Artifact Creature — Human Cleric
Each player who has cast a nonartifact spell this turn can't cast additional nonartifact spells.
Printings View all
|Double Masters (2XM)||Rare|
|Modern Masters (MMA)||Rare|
|Shards of Alara (ALA)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Ethersworn Canonist Discussion
3 weeks 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.
1 month 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.
2 months ago
Updated update list
3 months ago
I made a budget Teshar deck centered more around artifact cost reduction rather than artifacts that net mana the turn they are played.
The first can search for Scrap Trawler and Cathodion (if you choose to also run it). The second is a realy good hate card stoping enemy combos and ensuring only one bit of interaction unless they use removal on it.
3 months ago
Daretti, Ingenious Iconoclast is a repeat value engine that has the benefit of being able to protect itself and can deal with problematic permanents on the board.
+1: Plop a 1/1 construct with defender onto the field. This ability works well by itself, as it guarantees bodies to block for Daretti. We have a number of ways to utilize the 1/1 tokens too. We can use them alongside Smokestack to pay for the sacrifices. We can use it with Rankle, Master of Pranks to pay for the sacrifices as well. The +1 also means you are getting extra mileage from Skullclamp and draw a lot of cards. It also has strong synergy with Goblin Welder, so you can keep recurring your lock pieces. The tokens will also protect you from sac effects like Diabolic Edict or Smallpox or anything that forces you to sacrifice permanents.
-1: Sac an artifact to destroy a creature/artifact. This is the biggest reason to play Daretti. Repeatable removal of the two most common non-land permanent types is extremely helpful when your goal is to control the board. You can use the 1/1 constructs from the +1 to pay the cost, or you can use one of the two artifact critters in the deck. The sacrifice shouldn't be under rated, as you can reset Phyrexian Revoker to another permanent when your attack with Alesha, or you can jam spells when Ethersworn Canonist leaves before bringing her back with Alesha. This also allows you to remove your own artifact stax pieces if you wish to combo off or need to cast multiple spells in a turn. You can even choose to use this ability the first turn you play Daretti due to the large number of artifact rocks and stax pieces in the deck. This ability is the strongest reason to run Daretti in a stax package, you can move from strong board position to locking out the board if Daretti is left unchecked for a couple turns.
-6: Make three copies of target artifact in play/graveyard. You won't usually use this in an average game, but this can be back breaking in games that go long. We have some juicy targets in our own deck, with Sphere of Resistance (extra per spell), Thorn of Amethyst (extra for non-creature spells), Memory Jar (21 temporary cards drawn and go to your GY), Smokestack (after one or two rotations of 4x smokestack, the game is 100% over), Phyrexian Revoker (hose out most likely every active ability on the table), or even just a mana rock to get ahead. Choosing from an opponent's artifacts is also very nice in a 4 player game, because you can usually find something nice. Copying anyone's "Sword of X and Y" 3 times can be a game winning move, but honestly most equipment is a great choice to copy. I used to run Cranial Plating in this deck specifically for the 3x copies, which allow Alesha to get commander damage kills. Just note that copying legendary artifacts isn't wise, so trying to 3x someone's Umezawa's Jitte is a no-go. In more casual/high powered games, you'll sometimes be able to 3x copy a Wurmcoil Engine or Myr Battlesphere or similar big artifact doinks, which let you get kills on stalled out boards.
The last thing about Daretti that makes him worthwhile in my mind is the CMC. 3 CMC means he can come back from Sun Titan, which is pretty massive. Being a tiny constantly chugging threat engine for 3 mana also means he demands answers, or begins to punish games when he survives. I can recommend him in stax shells, where games are intended to go longer and you get more uses from him. In fast combo decks or midrange decks, someone like Dack Fayden will perform better due to draw filtering, and directly stealing an artifact as opposed to 1:1 trading artifacts like Daretti does. If you're interested in running this guy, consider him mostly for the +1 and the -1. The ult is a very nice cherry on top, but from personal experience I'm getting that ult about 1 of every 3 games he hits the table (in cEDH).
4 months ago
jakeyuki12 I really appreciate you comment and I'm thankful that you've been inspired by my list. So I will take care to return your kindness in turn by carefully considering everything you've said.
I've tried ramp in the first iteration of the list. Stuff that like Mind Stone and command sphere which would allow me to also draw. The issue is these cards fight for the same play slots as many of the early game threats, set ups, tutors, hatebears, and typically are awful when drawn into. They also mess up Possibility Storm running into useful spells and typically end up fairly clunky in the list. I might try mind stone again, but that's the only decent one I was playing.
Sometimes I run into not finding more than 5 lands, but because of the low cmc I can win games with a fairly low land count and I don't need more than 8 for the whole list ( typically 7 is actually the max I need). Boros doesn't benefit much from producing tons of mana save for one or two times a game which is why I use Dockside with blink/sac effects and Underworld Breach. This chain of cards happens often and easily enough and turns my deck from an aggro/voltron list into a combo/grave list for a turn which helps clean up games that would otherwise be difficult or worst impossible for the list to overcome.
"I think you fell into the trap of believing the myth that Boros can't draw cards and ramp well".
