Professor's Warning

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Professor's Warning

Instant

Choose one —

  • Put a +1/+1 counter on target creature.
  • Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)

legendofa on The Spiteful Professor and the Penitent Dinosaur

1 year ago

Switched Loran's Escape and Blacksmith's Skill for Armor of Shadows and Professor's Warning. Giving an opponent's creature hexproof isn't very useful when lining up a Seal of Fire to start a damage loop.

awesomedude20 on Shirei's Army of Weaklings

1 year ago

So, Shirei as a deck, has one fatal issue you gotta overcome:

If Shirei dies, so does your entiiiiiiire gameplan, so protecting Shirei is absolutely a must.

I see you're running some indestructible-enabling equipments. Darksteel Plate is... okay, but Shield of Kaldra should probably be scrapped. That's 8 mana you gotta dump into it for it to do its thing.

I would run more cards like Professor's Warning, Without Weakness, or Gift of Doom (which is especially fun since you don't care about saccing creatures, and you'll always play it for its morph cost, which is 3 generic. Not too bad at all.)

These let you survive removal which WILL be pointed at your commander, while also trading the expensive benefit of having continuous indestructible applied to Shirei, for the chance to make your opponents WASTE removal on you.

A Darksteel Plate is great and all, but it gives other players all the time in the world to try and play around it, and THEN blow up Shirei. Reactionary protection lets you waste their resources, which is fun.

Also, this is my own personal view on the game talking, but I think you have WAAAAAAAAAY too many tutors. Your entire sorcery/instant lineup is tutors, and then a few more.

I think you'd be better off replacing almost all of those cards, with cards that you'd be happy to draw anyways, because as soon as every card in your deck is a good draw, you really won't need those tutors.

Ideally you'll want to add more sac outlets, more Shirei protection/ramp, and DEFINITELY some instant-speed removal.

I might add more thoughts later, but uh, laaaast thing.

Marionette Master is INSANE and is capable of dealing like 50~ damage or so to a player in just one turn rotation. So uh, yeah lol.

Also Tree of Perdition is fun.

And Bottle Gnomes best card 10/10

420MensRightsActivist on Counter Deck

1 year ago

since Rebullet recommended cards outside jund colors, i might as well too. Conclave Mentor and Luminarch Aspirant are must haves in white. Snakeskin Veil and Professor's Warning are also incredibly good cards that can give creatures counters and/or save them from removal. with a Hardened Scales in play (or any of the aforementioned creatures with a similar effect) they make particularly nice combat tricks. Walking Ballista has long been a popular card in modern. a couple The Ozolith couldn't hurt either.

Gattison on Notorious B: Ready to Die [Remastered]

2 years ago

Henchman31: You may notice I dropped a couple cards from the sideboard already. Those cards were literally useless in this deck, idk what I was thinking back then lol. Cruel Feeding was too mana hungry, but Alchemist's Gift, Grotesque Mutation or even Essence Infusion seem like better options against burn and other aggro decks.

Innocent Blood or Tragic Slip for actual removal.

Feed the Swarm for enchantments, maybe. And (yikes) Universal Solvent is probably a bad idea because it will require a Dark Ritual to activate, but it does hit all permanent types, which is hard to do in mono-b.

And finally you also have things like Professor's Warning and Oblivion's Hunger, which are more on the defensive/reactive side, but can still jam your opponent's plans up.

Hope some of that helps. This is actually the best of three decks you mentioned, so I'll start here and then the other decks will take bit more thought.

jamochawoke on

2 years ago

What an absolute horror of a deck!

Wondering why no Damnation or Damn though?

There's lots of ways to protect your commander from them too with Equipment or Black cards like Darksteel Plate, Azra Smokeshaper, Daring Fiendbonder, Gift of Doom, Oblivion's Hunger, Professor's Warning, Renegade's Getaway, Rush of Vitality, Unlikely Aid, and Without Weakness.

