Grand Abolisher

Grand Abolisher

Creature — Human Cleric

During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures or enchantments.

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Printings View all

Set Rarity
Archenemy: Nicol Bolas (E01) Rare
Commander 2014 (C14) Rare
2012 Core Set (M12) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Grand Abolisher occurrence in decks from the last year

Commander / EDH:

All decks: 0.07%

White: 1.01%

GW (Selesnya): 0.74%

WB (Orzhov): 0.4%

RBW (Mardu): 0.46%

Grand Abolisher Discussion

jaymc1130 on Vedalken Orrery or Barracuda of ...

10 hours ago

I don't think giving all players access to flash in a competitive multiplayer setting is ever going to be ideal. That strikes me as a counterproductive line of play in almost every scenario I can think of. I definitely don't want opponent's wheeling at an end step, saving mana for interaction rather than casting mana dorks/rocks then being able to cast the dorks/rocks any ways when no one does anything in the turn cycle that needed to be interacted with, or flashing in creatures as combat tricks.

The most useful thing the Barracuda seems to do is protect your own turn, but there are already cards that do that and do it better at a cheaper mana cost like Grand Abolisher and almost every deck that wants this kind of protection is a deck with access to white.

If it's just casual multiplayer I think it could be an interesting group hug card that says "Ok, everyone gets to have fun, but no one does anything nasty to me or we turn this car around and no one gets to go to Flashland."

thinkoriginal on Wrath of Marath 3.0

13 hours ago

WarSpaniel

A typical turn 3 win would include fast-mana, a land, a 3-cmc creature, and Birthing Pod. For example a hand (we'll even assume two mulligans) consisting of:

Wooded Foothills

Grand Abolisher

Mana Crypt

Savannah

Ramunap Excavator

Birthing Pod

With this we can play Savannah, Mana Crypt, and Ramunap Excavator turn 1. Then, turn 2 we play Wooded Foothills and Birthing Pod, and even without activating it that turn, we could potentially combo off on turn 3.

Note that this is under goldfish conditions. At any point, our Crypt or Pod could be blown up or countered, and our chain disrupted with spot removal. It would also pay to play Abolisher and protect our combo.

While we and most other decks in cEDH have the potential to win on turns 1-3, that rarely happens due to interaction from the rest of the table. This is why our stax and interaction pieces are so important, and why slowing everyone else down before trying to combo off is often the better plan.

The Earthcraft/Altar combo is mostly weak to counter spells, but is fairly resilient otherwise due to being instant-speed. It is, however, the back-up plan. It is more something that we draw into incidentally, or tutored for after the fact, as we should be focusing on the Kiki-Jiki lines as much as possible. They are the fastest and require the least amount of board presence.

FroggyTroller on Selvala "Twiddlestorm Explorer" cEDH Primer

2 days ago

XaiLo
After you show that you have infinite mana (and infinite Selvala activations), start activating selvala once at a time. Keep going until you hit a Grand Abolisher, Silence, or tutor for a Grand Abolisher effect. Eventually, your opponents will run out of available counter magic, and one of your protection spells will resolve. Trust me, if you get to infinite Selvala activations, you will win the game.

As for Illusionist's Bracers, going infinite with one card in the deck isn’t very consistent. All of the tutors for it could instead get Umbral Mantle, which is much better.

Magnanimous on How would you "fix" white

3 days ago

You should play blue for powerful, resilient answers and card advantage.

You should play white (in a control deck) for wacky and synergistic interactions that that achieve the same thing but in a really roundabout way.

I'd also like to cut traditional removal out of white, such as Path to Exile and Wrath of God.

And now, some examples of what I like about white: Flagstones of Trokair, Lapse of Certainty, Land Tax, Balance, Brought Back, Mana Tithe, Grand Abolisher, Mother of Runes.

Hi_diddly_ho_neighbor on Ghirapur Voltron

6 days ago

I think the comment above meant Altar of Dementia, not Ashnod's Altar.

May I suggest Conqueror's Flail? Unfortunately you won't get much power boost from it, but having a Grand Abolisher effect is still very strong.

A couple more things that you might consider are Endless Atlas, Karn, Scion of Urza, and Endbringer for more card draw/utility.

Not of This World to protect your beefy Thopter

Also, one or two more Myr Retriever effects might be useful.

+1 and happy deck building!

thinkoriginal on Wrath of Marath 3.0

6 days ago

WarSpaniel

This deck is my favorite, so I love answering questions about it!

Blood Pod is one of those "easy to play, difficult to master" decks. The general idea of ramp/tutor into Birthing Pod/Survival of the Fittest as fast as possible is easy enough to grasp. The tough part is knowing the game plans of your opponents so you can play the appropriate stax pieces at the right time.

