Loyal Apprentice

Loyal Apprentice

Creature — Human Artificer

Haste

Lieutenant — At the beginning of combat on your turn, if you control your commander, create a 1/1 colourless Thopter artifact creature token with flying. That token gains haste until end of turn.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Commander 2018 (C18) Uncommon

Combos Browse all

Tokens

Legality

Format Legality
Duel Commander Legal
Canadian Highlander Legal
Oathbreaker Legal
Tiny Leaders Legal
Magic Duels Legal
Commander / EDH Legal
2019-10-04 Legal
1v1 Commander Legal
Leviathan Legal
Legacy Legal
Casual Legal
Vintage Legal
Highlander Legal

Loyal Apprentice occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Red: 0.17%

Loyal Apprentice Discussion

xXbabyZILLAXx on Winota's Vanguard

2 months ago

multimedia, Thanks for the suggestions. I had Breath of Fury in the original list but am strongly considering putting it back in. I had it in with Auratouched Mage and took it out when I cut the mage. I would love some help with possible cuts if you have any ideas. I didn't think about Breath of Fury with Loyal Apprentice, but I think it would be a great add.

multimedia on Winota's Vanguard

2 months ago

Hey, Winota + Loyal Apprentice + Breath of Fury + 1 nonHuman creature who can do combat damage to an opponent = infinite combo steps from Fury which can cheat the rest of the Human creatures onto the battlefield with triggers from Winota and kills your opponents with combat damage. Can add to this combo Purphoros, God of the Forge or Impact Tremors as true win conditions because each combat a Thopter is created from Apprentice.

To start his combo enchant Fury to any nonHuman creature who can do combat damage to an opponent. When that creature does sac it and enchant the Thopter. With Winota, Apprentice creates a Thopter at your combat step this means if you get another combat step then Apprentice will create another Thopter. Because the Thopter has flying then it will most likely do combat damage to an opponent. When it does sac the enchanted Thopter and enchant the newly created Thopter with Fury and repeat. The Thopter is the nonHuman creature that can attack and trigger Winota each combat.

The Thopter can be enchanted by Fury or enchant any other creature who Winota has cheated onto the battlefield who can do combat damage to an opponent. The Thopter is just convenient because it has flying. As long as you can keep doing combat damage to an opponent with the enchanted creature then you can keep having extra combat steps which triggers Apprentice and Winota. If you add Fury then also add Enlightened Tutor and/or Open the Armory since they can tutor for Fury or Skullclamp. Recruiter of the Guard is nice because it's a Human who has an ETB ability to tutor for Apprentice or one of lots of other creatures.

Good luck with your deck.

ItsMorphinTime on Korvold Aristocrats

2 months ago

The card that come to mind, inspired by my friend's korvold deck: Loyal Apprentice. Seems like you can take out primal growth for it. Primal growth is a ramp card, often played early game. You might not have a creature to sacrifice, or not want to sacrifice a creature. Loyal Apprentice's effect seems better.

dingusdingo on Alesha: A Slug is Faster Than A Corpse

3 months ago

StopShot The choice of having only a single combo is intentional. This deck is similar to Blood Pod in that staxing the board is more important than gassing into a combo, and you can get kills in cEDH by turning creatures sideways. This deck is very concerned about hitting the board hard early, and I don't want to be drawing cards that are dead outside of comboing. If I was going to expand into a second combo, I'd most likely extend into Splinter Twin and Felidar Guardian due to how Twin interacts with the Titans. In place of redundant combos, I've chosen to slot more hate pieces and more beater pieces. I've tried to add only the most efficient beater pieces that have utility or are just hyper efficient in terms of effectiveness. For example, Luminarch Ascension will singlehandedly win games on stalled out boards by turning creatures right. Inferno Titan swinging removes all kinds of dorks and opposing hatebears that are common in the format, as well as draw pieces and combo creatures. It also swings for a minimum of 9 when there aren't targets on the board. Loyal Apprentice is free tokens for doing nothing every round, speeding up the beatdown clock but it also has great synergy with Goblin Welder Smokestack Rankle, Master of Pranks Elesh Norn, Grand Cenobite and Daretti, Ingenious Iconoclast. The beatdown pieces have been chosen because they are a fast clock even in when staring down 120 life instead of the regular 20, or they offer strong synergy towards other parts of the deck. Extending into beatdown as the secondary option also lets me run harder "no" pieces, which is why I have Cursed Totem even though I'm running Kiki, and why I'm running Stony Silence even though I have 10 cards turned off by it. Having these pieces that turn each other off in our deck raises the mulligan % and requires higher pilot skill to play, but this is the trade off for how strong they are.

Banewhip Punisher is an interesting card and certainly better than Chupacabra, but also pretty inefficient. Especially after the banning of Flash, the format has slowed and become grindier. I've been looking for group sacrifice effects or repeat removal to achieve greater board control. Necroplasm would practically be an auto-include if it was only 2 CMC. Removing Alesha on its final tick is a turn off for me. If I was really interested in this effect, I'd slot Blast Zone, to tutor it with Wayfarer and recur with Crucible. Similarly, I'd be looking to slot Wrath of God or Toxic Deluge before another single target option, even if it is reusable.

I am aware of how recurring Kiki with Alesha requires another rotation to get a combat step. Once again, I'm not very worried about it. I'm not running many discard effects here, and I'm also not running Entomb to try and get Kiki that way. Kiki won't likely end up in the yard unless an opponent forces you to discard it, or you managed to stick Sire Of Insanity (with the Buried Alive line probably). I have considered more reanimation spells, but I'd probably start with good old Reanimate just for speed purposes. As the budget has raised, I've moved away from the Thrill of Possibility + friends that play extremely well with reanimator strategies.

Thanks for taking a peek. I have a 100% no budget list brewed up as well, which is the eventual goal for this deck.

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