Gideon's Lawkeeper

Gideon's Lawkeeper

Creature — Human Soldier

, : Tap target creature.

Latest Decks as Commander

Gideon's Lawkeeper Discussion

TheVectornaut on Black and White - please help!

4 months ago

I'll go ahead and play devil's advocate here and suggest that orzhov humans is a great budget deck archetype that can be both aggressive and controlling at the same time. It also easily supports Grand Abolisher , Kambal, Consul of Allocation , and even Starfield Mystic if you have a critical mass of Oblivion Ring s, Pacifism s, and such. Champion of the Parish is a key card of the deck, as is Thalia's Lieutenant . After that, it depends on what kind of gameplan you want to build around. My take on orzhov humans, Assassination Squadron makes use of tappers like Gideon's Lawkeeper and Minister of Impediments to combo and destroy creatures with assassins like Royal Assassin and Gideon Jura . With access to the legacy card pool and a bigger budget, King's Assassin and Deathbringer Liege could be on the table too. Tribal support like Adaptive Automaton , Metallic Mimic , or Door of Destinies is nice, but it certainly isn't a requirement. (Fun fact: when I built this deck years ago, Lieutenant cost much more than the Door. Funny how things can change so drastically.)

Creating tokens tends to work well in this kind of deck because both human lords can buff and/or be buffed by them. Gather the Townsfolk and Thraben Doomsayer are the usual suspects, and I personally like Mentor of the Meek as a way to keep the hand topped off. If you want to go for a lifegain plan with Kambal at the helm, Vizkopa Guildmage is a budget Sanguine Bond on a stick. While certainly not budget, Serra Ascendant and Westvale Abbey  Flip can also work in such a build. Now that I think about it, a lot of soul sisters staples happen to be humans ( Auriok Champion , Martyr of Sands , Ranger of Eos , Soul's Attendant , Soul Warden , Speaker of the Heavens , etc.) Another idea is to focus on maximum destruction and exile. High Priest of Penance is a good way to make opponents think twice about their decisions in combat, and I've been having reasonable success with Mangara of Corondor as a sort of slow O-Ring that happens to trigger the lords. Humans are such a common tribe that there's no end to the number of directions you can steer them in if you really want to.

TheVectornaut on Blue/White Life and Defenders

9 months ago

I think a good place to start would be to evaluate what goals are the most important for your deck while making sure you don't have too many ideas that compete against each other. When I look at the deck now, I can see the general idea of a U/W control list that takes advantage of freeze and lifegain to prolong the fight until you can win. However, I see some major problems with the plan as it is now.

First, the deck lacks a clear win condition at the end of all the control. You'll either need to chip away over the course of a slow game with your smaller creatures or hope you have enough freeze effects to get your big guys in late-game. Control deck usually opt for some type of haymaker that can reliably close the game. Some like AEtherling and Gideon, Ally of Zendikar are designed to protect themselves, some like Celestial Colonnade and Shark Typhoon place emphasis on evasion, some like Torrential Gearhulk and Snapcaster Mage give you as much value as possible, and some like Jace, the Mind Sculptor and Teferi, Time Raveler deny your opponents of counterplay. There's a lot of overlap within those categories and not all of these cards will be played as a wincon, but having a clear plan to win is better than only playing to not lose. The closest cards you have are probably Serpent of Yawning Depths and Archipelagore. Sea monsters are certainly a fine casual deck but slotting them into something else can be awkward at best and ineffectual at worst.

The second problem I see is the missed potential of your chosen colors combined with your chosen tribe. Right now, you have very few ways to take advantage of the clerics in the deck. Clerics are intended to be W/B since you get access to powerful new tools like Orah, Skyclave Hierophant, Taborax, Hope's Demise, and Cleric of Life's Bond along with classics like Sin Collector, High Priest of Penance, and Skirsdag High Priest. The lifegain/drain synergy in clerics also benefits from orzhov colors to play threats like Angel of Destiny, Vito, Thorn of the Dusk Rose, Marauding Blight-Priest, Speaker of the Heavens, Ayli, Eternal Pilgrim, Twilight Prophet, Pious Evangel  Flip, Drana's Emissary, and Cruel Celebrant.