Even though this is the case in comparison to other colors(or as you stated I believe it to be the case), I do have fairly good draw engines. Stuff like mentor of the meek which can produce card advantage with Kher Keep, Winota, Joiner of Forces,Silverwing Squadron, or just playing low power creatures in general; which most of the list is made up of. Puresteel pally interact very well with bloodforge battle ax allowing you to produce board fearing threats while drawing cards this is just another way to attempt to have a different way to mentor of the meek and it works well in the list overall due to being reoccurable and tutorable in the situations its needed in. Fervent Champion is another way of generating card advantage and making a huge threat with all those axs you've just made. I've killed lots of players off of someone clearing the board just to have me equip 16 axes and end the game with a 33/1 haste first striker. He also combos well with sunfroger and skullclamp which turns him into an early game draw engine ( even better with sun titan triggering). The hammer is just to get around stony silence effects and to make sure I can keep making these equipment useful.
My pool is keen about keeping graveyards clean because lots of games can end badly if a combo piece is left in their. The worst offender in the list atm is Dockside, but I can turn off the treasures or keep him outta the grave if need be. Kikki jikki goes infinite a bit too easy and my pool is against infinite combos which is why i got rid of Gift of Immortality.
The deck is awkward in the sense that too much of a good thing is bad for it. I was running lots of draw effects like faithless looting, cathartic reunion, etc etc which I ended up taking out for more aggressive cards that affect the game like Spirit of the Labyrinthand Ethersworn Canonist. I was also playing two more blink effects, but settled on the three in the list because they filled the role best. Leave / Chance is probably the best because it can return creatures your oppents reanimate or take control of back to your hand and it has a sweet loot effect.
I like gideon because he dodges wraths on his own, gives lifelink and makes creatures hard to block, also can be brought back easy.
I like Gadrak because he is like a safe version of dockside, but his ability seems hard to trigger unless I have an engine online. So for him to work I have to have more cards on the board which means more risk for removal.
I like Mangara, but I don't think this card is that much better then palace jailer because it has the ability to do nothing. I like how it has a big butt so it doesn't die to avycyn flip and it does has its own lifelink which is nice, but if it and Ethersworn Canonist are out it doesn't do too much, its nice with Possibility storm though. Might just have to play it like I play containment priest.
Hope that explains a bit for some of my choices in the list. I'mma try to put some more ramp, but as things look its going to be diffcult to make slots for not only the new cards I want, but the cards I've already taken out like mind stone.
5 months ago
First, Blue is a lot better in 1v1 than multiplayer -- counterspells suck in multiplayer. Dunno why people don't like countermagic, though, it's only oppressive when paired with absurd card draw.
Anyways, Leonin Arbiter, Spirit of the Labyrinth, Thalia, Guardian of Thraben, Ethersworn Canonist, Rule of Law, Winter Orb, Static Orb, Ghostly Prison, Island Sanctuary. White is really good at stax, and white/blue is only better at it(mostly because of card draw for consistency).
5 months ago
I have been brewing Alesha in the competitive scene for over a year and playing in tournaments weekly. Here are my thoughts.
- Don't run lands that enter tapped in competitive. Don't run mana rocks that enter tapped in competitive.
- The Ravnica bounce lands are tempting, but they enter tapped. They also really hurt when your opponent plays Blood Moon or Back to Basics, both of which are competitive staples. They are also 2-for-1 on yourself when an opponent uses a Strip Mine or Wasteland.
- When you run this many combos to win, you risk drawing lower quality pieces during the game. For example, if you start with the A part of one combo, and the B part of another, then draw the A part of a third combo, you now have 3 cards that are dead in your hand. All of your combos except Kiki jiki + Bellringer require 3 pieces to function as well, and all 3 pieces are required on the board or in the yard to hit the combo. Requiring 3 pieces means its easier for an opponent to remove one or counter one while you are trying to get the combo assembled. You should consider cutting down on the number of combos you run to help you hit the better combos you already have, more reliably. My first cut for the combos would be the Anafenza combo, since it is not always 100% guaranteed to fire correctly.
- I highly recommend running all Thrill of Possibility Wild Guess Cathartic Reunion Tormenting Voice, they generate big card advantage by throwing away creatures you can recur easily with Alesha.
- I recommend re-evaluating your hate bears on the list for the current meta. Tomok does not stop the Gitrog/Dakmor combo, and is only hating out a small number of cards. Kataki is not actually stopping combos, just making them take longer to get to. Kambal stops storm decks, but most will be able to remove him, and storm decks are not in the meta right now. The scariest combo is Demonic Consultation + Thassa's Oracle. I recommend Rule of Law Ethersworn Canonist and Eidolon of Rhetoric, which accomplish slowing on most decks while also blocking the current fastest combo. You also have some other holes in your hatebear/stax plan. You don't have any way to remove graveyards, and you don't run very many "hard stop" effects, you run mostly tax and delay effects.
- I would add more interaction. Red Elemental Blast and Pyroblast are both relatively cheap in dollars and extremely effective. You will see blue in almost every competitive pod. On top of protecting your own cards from counterspells, they also get rid of scary cards like Rhystic Study and can stop Thassa's Oracle while its on the stack. I'd also recommend more removal in general. Check out Aura of Silence, it has a nice tax effect, removes two different permanent types, and recurs with Sun Titan.
- My last recommend is to acquire Imperial Recruiter. It layers your deck by being a one card out to finding a combo. Imperial Recruiter fetches Kiki jiki, kiki copies Recruiter to fetch Bellringer, Bellringer untaps Kiki to start the combo. It means if you only have 1 tutor in hand and 0 combo pieces, you can still find your entire combo by tutoring for Imperial Recruiter. Recruiter also fetches relevant hatebears in a pinch if you can't combo out yet. It also recurs off Alesha if you have sac outlets or any way to kill it.