Jace, Wielder of Mysteries, Ephemerate, Ghostly Flicker.
4 months ago
Just some suggestions ;)
Anafenza, Kin-Tree Spirit - makes smallest dude a little more swoll; additionally combo potential - put it in from your board
Anax, Hardened in the Forge - value town/sudo wrath/removal protection on a body
Archon of Emeria - rule of law on a flying body slaps in a fair aggro deck
Aven Mindcensor - F#$% their tutors and fetches
Ethersworn Canonist - artifact rule of law is still a rule of law and keeps things fair
Goblin Cratermaker - can take down a problem bear or a problem ugin
Magus of the Moon - might be out of budget but if you got one this card is very frustrating for most players
Phyrexian Revoker - needle with legs
Ranger-Captain of Eos - tiny dude tutor combined with a built in silence it earns its' price tag
Samurai of the Pale Curtain - 2 words. Fox Samurai.
6 months ago
so, make sure you put CMDR in "*'s on each side to indicate the commander. Now, as far as ways to tighten up; Smothering Tithe, Fellwar Stone, Mind Stone, and Arcane Signet all provide you were great acceleration for a modest budgey. Chrome Mox and Mox Diamond are great if you got em or like to spend a bit more. Ethersworn Canonist, Hushbringer and Aven Mindcensor help with keeping things honest and fair. lastly, Ancient Tomb and Gemstone Caverns for a bit more speed.
6 months ago
DragonSliver9001 I must have mistyped, I meant to add
in the right situations.
For instance, if you have a white weenie deck, and have a board of ~6 power, your opponent is already low. Less than ten. Now, if they've stabilized, you can't really attack. And you got slightly flooded. Well, now you're able to use Castle Ardenvale every turn to keep the game going and prevent it from getting out of reach. Are the tokens going to do the killing? They might help a bit, but mostly no. But are they making sure your board never gets too small even if you topdeck badly? Oh yes.
It's great in or against control. If the opponent doesn't have evasion or trample on their creatures, Castle makes a chump blocker each turn and can literally act as a repeatable Time Warp. Against control, your whole goal is to always have a creature that can get through to deal damage. Castle helps there, too, even if you topdeck badly. Or if you do topdeck well, sometimes it's correct to use Castle.
I've won entire matches off of Ardenvale's back. And not against bad decks either -- it helped leaps and bounds against a competitive Hardened Scales deck in Pioneer when the format was still new. (I didn't win that match, but it was close)
EleshNornsFs enpc personally, the problem is Wizards STOPPED printing the high quality stax and lock and punishment effects. We've got some in Modern... but Pioneer and Standard lose out hard. I mean, it's trivial to build a white weenie deck that wins on turn 4/5 while most of it's threats can eviscerate entire archetype's strategies. Spirit of the Labyrinth? Yep, the hurts Uro and Control in general, and anything with blue. And it's a 2-mana 3/1 that can pile on the hurt. Leonin Arbiter, Ethersworn Canonist, Dryad Militant, and that's not even going into blue or green splashes for Meddling Mage, Unsettled Mariner, Gaddock Teeg and more. But Standard and Pioneer only get the newer, weirder ones that hit planeswalkers specifically, or hate on Escape/commanders, or one or two others that are okayish but not super relevant to the metas.
7 months ago
Updated update list