Incidentally, black also synergizes quite well with tapdown effects because of Assassinate cards like Royal Assassin, Deathbringer Liege, and Murderous Compulsion, although white does have its share of Vengeance with Sunblast Angel, Deadeye Harpooner, and Swift Response. Anyway, now that I'm on this tangent, it's worth mentioning that including strong freeze effects is important if you want to make such an underused mechanic work. I'm partial to Dungeon Geists and Icefall Regent as permanent taps, but there's also Guardian of Tazeem, Niblis of Frost, Tamiyo, the Moon Sage, Time of Ice, Lorthos, the Tidemaker, Frost Titan, and Hands of Binding. Alternatively you can use cheaper cards that can retap a creature each turn like Gideon's Lawkeeper, Blinding Souleater, Fatestitcher, Hidden Strings, and Minister of Impediments. The final category I'll mention are other cards that take advantage of tapping enemy creatures like Palliation Accord and Verity Circle, except I'd only ever recommend the latter.

In summary, I think you should decide whether you're more interested in clerics or in freeze since they don't synergize with each other that well. For clerics, switching to black and taking advantage of lifedrain and sacrifice is advisable. For freeze control, find ways to abuse tapping, implement a strong win condition, and generally include more card draw and countermagic. If you are dead set on combining these styles, I'd at least invest in some tribal support cards to give the clerics more impact than just weakly contributing to the party mechanic. Adaptive Automaton, Door of Destinies, Obelisk of Urd, and Coat of Arms are some popular options. Finally, if your budget doesn't allow you to purchase many new cards, prioritizing the acquisition of additional copies of your strongest but cheapest cards is a good way to upgrade. For this deck, I think those cards are Attended Healer, Cleric of Chill Depths, Hypnotic Sprite, Kor Celebrant, Luminarch Aspirant, Queen of Ice, Shepherd of Heroes, Skyclave Cleric  Flip, Concerted Defense, Dovin's Veto, Negate, Inscription of Insight, Staggering Insight, Trapped in the Tower, and maybe Silundi Vision  Flip. Good luck with your build and let me know if you have any questions!

PeriodicalFits on Mono-W Aggro HP

1 year ago

Might be best to replace Law-Rune Enforcer with something like Gideon's Lawkeeper or Goldmeadow Harrier, that way in early rounds you could still tap low creatures. And you don't run the risk of an opponent playing instants on low cmc cards or adding enchantments to make a 1cmc card powerful (I do that when I play my mono white decks). But a thumbs up from me, I love aggro Mono white decks

HalbrechtHalbrecht on Starter mistakes

1 year ago

Not to stir up trouble from old comments, but I'd like to see 420blazeitxxx conjugate every German verb correctly, with only Google to help him.... Seriously, though, even after taking 4 semesters of German in college, I was still very shaky on even the basic standard rules, much less any weird exceptions. And Google often doesn't help all that much for figuring it out. Eledain actually writes much better than many native-English speakers I encounter. Maybe we should start asking native-English speakers to use Google before participating on English-language websites....... [/rant]

But on to the topic! I don't have any particularly crazy stories. I was taught by a guy who at first seemed like a rules GOD, because he had crazy-complicated decks that had all sorts of interactions that I couldn't keep track of. I quickly surpassed him, though, in my knowledge of the rules and discovered he had weird little misunderstandings of the rules — like thinking you could simply choose to not untap your stuff. (I had to show him not only clauses that explicitly allowed you to not untap, but the actual relevant rule from the Comprehensive Rules before he would give up on the idea.)

He also didn't explain priority or the stack at all, leaving me to believe that it was partly a game of reflexes, where e.g. after you draw (now you're in your main phase), he could whip out an instant and mess with your board while you're still deciding what to do (but he can't, because you have priority first). Conversely, if someone went straight to combat before I had a chance to decide I'd use my Gideon's Lawkeeper to tap down a potential attacker, he wouldn't let me retroactively declare it, effectively completely leaving out the Beginning of Combat Step! I know that's more nuanced stuff, but it really messed up my game for a while!

Now that I'm teaching my kids, the most common mistakes are still thinking that they can directly attack creatures (or that I will be able to directly attack theirs) and not understanding the difference between lands and mana (and that mana dorks produce mana, not lands). I really threw my son for a loop when I gave him a deck with a hybrid mana card (and forgot to explain it... bad teacher...). He thought he had to pay 10 mana for Doomgape !

Demarge on

2 years ago

Gideon Jura is probably at his absolute lowest price atm, his + ability forces an opponent to essentially tap all of their creatures, his - is Swift Reckoning , and his last ability is a wincon.

Karn's Bastion helps add counters to Tumble Magnet and the avenger.

Gideon's Lawkeeper adds to the gideon tribal while also being a pretty good tapper.

MrCuddlefish on Mono White Control

2 years ago

A weird flex, but what do you think of Gideon's Lawkeeper and Summary Judgment as part of the control package?

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