Leonin Arbiter

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Legality

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

Leonin Arbiter

Creature — Cat Cleric

Players can't search libraries. Any player may pay {{2}} for that player to ignore this effect until end of turn.

thefiresoflurve on Sounds About White to Me

6 days ago

If you're looking for help making cuts, the first step I would take is to look at your symmetrical stax pieces and see which ones hurt you the most:

Deafening Silence, Grafdigger's Cage, Containment Priest, Ethersworn Canonist, Hushbringer, Kataki, War's Wage, Leonin Arbiter, Rest in Peace, Sphere of Resistance, Spirit of the Labyrinth, Thalia, Guardian of Thraben, Trinisphere, Sanctum Prelate, Rule of Law, Thorn of Amethyst, whew I think that's all.

Of these, you want to look at the ones which most hamper what you want to do, or have negative synergies with other cards you run. You have a few cards that say "draw", so Spirit of the Labyrinth is IMO the very first cut you should make.

Another negative synergy I saw is Hushbringer and Authority of the Consuls. I like Authority a lot better since it synergizes with Heliod.

The next ones I'd cut could take one of two routes: so, I'm thinking of cards like Ethersworn Canonist and Sphere of Resistance. These kind of innately have negative synergy - if people are paying more for spells, they're less likely to be able to cast multiple spells in the first place, meaning the Canonist's ability is wasted. You should consider going for one type of effect or the other, not both. (I wouldn't run either symmetrically in mono-white, personally).

Council's Judgment can probably be cut - you have great enough removal without running it.

kataki definitely needs to go with how many artifacts you're running.

Yesterday on goad with Baird, steward of …

2 months ago

I'm not 100% on this so would appreciate confirmation, but I think that you're not obligated to attack the player rather than the planeswalker.

As it's represented in both MTGO and Arena, paying the is something that happens as you declare the attack, so you only pay the cost once you've already declared what the creature in question is attacking.

It's not like something like Leonin Arbiter, where you can pay when you have priority in order to grant your creature the ability to attack, thus 'freeing' it from the restriction, in which case it'd make sense that it'd be obligated to attack the player over the planeswalker.

Mousemke on Imperial Taxation

2 months ago

Nathanael97

Slayers' Stronghold is a legend in drawn out or even games. It only takes a couple hits from a 5/1 Flickerwisp or a 7/5 vigilant Kaldra Compleat

Leonin Arbiter is just too much of a non-bo. Mono-w just plays around the interaction with Stoneforge Mystic. Add to that Imperial Recruiter and arbiter is just too much messing with my own deck. I did play around with Aven Mindcensor but it didn't really seem so useful.

As far as Ghost Quarter... It's in there mostly for tron? I have been considering trading them out for man lands - maybe Mishra's Factorys. Against heavy removal it can help to just have something that can keep hitting

Even with 80 cards, it's hard to find any extra space!

(thanks for the CMPN tip ^^)

Nathanael97 on Imperial Taxation

2 months ago

FYI, if you put CMPN after Yorion, Sky Nomad in the sideboard, it will be registered as a companion.

Really cool take on a DnT list! Out of curiosity, what's the reason for Slayers' Stronghold? I understand it costs you very little to run, but I've not seen it in a DnT list before. I'm also curious about the omission of Leonin Arbiter, especially since you are still running the full four Ghost Quarter. You'd think in an 80-card list there would be a spot?

rambunctiousOrator on it's a deck alright

3 months ago

Hey, sweet deck. Let's take a look at win conditions and lands. I've identified a problem with your deck: You aggressively want to control the board with your 1-3 drops. While other players are playing 6 mana bombs every turn your are trying to eke out board advantage with 3 or 4 creatures a turn.

  • You don't need board wipes in this deck, they actively go against your game-plan, and in no way help you win.
  • Less removal in general. I counted 18 pieces of removal in your instants and sorceries. Keep Path to Exile, Swords to Plowshares, and Damn and get rid of the rest. You ARE the threat, if your deck is running slowly to the point that you feel like you need removal, you need better creatures.

As for lands, use this mana base.

Lands:

How would I change your win condition...well you are trying to do knight tribal...