What helps is that most cEDH decks win with a set of fairly common combos. Thassa's Oracle/Demonic Consultation is the current go-to; Food Chain or Worldgorger Dragon combos powering out infinite mana; Aetherflux Reservoir or similar Storm finishers. Knowing what set of win conditions the most commonly seen commanders will be using is the first step to piloting a stax deck well.

How these decks get to their combos is just as important to interact with as the combos themselves. Flash/Protean Hulk, Ad Nauseam, fast mana like Moxen, Sol Ring, and Mana Crypt/Vault, and many tutors are all frequent ways to have turn 1-4 wins. Our stax pieces (including ways to break parity) and interaction spells are how we keep pace and control the game.

So what does a good opening hand look like for us? A general rule is we always want some form of ramp/fast mana, like a Birds of Paradise and/or Chrome Mox. On average, we are playing a slightly more fair strategy, and need to be able to keep up. We also want some form of interaction to stop your opponents from going off before you can establish stax, such as Angel's Grace, Pyroblast, Noxious Revival, or Swords to Plowshares, and two lands tends to be about right; one land hands are risky and almost never pan out. Beyond these 3-5 cards, there are three types of hands that I would consider keeping:

  1. The stax hand. Knowing what our opponents are likely going to try to do, and if we have 2 or 3 relevant stax pieces, playing them early can completely disrupt our opponents, giving us time to draw/tutor for a combo.

  2. The flexible hand. If we have a few tutors, maybe some protective interaction like Veil of Summer, we can play reactively to what our opponents decide to do. Search for an answer/interaction, a stax piece, or a combo piece; we have options with this.

  3. The nuts hand. Sometimes we just draw into the win. There is something to be said about playing the aggressive role and going for the throat. It is not impossible to have our opener filled with fast mana, Pod or Survival, Faithless Looting and Guardian/Kiki-Jiki/Karmic Guide, or any combination of cards that we can simply play and win on turn 1 or 2. Sometimes taking the reins and dictating pace if play can pay dividends.

Throughout a normal game, the main goal for this list is mana-denial. Winter Orb, Static Orb, Tangle Wire, Collector Ouphe, Thalia, Guardian of Thraben, and Magus of the Moon are how we slow down our opponents, while Dockside Extortionist, Lotus Cobra, Garruk Wildspeaker, Ramunap Excavator, Gaea's Cradle, and mana dorks allow us to break parity and come out ahead of our opponents.

Along with mana-denial, we also have a few other stax pieces to slow the opposing gameplans. Aven Mindcensor is crushing, as many decks rely on deck searching. Phyrexian Revoker is a silver bullet for many commanders. Ethersworn Canonist stops many combos, as does Spirit of the Labyrinth. Aura Shards can devastate the board, and Grand Abolisher is one of the best forms of combo protection we have.

With some practice and metagame study, this deck can be very strong, fast, and disruptive. I hope this helps!

Maizena on Nekusar, the Friendship Destroyer [[PRIMER]]

2 weeks ago
  • mistborn314 I'm aware of the primer problem, but I'm short on time to fix it right now.

Dream Halls is basically a double edged sword (a high risk high reward play). When you cast it, be prepared to kill or die this turn. The way I usually play it is setting the board first (1 or 2 cards that deal damage on discard/draw) and having a wheel in hand to cast after the DH. I run a lot of wheels in this deck, most of the times I'm able to chain 3+ wheels and win the game, but if you want a more "safe" way to interact with DM, try adding more counters and cards like Grand Abolisher.

I used to run Temple Bell and Geier Reach Sanitarium, but I decided to cut off all cards that give my opponents "small draws" (the trade off wasn't worth most of the time).

Duskmantle Guildmage cost more to activate than Bloodchief Ascension and is easier to remove. Jace's Archivist is here because of Mind Over Matter, but i'm thinking about cutting both cards off.

I'll test Burning Inquiry and you're absolutely right about Narset, Parter of Veils, it's a MUST.

I used to run Kess, Dissident Mage but people always shut her down pretty fast. I've been thinking about Yawgmoth's Will for some time , but I don't have the money for it right now. Underworld Breach is a nice substitute, thogh.

Bone Miser is worse than Waste Not in all aspects, I don't like it. I never thought about Shadow of the Grave before, I'll test it!

I reaaaaaaaaaaaaaaaallllyy like Hive Mind, Omniscience + Show and Tell , Torment of Hailfire, Dramatic Reversal + Isochron Scepter (won some fun games with these cards), but it is quite understandable for someone to cut them off (I even recommend it in the primer, before the code start trolling me lol).

For last, Wheel and Deal will be cutted, don't know yet about Mizzix's Mastery.

Thank you a lot for the info exchange and sorry it took me some time to reply! o/

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