Spoils of Adventure

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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
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Vanguard Legal
Vintage Legal

Spoils of Adventure

Instant

This spell costs less to cast for each creature in your party. (Your party consists of up to four creatures, one Cleric, Rogue, Warrior and Wizard, each.)

You gain 3 life and draw three cards.

Frankomancer on My girl wants to party all the time party all the

3 years ago

While Luminarch Aspirant can be good, I think it only truly shines in decks that care about +1/+1 counters. In order to get a more consistent full party and help protect against board wipes, I'd suggest playing Seasoned Hallowblade instead. Also, I'm surprised to see a UW party deck not playing Spoils of Adventure ! A 2 mana instant speed draw 3 with lifegain is absolutely NUTS, especially in an aggressive deck with a lot of low cmc creatures.

Depending on your meta, putting either Apostle of Purifying Light or Remorseful Cleric in your sideboard also gives you more clerics that work as graveyard hate, while Glorious Protector fights the blowouts Party decks tend to experience against boardwipes.

mokel_mandoer on

3 years ago

Why not play 4 copies of Spoils of Adventure? I find myself being able to consistently play it for 4 mana on turn 4, and if you're playing Barrin then you should have the blue mana to play it.

Epicurus on Party Allegiance

3 years ago

Massacar I added custom categories to the decklist to help with responding to your comment.

First off, Thran Turbine and Training Grounds are excellent suggestions, and I'm going to syft through the list to find room for those two, for sure, when I have time.

As for the other specific suggestions, my creature types are somewhat too varied, so Coat of Arms runs the risk of being more beneficial to my opponents than to me, even with as many allies as are there. And Biomancer's Familiar and Heartstone don't really help the commander all that much (though I will consider them because of their potential to help other creatures).

As for the number of creatures, I'm on the fence. Yes, 46 is a shytload. However, look at the distribution of them in my categories. I only have 9 Warriors, which is less than 10% of the deck, and that's the Party type I have the most of. Having a full party is incredibly helpful for casting the commander, and is furthermore vital for cards like Zagras, Thief of Heartbeats, Thwart the Grave, Spoils of Adventure, Nimble Trapfinder, Ardent Electromancer and Linvala, Shield of Sea Gate, without mentioning the other few party related cards. And while I could make cuts from the list of nonparty allies, doing so detracts from the effectiveness of many of the abilities of the allies, which are dependent on having others around to care about. And the changelings alleviate a lot of what I'm saying here, but I only have 4 of them, and they're the only ones I care to have.

So, in short, I get it. But nearly 50% creature just seems to me to be the way to build around the party mechanic effectively.

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