Thalia, Guardian of Thraben

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Legality

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

Thalia, Guardian of Thraben

Legendary Creature — Human Soldier

First strike

Noncreature spells cost more to cast.

plakjekaas on If white isn't "allowed" to …

2 months ago

I did specify in the end my argument was constructed for Commander, because in 1v1 formats, you don't need to draw cards to win. I play mono white in Standard, and the advantage there is Usher of the Fallen (multiple creatures for just one card), Thalia, Guardian of Thraben (to keep the spell decks honest), Skyclave Apparition (premium removal that leaves a creature), Elite Spellbinder (taxing a spell you don't want to see, great tempo play on a 3/1 with evasion), Luminarch Aspirant (a must-answer creature that will run away with the game if you let it), a single Welcoming Vampire that barely ever loses summoning sickness, because literally every FNM opponent who plays against my deck doesn't want me to draw more, because my battlefield is annoying enough, and then post board, there's Archon of Emeria for when you're opponents are doing all the things and you need them to stop and Guardian of Faith to turn their boardwipes back into a 1 for 1. Practically all creatures have some mana- or card advantage built in without the words "draw a card" or "add a " written on. It's not obvious, but it's how white wins, that's why white is the underdog in commander, no matter how many colorshifted green/blue cards are added in commander to equalize the weaknesses, the good white cards are the nonobvious advantages like Ephemerate on your etb creature which blanks a removal spell on top of retriggering.

I don't really need to draw cards in Standard, it only dilutes the plan of tempoing out your opponent with efficient creatures to spend cards on it, and I'm pretty surprised people structurally kill the 1of Welcoming Vampire over any big Luminarch Aspirant or Elite Spellbinder, even when I threaten lethal next turn if I can remove their blocks.

plakjekaas on If white isn't "allowed" to …

2 months ago

Stax, tax & boardwipes? Forcing your own weaknesses for others to enjoy is something white is great at. Not many great tutors? Aven Mindcensor, now neither do you. Bad at drawing cards? Spirit of the Labyrinth, now you are too. Overwhelming me with many spells I can't keep up with? Rule of Law. I don't have very efficient noncreature spells compared to other colors? Thalia, Guardian of Thraben now neither do you.

All these things are powerful, and giving white good carddraw so they can collect and stack these kinds of effects, will make white a lot more powerful, which is why it's a good thing that Rhystic Study isn't actually white, even though it feels like a white effect.

Yet, Mentor of the Meek, Dawn of Hope, Welcoming Vampire, Esper Sentinel, Bennie Bracks, Zoologist, Bygone Bishop, Thorough Investigation, even when you exclude colorless supplements, white is building a catalog of consistent carddraw anyway, especially if you consider Teleportation Circle has an array of targets to blink for carddraw in mono W as well: Spirited Companion, Inspiring Overseer, Priest of Ancient Lore, Thraben Inspector, Professor of Symbology, Resistance Squad, Search Party Captain and Wall of Omens.

Also strategy-specific stuff like Mesa Enchantress, Sram, Senior Edificer, Puresteel Paladin, Losheel, Clockwork Scholar. I think it's weird to say white can't draw cards, I'd say you're not trying hard enough if you're still complaining about that today. At least for Commander. In 1v1 formats, carddraw just isn't as important to win the game if it has to happen before turn 5.

rambunctiousOrator on it's a deck alright

2 months ago

Hey, sweet deck. Let's take a look at win conditions and lands. I've identified a problem with your deck: You aggressively want to control the board with your 1-3 drops. While other players are playing 6 mana bombs every turn your are trying to eke out board advantage with 3 or 4 creatures a turn.

  • You don't need board wipes in this deck, they actively go against your game-plan, and in no way help you win.
  • Less removal in general. I counted 18 pieces of removal in your instants and sorceries. Keep Path to Exile, Swords to Plowshares, and Damn and get rid of the rest. You ARE the threat, if your deck is running slowly to the point that you feel like you need removal, you need better creatures.

