Warriors' Lesson

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Hero Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Theros (THS) Uncommon

Combos Browse all

Warriors' Lesson

Instant

Until end of turn, up to two target creatures you control each gain "Whenever this creature deals combat damage to a player, draw a card."

Warriors' Lesson Discussion

Sorin_Markov_1947 on Dreadhorde arcanist replacement

4 weeks ago

Don't you think that's not enough lands to fetch? You've got 18 fetch lands (counting FP and evolving wilds), but only 5 to fetch. That means that you can only ever have 5 mana-producing lands.

Also, my problem with Naya Feather (I too recently changed my stance on it) is that there's just not enough good green to be worth splashing for now that I've made it modern. It's like Season of Growth , and Warriors' Lesson , and possibly Domri's Ambush are the only ones and that's not enough.

trey12321 on Tainted Bond

1 month ago

Thanks for the suggestions, Lucky! The issue I've run into with Alms Beast is that it's strength is largely dictated by what my opponent is playing, making it seem more relevant in a sideboard. Even then many of the large creatures that I can't outsustain with the occasional self-heal tend to either have life-gain effects anyways (IE. Griselbrand or Wurmcoil Engine ) or are better targeted by a Condemn than hoping that they only have the one creature so that Devour Flesh would be relevant, though I would likely keep some Devour Flesh in the SB. Even Oust seems to be generally better specifically because I can choose a target, and even if the damage is only effectively a bolt it works better on smaller creatures or the ones that don't attack and therefore can't be Condemn ed anyways.

The other creatures are primarily placeholders at the moment. I'd auto-include Dark Confidant if I had the money for him at the moment, and I already have Wall of Shards listed in the main deck. Currently running the cheap deathtouch creatures+ Warriors' Lesson is a solid enough replacement until I can afford it, but it's not looking to be the end-all-be-all of the build.

Manamorphose is actually probably a really easy way to justify Aria of Flame now that you mention it, so I'll probably look to get some for it when I've got the money to spare.

Thanks again for the suggestions...!

Vlasiax on Gargy Boi

2 months ago

For draw I'd suggest adding Warriors' Lesson and Hunter's Insight as they also target Gargos' ability. Same thing with Whip Silk it literally is ": Gargos fights target creature".

Vlasiax on Hydra Fight Club

3 months ago

Also I've noticed you did not include Warriors' Lesson and Hunter's Insight - these two provide card draw and trigger Gargos' fight so I think that they deserve a spot here

ClockworkSwordfish on Shadow folk

9 months ago

Since you're relying on all of your creatures being unblockable, you might appreciate Warriors' Lesson as a cheap way to draw some cards. Likewise, Phytoburst is probably more efficient than Giant Growth, since surprise value is kind of wasted on an unblockable attacker.

It might be need to run some fog effects - Fog and Holy Day are fine, but Tangle and Moment's Peace are ideal - since you can't block your opponent's creatures, either. That way you'll ensure you can win the damage race!

cleandeceit on Toxic Relationship: Hapatra EDH [PRIMER]

10 months ago

Well as far as additions are concerned, I dont know if I have what you are looking for, but here are a few cards I can make a strong argument for.

Read the Bones - Not the same ceiling as a card like Driven, but definitely a higher floor. I dont know how fast your metta is, but if you are like me, when you want to draw cards, you want to draw cards now and not sit around waiting for upkeep or other conditions to be met. I think of Read the bones as a better version of Harmonize. I know for sure it deserves a spot in your 99 more than Deathreap Ritual and I would argue it more valuable than Phyrexian Arena too. With a 2 cmc commander, you do often have 7 cards in hand on turn 3, so casting Read the Bones on curve might not be that desirable, but if you are in a pinch, I feel it's still worth it to bin one card in order to get whatever peace you need. If you haven't used this card before, run some playtests with it, I am never disappointed to have Read the Bones in hand.

Mask of Memory or Skeleton Key - I personally haven't tried these two out yet but I was strongly considering them for the synergy with Archfiend of Ifnir. I was thinking that equipping the Mask to a snake would be a good way have the opponent not block, but that plan might not always work. The Key is a little more likely to connect could possibly help Hapatra get in but I'm not sure its worth it. Along the same line you could also consider Keen Sense or the slightly worse Sixth Sense. Warriors' Lesson is interesting in that you could use it on your opponents creatures.

Memory Jar and Bazaar of Baghdad both have synergy with Archfiend of Ifnir again but are useful all by themselves. And if you are going to be discarding more often why not think about Skeletal Scrying (which is also helpful with all those fetchlands you have).

In my own list I also run Whispersilk Cloak just for Hapatra but that doesn't have anything to do with card draw.

Underrealm Lich and Izoni, Thousand-Eyed are higher on the mana dump but either one is worth considering and obviously they work well together. I know these two suggestions are kinda out there at first glance, but I think if you really consider their potential, they have value. It may require to much of a direction change for the deck right now, but good to keep these cards in mind.

Concordant Crossroads - This is another card I'm surprised you dont run already. When your combo lands endless tokens, this can be a finisher for one mana.

Viridian Corrupter - Because we tutor for creatures so often, I feel like this dude is worth including. If there is an artifact you really need to take out, why not overlap with some infect potential? Every deck has artifacts in it and no one wants to start taking poison counters, especially when they know you can proliferate, but that's just the threat, the real value is in the snakes he nets you when they block or attack (and they will attack if you are blowing up their nice things).

Fauna Shaman - the budget version of Survival of the Fittest, why not run both? More tutor means more combo and more discard means more synergy for the Archfiend of Ifnir as well as other cards I mentioned like Skeletal Scrying or Izoni, Thousand-Eyed.

