Creature — Human Cleric
Tap an untapped Cleric you control: Prevent the next 2 damage that would be dealt to target creature or player this turn.
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Master Apothecary Discussion
1 year ago
Ok, For game one, I added mostly a mana base; 21 Plains Windbrisk Heights, Emeria, The Sky Ruin, New Benalia, Eiganjo Castle, Mistveil Plains, Flagstones of Trokair, Castle Ardenvale, and Idyllic Grange
additionally i made one creature adjustment Master Apothecary was removed for Luminous Broodmoth. There is a mana increase in this swap but now a land does what the Apothecary does easier, and this gives a lot of the creatures some kind of mass removal evasion.
i will play more up to 15 games and make adjustments, let me know what you think.
Also Eye for an Eye is amazing.
3 years ago
I have managed to shut down Saskia the Unyielding and friends with Battletide Alchemist, Master Apothecary and a four other clerics... he was not amused. He was much less amused when Mother of Runes ran interference against spot removal.
4 years ago
4 years ago
I would suggest throwing in a bit of Cleric tribal. 12 out of your 23 creatures are clerics. Specifically, throw in a couple Master Apothecary's. They will help keep you alive while you're beginning to steamroll. Plus it plays nice for politics to protect another player from damage.
In addition, a couple Order of Whiteclay's can greatly help with recurring your lost creatures. Since 100% of your creatures are CMC <= 3, it'd be a good investment.
Lastly, take out 4 plains, throw in 4 Emeria, The Sky Ruin. Additional free recursion of your lost creatures will help in the longer games.
5 years ago
Plus it's rather difficult to protect Horobi, Death's Wail. You can't equip the Boots or Greaves to him, can't give him protection from anything, can't enchant anything on to him, or give him any sort of evasion. All an opponent has to do is target him with a cheap ability like Master Apothecary and Boom, commander down.