As for lands, use this mana base.

Lands:

How would I change your win condition...well you are trying to do knight tribal...

Consider these cards:

Remove these cards:

-15 pieces of removal from instants and sorceries, keep Path to Exile, Swords to Plowshares, and Damn

Good luck, and happy hunting. Let me know if you want to continue the conversation or have questions

legendofa on Too many legendary creatures.

2 months ago

TypicalTimmy Of course, I enjoy the creation forum, and I know that new legendary creatures are popular there. I've happily put together a good few myself. But there's a difference between a fan site and official company policy, and right now the official company policy seems to be to create a potential commander for every niche and specific ability, and a few broad ones to cover all the bases. This makes a lot of the official ones, the ones most likely to be seen in the wild, either hyper-specific (Jorn, God of Winter  Flip, Satsuki, the Living Lore) or generically useful (Kenrith, the Returned King, Volo, Guide to Monsters). And that's not touching the non-Commander-focused legendary creatures (Lurrus of the Dream-Den).

I'll poke at the numbers with your outlier suggestions, but I don't think it will change the trend of legendary creatures per set jumping. First, though, I need to correct for the Thalia, Guardian of Thraben reprint in Crimson Vow.

lilgigantopithicus on Rebel Training Grounds

2 months ago

I play a version of Rebels in legacy that tries to consistently have cards that act like training grounds. I don't know how good Thalia, Guardian of Thraben is in Modern but in legacy spell based deck run rampant. The card fits well in more creature oriented Rebels deck with less spells since it can slow your opponent down to get your clunky rebels working. Chrome Mox also speeds you up and Rebels can help make up the card loss. I also find that Rebels searching synergizes well with cards that can either protect your guys or mess with your opponent at a low mana cost. This helps you get Rebels while throwing wrenches at your opponents plan. Giver of Runes does this and can attack and Urza's Saga can help find useful artifacts for free, it acts like a temporary land too which can be nice. Basilisk Collar is nice target for Saga in Rebels cause it let's your guys kill a lot of stuff and gain life.

Omniscience_is_life on how do i add a …

4 months ago

To answer your first question, all you need to do is add the letter combination for the set that the card comes from--like this:

[[Thalia, Guardian of Thraben (VOW)]]

That will give you Thalia, Guardian of Thraben.

And for your second question, each card has a set number that shows you that it's different from the others in the set. Thalia, Guardian of Thraben is only different from Thalia, Guardian of Thraben because I did them like this:

[[Thalia, Guardian of Thraben (SLD:37)]]
[[Thalia, Guardian of Thraben (SLD:38)]]

To get the specific Thalia you want, TappedOut has a weird way of dealing with promos... you can use

Thalia, Guardian of Thraben (PRM)

To get what you're asking for.

LethalKitten on mono white aggro

4 months ago

I definitely think that Thalia, Guardian of Thraben would be better than Reidane, God of the Worthy  Flip, it's cheaper and improves your mana curve a little. I would suggest 21 lands for this deck, or even 20. For dealing with artifacts or enchantments, you could put in Pithing Needle, but you could also try Hopeful Initiate.

Defied-27 on Mono white soldiers

5 months ago

Hey there, I love the idea of a soldier deck and wanted to build one for a long time myself. I personally would concentrate on fewer cards and more copies of these to make the deck more consistent. Also I don't know how fast you want this deck to be. Maybe you can consider less high drops in favor of your mana curve. Thalia, Guardian of Thraben hurts yourself a bit in this draft, considering you are running 13 noncreature spells and I would also consider dropping her, if you want to keep these spells. Lastly I recommend reducing your land count a bit to around 22/24. Blossoming Sands and Tranquil Cove are not of much use and will only slow you down, whereas Kjeldoran Outpost or Forbidding Watchtower (though not faster) come with a nice, flavorful effect. Cheers :)

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