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1v1 Commander | Legal |
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Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
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Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Thraben Inspector
Creature — Human Soldier
When this enters, investigate. (Create a colourless Clue artifact token with ", Sacrifice this artifact: Draw a card.")





Elgravo on
Martyr Life
3 weeks 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
DeinoStinkus on
Equip
9 months ago
You need Hammer of Nazahn, Grafted Exoskeleton, Shadowspear and Open the Armory. Mana Crypt, Mana Vault, and Mox Opal if possible.
Cuts:
Adaptive Automaton (clunky, what are you choosing??)
Benalish Marshal (too mana intensive for so little impact)
Bladegraft Aspirant (same)
Burnished Hart (too slow)
Chief of the Foundry (too much mana for so little impact)
Eivor, Battle-Ready (way too expensive)
Kassandra, Eagle Bearer (not really cost efficient since you don't have the spear)
Militia Bugler (not good)
Mother of Runes -> Giver of Runes
Novice Knight (not good)
Thraben Inspector (not really refined for your game plan)
Darksteel Plate -> Mithril Coat
Explorer's Scope (not good)
Haunted Plate Mail (not good)
Ring of Thune (not good)
Sword of Hours (not good)
Sword of the Paruns (not very good)
Hieromancer's Cage -> Borrowed Time
Pacifism (not good)
Council's Judgment (this card sucks)
wallisface on
1 year ago
Some thoughts:
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considering how high your mana curve is, i’d be expecting 23 lands minimum.
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Reprieve feels very weak here when the game’s going to be grindy - the opponents still going to be able to cast their spell easy-enough.
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you have almost nothing to do turn 1, imo you need some mire early-game plays - stuff like Thraben Inspector should fit your budget and go well here.
thijmnesoy on
1 year ago
Gattison yeah there is some pretty good card draw in white nowadays in pauper. and it would make the deck more consistent I think.
think of Thraben Inspector, Inspiring Overseer, Spirited Companion, Goliath Paladin, Palace Sentinels, Militia Bugler, Search Party Captain,
HeadinPants on
Avatar: The Last Airbender
1 year ago
Alrighty! After another 8 hours of sleep and another hour of looking, I came across a final 3 cards that might fit Sokka if the got alters:
- Stun Sniper: I'm thinking about him sniping "Combustion man" with his boomerang
- Territorial Hammerskull: Yes, it's a dinosaur, but it parallels well with him blocking Ty Lee with his head when they were trying to rescue King Bumi
- Thraben Inspector: I like this card as a nod to when Sokka was trying to investigate the death of Chin the Conqueror to prove the Avatar's innocence
wallisface on
Bow Down to Sheoldred
1 year ago
idfkgabe decent creatures in white and/or black are aplenty, but might depend on your budget. Some options include Giver of Runes, Esper Sentinel, Solitude, Dauthi Voidwalker, Orcish Bowmasters, Leonin Arbiter, Skyclave Apparition, Grief, Dark Confidant, Thraben Inspector, and Archon of Emeria
plakjekaas on People's Thoughts on Mommy Norn?
2 years ago
No, she doesn't shut down shocklands. Paying life for your shockland is not a trigger. It does not use the stack, you cannot react to it, just like you can't react to the creature type being named with a Cavern of Souls. Because the oracle text says "As ... enters the battlefield" not "When ... enters the battlefield".
It looks like the people defending her never played with Tocatli Honor Guard, Hushbringer, Torpor Orb or Hushwing Gryff and have no idea what the oracle text actually means. And Norn is worse, since it's every permanent entering the battlefield, not just creatures. Like Strict Proctor.
TypicalTimmy I looked at your Miirym deck, here's the "occasional benefits" Elesh Norn is actually going to shut down or interfere with:
That's a lot of synergy, ramp, carddraw and wincons shut down by a commander. About 1/3rd of all your nonland cards. And that deck is going to have a hard time removing her too, by the looks of it.
Now there are a few cards that get better playing against Norn: bouncelands like Boros Garrison don't return lands to hand anymore, Kroxa, Titan of Death's Hunger doesn't need to sacrifice itself, but effects like those are not enough to catch up with the Norn player.
What's this "no game-winning effects in white" everyone is talking about? Cathars' Crusade will end the game in a hurry, especially if you pair it up with something like Blessed Sanctuary. Double up on every O-ring effect. Stonehorn Dignitary will keep you alive, especially if you play Teleportation Circle and Conjurer's Closet, as one definitely will in this deck. Felidar Retreat and Emeria Shepherd with all your Land Tax effects will snowball into an enormous boardstate easily. Solitude will rule the table. Sun Titan is still one of the most played white creatures for a reason. For carddraw that white wasn't supposed to have, Spirited Companion, Carrier Pigeons, Combat Thresher, Farsight Adept, Inspiring Overseer, Mentor of the Meek, Priest of Ancient Lore, Resistance Squad, Roving Harper, Rumor Gatherer, Search Party Captain, Skyscanner, Thraben Inspector, Wall of Omens all double up with Norn. Because everyone memed that white is a bad colour, nobody seems to know what the color has to offer. It could already hold its own without such a saltmine of a card for the command zone, and if you need this middle finger to half the popular deck archetypes to even consider building it, you do you, but prepare to be avoided.
enpc on If white isn't "allowed" to …
3 years ago
Is this supposed to be in the Commander forum? If so, I'll happily move it there. But this "white doesn't have good card draw" holds little to no water outside of commander. And while commander definitely is popular, it is not the only format in the game.
Outside of commander, white does its thing via weenies or stax, or both. And what it does is brutal. There's a reason that archetypes like mono white death and taxes are a well defined thing. And additionally, you can run more than one copy of a card in non-singleton formats (shock horror). That means cards like Thraben Inspector can be run as up to a 4 of, which is now 4 cantrips in addition to being a 1 mana beater.
And hell, there are mono white decks that run 4 copies of Land Tax in addition to Scroll Rack for insane levels of card advantage. The deck is called Parfait.
As I said, mono-white is very strong and doesn't need anything to help balance the tides. And white as one of the main colours in a two or three colour deck is insanely strong. Take a look a stoneblade as a prime example.
Seriously, can we please stop thinking that Magic the Gathering lives on purely to service the Commander player base?
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