SOTC on Chatterfang´s Karre

2 years ago

Hey Fridulina, what a cool deck! I love the theme; token shenanigans are a particular favorite of mine. As it stands, this deck has 105 cards - let's shave it down to a legal 100, and see if we can't make it a bit more focused to boot :)

Cards to Add
- Additional recursion and protection cards keep Chatterfang and your other combo pieces in the game. I have to say I love the addition of Gyome, Master Chef - he interacts excellently with all your deck's pillars, and keeps both you and your important creatures alive. Economical ways to keep your general around are Kaya's Ghostform and Aspect of Mongoose. The former recurs him no matter what; the latter keeps him from being targeted, and should he get board-wiped, you still get the Aura back! In a general sense, picking up a Regrowth is just an all-round good idea: you can go fish for anything you lose.
- Consider using Mycoloth, as it synergizes fantastically with this deck. As a mass sacrifice outlet, a big stompy creature, and a prolific token generator all in one, this Fungus has it all.
- Though expensive at , Nadier, Agent of the Duskenel can get huge real fast in this deck, and removing him only worsens your opponents' problem.
- For reliable card-draw, an Idol of Oblivion and a Species Specialist will do tons of work here. They also have supplemental uses in providing creature bodies to swing and block with.

Cards to add: 7

Cards to Cut
- I'd say Squirrel Sanctuary & Squirrel Nest don't really work fast enough to warrant their mana costs. Additionally, this deck doesn't exclusively lean on Squirrels but has a general token-value theme, diminishing the synergy they may have had in a pure tribal deck.
- Mitotic Slime is somewhat over-costed for its effect. If there would be a reliable way to keep sacrificing and recurring it, it would be quite a bit better.
- Avenger of Zendikar works better in a landfall or Plant deck; here it's a token maker that only occasionally buffs those tokens, provided it and they even stick around. For , that's not very spectacular.
- Sifter of Skulls and Golgari Germination both suffer from the 'nontoken' element in their rules text. While this deck is all about tokens kicking the bucket, you don't really want to lose any of your 23 creature cards - most of them only provide value while they are alive, and you want to save recursion for your commander.

On single-use spells in EDH
This deck runs into a problem many Commander players encounter: that of smaller, value-providing instants and sorceries underperforming in EDH. Cards like Read the Bones, Sign in Blood, Chatter of the Squirrel, Skeletal Scrying, Village Rites and Scatter the Seeds can be played only once or twice, unless your deck runs permanent-based recursion effects to keep bringing them back. As a rule of thumb for EDH, if you want to include an instant or sorcery, its effect should be at least one of these:

  1. Dramatic: powerful game-changing effects, as on Kindred Dominance;
  2. Permanent: ramp spells such as Three Visits are a good example;
  3. Reactive: capable of selectively enhancing or protecting one of your cards, negating an opponent's (more expensive) spell - i.e. a Professor's Warning to stop a removal effect.

These criteria are born from necessity - in EDH, you don't have a single opponent to defeat, but three. In a two-player game, a Village Rites gives you a one-card advantage over your opponent - you spend one, and gain two. In a four-player game, with each of your opponents drawing a card for turn, you have accrued a one-card deficit.

With that in mind, I'd recommend culling the aforementioned instants and sorceries. This deck already has powerful card-drawing (Toski, Bearer of Secrets) and token-making (Chatterfang) effects available to it. Trust that they will do the job well.

Cards to cut: 12

Wrapping Up
And with that, we're down to 100! I hope this helps you streamline the deck, so you may overrun your foes with a horde of vengeful rodents. Good luck!

multimedia on Olivia’s League of Demon Himbos

2 years ago

Hey, well done, you have good card sense on a budget. Nice Master of Cruelties and interesting Demon theme.

Board wipes are very popular in multiplayer Commander and a single board wipe really wrecks you unless you can protect a legendary Vampire from being removed. Consider some budget cards to give Olivia or another legendary Vampire indestructible?

  • Gift of Doom: cast it as a morph for three mana and then morph it even at instant speed for no mana cost just sacing a creature.
  • Tyrite Sanctum: land that can be a repeatable way to put a +1/+1 counter on any legendary creature you control and after doing so you can sac it at instant speed to give that creature indestructible.
  • Daring Fiendbonder: discard it and then exile it from your graveyard for two mana.
  • Professor's Warning: instant for one mana until end of turn.

Some other cards to consider adding:

Many of these suggestions to consider are sac outlets that way you can take advantage of sacing and then reanimating the same creatures with Olivia especially Master of Cruelties.

If interested I offer more advice including cuts to consider. Good luck with your deck.

RicketyEng on Episode 3: Extracurriculars

3 years ago

In which Rowan and Will have a row outside the Bow. We get to meet Quintorius, Field Historian and a couple of Rowan's Witherbloom friends. We get the Professor's Warning that there is impending danger from the Oriq so Rowan and Will each set to preparing in their own Practical Research . Finally we get the Test of Talents where we get to see Lukka and Kasmina in action before he forces her to flee the plane. The doors are open for Extus's attack on the school.

I believe this story covered a period of somewhere between one and two months.

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