Thalia, Heretic Cathar
Legendary Creature — Human Soldier
Creatures and nonbasic lands your opponents control enter the battlefield tapped.
|Have (4)||NineNotesKnives , CompleteWaste , metalmagic ,|
|Want (4)||TheMagicFanatic , DeadKingsx , OziDeck , FleetingGlance33|
Printings View all
|Eldritch Moon (EMN)||Rare|
|Promo Set (000)||Rare|
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|Commander / EDH||Legal|
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Latest Decks as Commander
Thalia, Heretic Cathar Discussion
3 weeks ago
I've made a few changed to the deck in an effort to lower the mana curve and also include some more hatebear elements to try and slow down the game to give me more time to catch up.
1 month ago
I'd look into other variants of a hate-bears style deck. Thalia, Heretic Cathar and friends can be high-value.
I may test more out post-Flash-ban!
1 month ago
It really does depend on your deck, Bojuka Bog and Dryad Arbor are seriously competitive cards, and The Gitrog Monster does turn Barren Moor into Ancestral Recall-lite. The most competitive decks will want to play on (or ahead of) curve, but that doesn't mean it invalidates every land that enters the battlefield tapped.
On top of that, commander is the last format that I don't have to play competitively, so I do tend to resist statements that tell me my playstyle is garbage 0:)
One of my favourite things to see in a game of commander, my Thalia, Heretic Cathar turning your ABUR duals into simple guildgates anyway >:)
2 months ago
I have another deck that is like your second idea. Tajic, Blade of the Legion, and board wipes.
And I do agree with your last sentiment. That is why if Boros is going to get anywhere we need to flex what Red White is good at: Destroying anything and everything. I am constantly trying to find a place for Razia's Purification as a game ender.
2 months ago
Do you think Urabrask the Hidden Thalia, Heretic Cathar Loxodon Gatekeeper Blind Obedience type of effects would help? Makes it hard for opponents to pick whether to attack or block with the creatures they untap with ...and Windborn Muse Ghostly Prison effects help close the value gap because opponents have to stop progressing board in order to attack in the early game. I play Legion's Initiative Eerie Interlude Gerrard, Weatherlight Hero and Tajic, Legion's Edge and a lot of wipes so I can reset their boards while mine remains in tact.
Its tough getting outvalued. So many awesome cards that have no home in edh because boros gets no card draw or ramp. Heres my experience with aurelia- I finally get land to play my commander! and someone with a counterspell counters it. Cool. Now my turn ends and they begin their's. They draw 3 cards play 2 lands and drop a creature and leave 2 blue mana up and pass it back. Fughhhh
2 months ago
Check out https://mtg.gamepedia.com/Nonbasic_land as it lists all the non-basic lands for each color specifically. Some analysis of my own though:
Polluted Delta and friends. Extremely useful for guaranteeing color access. The shuffle effect can generate extra value when you know what the top card is (especially Sensei's Divining Top and Brainstorm, but really any scry/reveal effect) by shuffling away cards you don't want. Generates huge color access when paired with Shocklands. The "pay 1 life" clause does add up, especially against decks like burn. Reusable from plenty of cards, and it also slightly thins the deck. Hosed by a few random effects like Aven Mindcensor or Leonin Arbiter that stop searches. Also hosed by Thalia, Heretic Cathar (and Root Maze if legacy/vintage) due to having two lands enter tapped instead of just one. A staple of any 2+ color deck, the positives far outweigh any negatives.
Overgrown Tomb and friends. Used in conjunction with fetchlands to guarantee color access. The 2 life to shock hurts, especially when fetched to make it 3. You can always crack fetches to grab shocks at the end of turn before yours, to have the shock enter tapped to save the 2 life. This allows you to keep mana open for instant speed response if you need it, while getting the reduced enter tapped cost if you don't need to respond to something. You generally want 1x of each shock for color access, and I personally think a 2:1 ratio is good for fetches:shocks. I will often start with 8:4 fetches:shocks for 2 or 3 color decks, and adjust as necessary from there.
Spirebluff Canal and friends. A nice dual land without land types that can guarantee color access fast and early. You generally should run 2-3 of these in a deck. Take note that you can play them untapped as the first, second, or third land. You like to see 1 or maybe 2 of these in a game, but don't like to draw them later. If drawn later in the game, entering tapped usually isn't nearly as big of a deal if the land entered tapped on turn 1/2/3. Extremely useful against decks like Burn or most aggro decks that seek to pressure your life total fast and early.
Dragonskull Summit My favorite lands to use in conjunction with a fetch/shock package. They work extremely well with fetches and shocks, but do note that they will always enter tapped if it is your first land. A nice card to run, relatively efficient $$$-wise, but it doesn't play well with other non-basics such as the fastlands. These lands will also raise the percent of hands you need to mulligan with, as some otherwise playable 2 land hands will always make the checkland enter tapped (like if the other land is a fastland or other land without a basic type). Very efficient in 2 color decks, extremely efficient in 1 color dominant decks with a splash of another color for one card or sideboard reasons.
Cascade Bluffs and friends. Useful when you have extremely color heavy cards such as Kiki-Jiki, Mirror Breaker or other 3+ colored mana requirements. Hosed out by Damping Sphere. Worth noting that this will never make colored mana on turn 1, which slightly raises the amount of hands you will have to mulligan. A fine option for most decks, especially if you pulled one from a pack and have it available. You will see the most benefit from these in 3+ color decks.
Port Town and friends. Similar to check lands, but they perform slightly differently. They can enter untapped on turn 1, which is a massive gain, but enter tapped if drawn later on after you've played your lands out from your hand. Doesn't work well with other non-basic lands outside of fetch/shocks. I personally skip these in favor of check lands, but if you notice too many turn 1 plays being broken by check lands, this may be the solution.
Prairie Stream and friends. Also known as tango lands. Useful in 2 color decks where you will see more basics. Can't recommend them too highly there either, but that is where can possibly see play. These have basic land types, so they can be grabbed with fetchlands, useful as an EOT play so you can untap with them normally. Really not very useful, hard to have them enter untapped. Still significantly better than almost every land that 100% enters tapped though, as it sometimes enters untapped and is fetchable.
Always enters untapped, always guarantees color access. You can navigate around the 1 life on later turns by using it for instead of a color. Useful in decks that must have color access. A good budget replacement if you can't afford a fetch/shock mana base. This land will suffer against burn.
There are only 6 of these, all enemy colored except for Horizon Canopy, but spicy tech for sure. Useful in a deck like Burn that depletes its hand, or decks that use Life from the Loam to get repeat draws from the horizon lands.
3 months ago
Don't under-rate Thalia, Heretic Cathar as a means of slowing your opponents lands and creatures.
As much as I love him I would cut Knight of the White Orchid as you currently only have 1 plains to search up.
I would also tune your sideboard to have 2 or 3 of your most important cards like Rest in Peace and Gideon of the Trials as actually drawing a 1 of from your sideboard is highly unlikely without dedicated tutors.
3 months ago
Thalia, Heretic Cathar has been a consideration for the deck, however, I am not currently convinced that it is better than any of the card already in the deck. The main reason is that it comes down too late to stop what it is trying to stop. At 3 mana, you are mainly trying to stop lands from entering and providing mana. Most of the time, when you try to cast this, people will have already played out all their lands.