Artifact Creature — Human Cleric
Each player who has cast a nonartifact spell this turn can't cast additional nonartifact spells.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Ethersworn Canonist Discussion
1 month ago
Rule of Law and Arcane Laboratory. Ethersworn Canonist limits it to artifacts, and Deafening Silence limits to creatures. Pull of the card database of your choice and search for "can't cast more than one" to get all options.
1 month ago
1 month ago
Yeah I know about Ethersworn Canonist, the reason I am using Archon of Emeria is mainly because of the "opponent's nonbasic lands enter tapped" clause. It is yet another way to try and slow down my opponent. The anti-storm portion is just coincidental. It has a nice flying body, and is one-sided, which is why I chose it over Root Maze for now.
3 months ago
Hi libraryjoy it's great to see you are still active on this site. I think the budget is probably around $50. I love the idea of basalt with zirda but I think it just may require a lot of change in order to have every permanent have an activated ability. Im not as sure about Elixir of Immortality because essentially I want the biggest GY so I can have the most options of artifacts to clone. I really do want to pony up for a 10+ dollar card I just done know which yet, either Darksteel Forge, Akroma's Memorial, Grinding Station, Panharmonicon, Mishra's Bauble or Unwinding Clock I think are frontrunners there. Or Ethersworn Canonist, Inventors' Fair, Lotus Field, and Esper Sentinel for nonartifact expensive ones. Puppet Strings or anything like that I think is a must-have so thank you for that one. I've also added some other cards I think are essential and cut some of the insanely expensive ones so I can cut your work on this down a bit haha.
4 months ago
- Benalish Marshal relatively weak lord effect and expensive to hard cast
- Accorder Paladin relatively weak flip since already attacking does not trigger battle cry. Also does not trigger Winota
- Pia and Kiran Nalaar not fantastic, but at least provides some more fuel and better than either of the cuts. This may come back out since it is not "setting up" Winota early (same CMC - if you have a choice you're casting WInota) and isn't particularly a game-breaking human
- Ethersworn Canonist a bit pricey for our budget build (~$6) but can really slow down some decks. Can flip into to it as well
4 months ago
I like the list. It has real potential.
I'm not a fan of doomed and null priest unless they are cheating out big creatures - the only big cleric I can think of is Mikaeus, the Unhallowed. Resurrecting multiple other clerics can be done in easier, less disruptable ways.
Many of the most powerful sideboard cards (mainboardable in many metas) are clerics, and that means that with 75 cards including sideboard, something that can really kick butt in a metagame is out there.
The option to ressurect Children of Korlis, Containment Priest, Ethersworn Canonist, Fiend Hunter, Grand Abolisher, Leonin Arbiter, Auriok Champion, Leonin Relic-Warder, Remorseful Cleric, Sanctifier en-Vec, Sin Collector - there are too many great clerics for this not to become something. Even stuff like Orzhov Pontiff and True Believer has seen sideboard play in the kind of creature-led deck it would be.
You have access to all the tools from soul sisters, with Soul Warden also getting Marauding Blight-Priest as another piece. Vizier of Remedies threatens a combo line. Efficient 1 drops means that tools like Orzhov Charm, Ranger-Captain of Eos and Proclamation of Rebirth look a lot better. Order of Whiteclay and oddities like Hanweir Militia Captain Flip it offer more options than you'd expect, and it only takes one good interaction with them to turn them into powerhouse engines.
All of that before looking at w/b getting the best removal in the game means that some variant of this list will make a dent in a major tournament, once someone figures it out.
8 months 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.
10 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!