Legion's Initiative

Combos Browse all Suggest


Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Legion's Initiative


Red creatures you control get +1/+0.

White creatures you control get +0/+1.

, Exile Legion's Initiative: Exile all creatures you control. At the beginning of the next combat, return those cards to the battlefield under their owner's control and those creatures gain haste until end of turn.

wallisface on Boros Modern Soldier

2 months ago

I have the following suggestions:

To make room for those 16 cards, I’d suggest removing the following:

  • 2x Solar Blaze. You don’t need a janky board wipe, and generally you want your curve low. Dropping these’ll mean you can run less lands

  • 2x Land. You should only need 22 at this point

  • 1x Feather, the Redeemed. You have almost nothing that can even target it, making it fairly useless

  • 3x Legion's Initiative. You don’t want to waste a turn with this - you need to be spending every turn either presenting threats, or removing your opponents.

  • 2x Boros Signet. Same as above. I see no need for this.

  • 2x Boros Swiftblade. These guys are fine, but Monastery Swiftspear is better.

  • 2x Justice Strike. I think keeping 2 could be good for big problem creatures, but running 4 is overkill - generic burn spells should be able to deal with most things.

  • 2x Response / Resurgence. Its just too situational a card to be useful

lhetrick13 on Boros Modern Soldier

2 months ago

This looks like a fun deck and you put some thought into it. I am still fairly new so take anything I throw out with a grain of salt but just wanted to throw out my two cents...

  • first off, creature count looks a little low but you compensate by having an arsenal of spells which all seem to have the ability to buff or damage. So that is great.

  • You specifically mention you like the mentoring ability which buffs weaker creatures when another attacks. I have been experimenting with that same mechanic in a deck of mine and find that it works best when you buff specific creatures. you are running 3xSwiftblade Vindicator which is ideal for those mentoring opportunities but at only 3, chances are low you actually get her pumped. Maybe consider adding in Boros Swiftblade or something like him as well for a similar effect?

  • Lastly, two enchantments you might consider adding would be Legion's Initiative for some cheap pumping with the caveat that you could save your creatures from a board wipe by sacrificing it. Another potential would be Rise of the Hobgoblins. Nice way to get out some cheap creatures and provides you access to giving all your creatures first strike nearly on demand.

DawnsRayofLight on Obi-Wan Can Blow Me

2 months ago


Thanks for the suggestions. As the list is, it is running fine, so I do not have too many plans to change it, not that your suggestions have no merits.

I was running Skyknight Vanguard and ever since I added that and Honored Crop-Captain along with some aggro stuff, the deck started running wonky and got stomped all over. I dropped those out recently and added some more midrange stuff and the deck has been running much better.

Breena, the Demagogue: unless I am misunderstanding this card, it just doesn't seem too great to me. I mean, yes, the politics aspect helps a lot, but I am not a fan of my opponents drawing as well. Tymna the Weaver: will definitely be an add if I feel the list is running slow and not drawing enough. I have been going back and forth on adding her, I just cannot fit her in the current list. There is some draw for now: Kaya, Ghost Assassin, Phyrexian Arena, Bolas's Citadel, Skullclamp, Chief Jim Hopper, Esper Sentinel, and sort of Land Tax

Ramp: It seems to be fine to me as is, at least with how the deck plays. I have only tested the current list a couple of times and only 1 on 1 so I will see if more ramp is needed. 9 mana rocks seems a bit hefty at times. I will note I am running some treasure token producers and may add back in Smothering Tithe, I dropped it to test Unquenchable Fury as Tithe didn't feel too necessary at times. Aerial Surveyor also ramps pretty well and Land Tax helps with hitting the land drops.