Consider these cards:

Remove these cards:

-15 pieces of removal from instants and sorceries, keep Path to Exile, Swords to Plowshares, and Damn

Good luck, and happy hunting. Let me know if you want to continue the conversation or have questions

wallisface on Yorion Brew Sideboard Help

4 months ago

philktoken8998 I don’t think people generally account for Yorion’s extra 20 cards when creating sideboards. At best, they just run more copies of the important cards (so, running 2-ofs instead of 1-ofs, for example). I think it’s just part of the accepted penalty for running Yorion.

It’s interesting that you’ve seen Kaldra Compleat to be superior to Batterskull, as i’ve found the complete opposite. When the Kaldra germ token gets hit with Prismatic Ending it hurts waaay more. And Batterskull can reliably push you into the late game with its lifelink, which is often where the deck wants to be anyway. Kaldra can race, yes, but oftentimes it’s not fast enough to win that race on its own (only threatening lethal turn-6 is slow). Kaldra also has no chance of being cast if the Stoneforge gets bolted.

In response to your “trouble decks”:

  • Archon of Emeria will make life super hard for Living End, as well as mess with Belcher.

  • Stony Silence will mess with Tron and Belcher.

  • Damping Sphere ruins Tron and Titan, while also slowing down Living End and Belcher.

  • Leonin Arbiter should buy you a turn or two against Omnath. Torpor Orb can also be very useful here to stop the elementals gaining etb advantages.

There are more options, but at this point, i think it’s clear that you won’t be able to sideboard against all of these decks effectively, because you’ve only got 14 cards in your sideboard, and Yorion kindof demands running a higher quantity of copies. So, i guess sideboard with what your local meta is predominantly running in mind.

jacobpmesser on Merfolk Land Hate

4 months ago

I'm working on a landhate deck in blue.

I think, instead of Ashiok, maybe Confounding Conundrum could do the same thing for a mana cheaper. It also gives you a Leonin Arbiter effect w/Ghost Quarter/Field of Ruin. If you're on the play and it gets out on your t2, that could completely ruin their game.

Then, there's Trinisphere.

I'm also looking at Squelch for cantrip. Other cantrips/draw: Remand, Censor, Repeal, and a 1 of Noxious Revival, just in case.

This gets away from what you're trying to do... But you could splash green for Choke. Don't play islands.

AcidicArisato on Principle of Control

5 months ago

For stealing your opponents' cards, I'd recommend Xanathar, Guild Kingpin as a back-up Sen. Celestial Dawn is also an auto-include in Sen decks.

If you want stax pieces, Drannith Magistrate, Nevermore, and Wash Away are great ways to stop your opponent from casting their commanders.

Aura of Silence is handy for taking care of pesky enchantments and can slow down their plans. Ashiok, Nightmare Weaver and Bojuka Bog are handy pieces of graveyard hate, with the latter being a free-roll in your deck.

Scheming Symmetry is HILARIOUS with Aven Mindcensor and Opposition Agent. Leonin Arbiter also goes nicely with it.

Fatespinner is nasty and can functionally lock opponents out of combat. Rhystic Study is an auto-include in these types of decks.

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In terms of win-cons, you could go with the Mindcrank combo: Mindcrack + Duskmantle Guildmage. Use Ghoulcaller's Bell to start the process without damage. Syr Konrad, the Grim is also good for redundancy.

There's also any number of combos involving Laboratory Maniac, Thassa's Oracle, and Jace, Wielder of Mysteries. Use Demonic Consultation on your upkeep and name a card not in your deck to win on your draw step.

If you have a high enough density of creatures, Mortal Combat is a very simple way to win. With enough artifacts, Mechanized Production can be a free-roll. Revel in Riches is a very simple way of creating mana, with the upside of occasionally winning you the game (also pairs well with Spell Swindle.) Felidar Sovereign is also a hilarious.

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If you're looking to make opponents struggle by dismantling their pieces, you should absolutely have pieces like Swords to Plowshares, Path to Exile, Vanishing Verse, and maybe even Generous Gift in addition to boardwipes like Farewell, Tragic Arrogance, Cataclysm, and Wrath of God.

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