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Format | Legality |
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Quest Magic | Legal |
Standard | Legal |
Standard Brawl | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Recruitment Officer
Creature — Human Soldier
: Look at the top four cards of your library. You may reveal a creature card with converted mana cost/mana value 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.



kamarupa on
Martyr Life
2 months ago
I'm so glad/grateful you're not offended by my urge to have a back and forth!
Ephemerate would be another somewhat decent way to trigger to Tocasia's Welcome and it plays nicely with Soul Sisters. The fact that you lack any creatures with their own ETB triggers is why I didn't suggest it earlier.
Also, I had to look this up to remember the exact name of the spell and what it did, but maybe Assemble the Players would be more to your taste? It's 1 more MV to cast than Recruitment Officer but it's WAY cheaper to 'activate' and gets you every creature in your deck, albeit only once per turn. It's just a little sad there's no cheap way in mono-white to give your creatures flash! The best I could find was Emergence Zone (only works once - boooo!) and Vedalken Orrery (too much to cast!)
Another removal option to consider: Sheltered by Ghosts - I don't like that it's 2MV to cast, but lifelink and ward seem well aligned with your brew. (and it doesn't give opponents a land, so there's that upside, too)
Elgravo on
Martyr Life
2 months ago
Hi kamarupa, I’m glad you like my deck — I’m really attached to it and I have a lot of fun playing it. Your suggestions are interesting and much appreciated. That said, after lots of testing, I believe this current list is optimal for now and I don’t think I’ll be changing it, but I’ll go through your suggestions one by one:
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You’re right in saying that card draw would be a great thing — it would especially help me keep pushing more efficiently in the late game. I really hope some great draw cards for white weenies will come out in the future. The two cards you mentioned, while good, don’t fully convince me. Tocasia’s Welcome draws at most one card per turn, has no body, and has the same CMC as the most expensive card in the deck. I even tried Esper Sentinel for a while, thinking it might be strong in this deck like it is in other white decks, but I was wrong. This deck already has plenty of cards to open the game and is more interested in drawing cards in the late game, while Esper Sentinel shines more in the early game. I ended up replacing it, first with Thraben Inspector, and then — as soon as it was released — with Recruitment Officer, both of which are creatures that can comfortably be played in the late game.
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In this case too, you’re right in a way. It’s a pity to have only two removal spells, but the thing is: years ago I used to play four Path to Exile, then I went down to three, and finally to two. That’s because this deck wants to play almost only creatures, since it benefits a lot from them. If I start drawing more than one Path to Exile, the strategy can stall, especially since I need to reach a certain life total and — if I don’t see the right sequence or the opponent applies enough pressure — I need all the help I can get. I hope it’ll eventually become more viable to run more than two removal spells, or that they’ll release a creature — even a 1/1 with CMC 1 or 2 — that acts as removal. For now though, even though Winds of Abandon is interesting, Path to Exile remains my favorite.
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Patch Up and Raise the Past are very powerful cards for their CMC (I consider them better than the popular Abiding Grace), but I don’t like relying on the graveyard. This deck tends to be fast and tries to end games quickly, but beyond that, it also prefers to preserve its creatures, even the small ones (unless they’re Cat Tokens). Raise the Past, however, is a really interesting sideboard option.
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I tested Castle Ardenvale for a short time. On paper, it’s a promising card since it could help maintain the flow of creatures in the late game. However, I find that a card that only puts a 1/1 on the field when you have at least five lands (and no better spells to play) just underdelivers. Even assuming that you get to use Castle Ardenvale now and then, I think the benefit doesn’t outweigh the (small, but still present) risk of starting the game with a tapped land in play.
Lastly, I wanted to say that your rule of thumb regarding the number of disruption spells is relatable. You counted soul sisters as half a disruption spell each, and Giver of Runes as one full disruption spell each, right? I assume that’s because soul sisters don’t directly disrupt the opponent’s plans
Fluggleshmuggits on
Cube Eternal
7 months ago
IN
Phelia, Exuberant Shepherd
Loran of the Third Path
Recruiter of the Guard
White Orchid Phantom
Leyline Binding
Recruitment Officer
Bloodthirsty Adversary
Bomat Courier
Bitter Reunion
Barrowgoyf
Insatiable Avarice
Sheoldred's Edict
Emperor of Bones
Caustic Bronco
OUT
Solemn Recruit
Cathar Commando
Oketra the True
Imposing Sovereign
Faith's Fetters
Isamaru, Hound of Konda
Pyromancer's Goggles
Otherworldly Outburst
Thrill of Possibility
Night's Whisper
Painful Truths
Liliana's Triumph
Cabal Interrogator
Pain Seer