Protection: Iroas, God of Victory Serves as Dolmen Gate while giving them menace and acts as a 7/4 beater. Teferi's Protection may go back in, I just dropped it but we will see. I guess in working on my protection I was more concerned with counterspells and certain blue board wipes (which is why Grand Abolisher, Deflecting Swat (lul cyclonic rift), and Defense Grid are in there) rather than worrying about other board wipes. I added Legion's Initiative as it kind of acts like Teferi's Protection in that it works a bit better to protect from exile wipes like Winds of Abandon and Farewell than some of the indestructible protection spells.

Fireflux Squad: for some stupid reason it never occurred to me to use this on the tokens. I will definitely find a spot for the squad.

AShadyZebra on Wake the Guardians

7 months ago

Legion's Initiative. There are a lot of other sweet cards as well.

LunchBox1211 on List of Bugs and Feature …

8 months ago

Femme_Fatale Thank you very much! Legion's Initiative is fixed, and I do have treasures in the pauper deck! You guys are the best!

LunchBox1211 on List of Bugs and Feature …

8 months ago

How is the "Token" section of the deck builder supposed to work? it seems to work fine for everything in the mainboard (except for treasures, but I'll get to that in a bit here), and I can't seem to be able to add tokens from cards not in my mainboard (ie: sideboard cards that make tokens, and tokens for things like Generous Gift that are not in the deck, but I run into more often than not). This may be how it is programmed, in which case, OK, that's fine.

Now for treasures. If I'm running Smothering Tithe, I can only get the GRN treasure, even if I run other treasure makers. If I try to add another one, even one that works in other decks, or has a treasure maker on that set, I get an error message saying "Printing not found" when I try to save my deck. This is annoying for me, because I love the art on tokens, so when I saw the token feature, I was excited! I could use the more exotic looking treasures from STX, instead of GRN (not to mention the full art style of newer tokens looking better, in my opinion, than identical, but bordered, tokens).

There is one more problem with treasures. I built a pauper deck recently that cares about Venturing into the dungeon. All three dungeons show up, and the 1/1 B Skeleton (from Dungeon of the Mad Mage) and The Atropal (from Tomb of Annihilation) both show up on the token generator when playtesting, but the treasure (from Lost Mine of Phandelver) does not show up. When I try to add one using the token tab while editing, I get the same "Printing not found" message from before, even though I am trying to add the AFR treasure (which does show up in other decks of mine).

Last question/request about the token feature. To my (limited) knowledge, there is no easy way to choose between different arts of the same token from the same set (MH2 treasures, for example). Am I missing something, and if I am not, could you please add an easy way to check which art you have?

This is about art, but not about tokens, Legion's Initiative shows up as a blank rectangle when playtesting. Its not an alter, and the only printing of Legion's Initiative available via deck editing is the DGM printing, so that's the one I'm using. If I hover over it, it shows up as normal, both playtesting, and when looking at the deck, but in my hand/on the battlefield/graveyard/exile/etc... it does not show up.

Thank you for maintaining this site! I'm sure it's not easy, and nitpickers, like myself, don't do much to help, but thank you so much!

LunchBox1211 on List of Bugs and Feature …

1 year ago

My copy of Legion's Initiative is only showing up as blank when playtesting my deck Hootsforce Arise!. If I hover over it, it shows up, but when drawing it and with it on the battlefield all I see is a black rectangle.

Thanks for cleaning up the token selection menu, by the way. That's something I've been wanting cleaned up, and I would like to say thanks! You guys are amazing!

TheVectornaut on Red/White (Boros)

1 year ago

As a win condition, Assemble the Legion tends to be a fair bit stronger than Outlaws' Merriment . And as far as aggro is concerned, I'd rather be playing Aurelia or Tajic, Blade of the Legion on 4. If you want to go all-in on the multicolored anthem effects, you could certainly run both. I once ran ATL, Merriment, Goblinslide , and Rise of the Hobgoblins in the same deck with Legion's Initiative with solid results, although it was an enchantment only build reliant on Starfield of Nyx . Still, Balefire Liege does love lots of Boros tokens.

Load more
Have (1) 31770
Want (0)