Vedalken Orrery - Now I know this can be less helpful in the faster metta, but if you have the time to deploy it, it is very powerful. Many of the combos in your deck are creature baised, this protects them. It also helps set up that "Defense of the Heart.

Bear Umbra - I dont know if you are in the market for more ramp but I like the idea of keeping Hapatra on the table as long as possible. And because the untap trigger doesn't require you to deal damage I would argue this is even better than Sword of Feast and Famine.

Viridian Longbow - this one I wanted to throw in just for fun. It basically gives you another Ulvenwald Tracker tracker effect and could be very useful.

Well I bet you have considered many of these cards already but sometimes the value of a card can change from the first time we see it. Sometimes its helpful to go back with a fresh perspective and decide if now is the time to shake things up. I hope my ideas here are useful, even if the cards I listed dont make it into your deck, it may help you get those brewer's juices flowing for your own ideas and help make sure the deck keeps evolving the way you want it to. I know I'll be coming back to see what updates you have in the future. Maybe Ravnica Alliance will give us something spicy :)

KablamoBoom on

1 year ago

Chart a Course < Warriors' Lesson

Unsubstantiate/Vapor Snag < Hardened Scales

Also you should run Rhonas the Indomitable.

Profet93 on

1 year ago

Since you're playing Azusa, you're gonna want more lands to play your threats more quickly. I would go up to at least 44 as a starting point and then add up to (usually no more than) 50 lands.

My first comment doesn't work with spoilers so here it is.

Cuts and Additions

I see you have an eldrazi theme. That being sad, you should only add the important eldrazi to free up slots that will help you achieve your goal.

Desolation Twin - Two big dudes with no trample or ETB

Eldrazi Devastator - Big dude with trample for 8 is not worth it

Endless One, Feral Hydra, Undergrowth Champion Verdant Force - More big dudes with no real impact, verdant force tokens are not abused in your build

Sakura-Tribe Elder - Replace with land

Solemn Simulacrum - Replace with land. Sad robot is used in decks with no ramp or card draw like boros. You're green so this isn't necessary

Vorapede - Medium sized dude that comes back, no central to your game plan

While I personally don't like Nature's Spiral, you might as well replace it with Recollect. It costs 1 more but can get you back cards like G-Wave or Tooth and Nail. Huge difference for 1 mana, worth it.

Renegade Map - Replace with land 100%

Beastmaster Ascension - Best in a token build, not your deck

Curse of Predation, Forced Adaptation and Retreat to Kazandu - No benefit to your strategy. Yes the last is landfall, but its not significant landfall.

Song of Freyalise - No idea why this is here, you're not a token build

Blinding Fog < Heroic Intervention

Warriors' Lesson - Weak

Plummet - Limited removal (meta dependent)

Additions

Kozilek, Butcher of Truth - Card draw, threat, HIGHLY recommend.

Kozilek, the Great Distortion - Super card draw. You will need colorless mana for him. Given that you're mono green, I would replace some basic forests with some non basic lands for both utility AND so you can run him. Azusa decks NEED card draw and he is one of the best

Conduit of Ruin - Helps you find threats, cost reducer

Bane of Progress - Should at least consider it. It may not work in your build necessarily, but it can absolutely destroy board states. Terastodon could also work without hurting you.

Emrakul, the Promised End - Big dude, cost reduced, cast trigger/mind control and protection with evasion. HIGHLY recommend.

Fierce Empath - Finds threats or either kozileks for card draw

Multani, Yavimaya's Avatar - Read it, run it. Love it. works well with fetches.

Nissa, Vastwood Seer  Flip - Helps you get lands, turns into an engine afterwards. Dont have to run it but it might help.

Courser of Kruphix and Oracle of Mul Daya - If you listen to anything I said, run these 2. Fixes draws, ramps and even some lifegain.

Ramunap Excavator - You should run some fetches (cheap ones or expensive ones) to help ensure and fuel land drops, thin out deck and provide recursion for utilty lands.

Tireless Tracker - Provides card draw, gets big, works well with fetches (I mentioned fetches many times, they are probably important. RUN THEM!)

Ulamog, the Ceaseless Hunger - Removal wincon. Green doesn't have much permanent removal so ulamog helps.

Ulamog, the Infinite Gyre - See above

Woodland Bellower - Utility in finding whatever you need. Ramunap Excavator for recursion, e-wit for general recursion, courser of kruphix for ramp, reclamation sage (if you chose to add it) for artifact/enchantment removal, fierce emmpath to find eldrazi bombs, etc.... Depends on if you have enough targets (note: NON-legendary)

World Breaker - Works with your eldrazi idea, can recur itself, removal all in 1.

Yavimaya Elder - Dont need to run it but it helps with card draw and ramp, up to you.

Greater Good - Remember, card draw is azusa's biggest issue. This card basically makes it no issue. Also is a nice sac outlet against exile and steal effects. RUN THIS!!

Song of the Dryads - You need permanent removal in green, this is great to use on their commander (particularly on red or black generals who have difficulty removing enchantments). Also see Beast Within if you prefer instant speed interaction and actually destroying something. Up to you, but I like song of dryads more (it also a permanent to go with g-wave)

Survival of the Fittest - Creature tutors are HUGE. Helps you find bombs or key utility (see ramanup excavtor). Lastly, protects against graveyard exile effects by tossing a create, getting an eldrazi like Kozilek or Ulamog that shuffles your grave back in.

Sylvan Library - Like sensei's but you can pay the life to draw more cards. I can't tell you how many times this has helped me. TOP DECK MANIPULATION with FETCHES = GOOD TIMES/SMOOTHER DRAWS!!! RUN THIS!

Garruk, Primal Hunter - Card draw, can make tokens and ult is relevant. Although I just minus him right away (can use Soul's Magesty instead, but it isnt a permanent for g-wave).

Rishkar's Expertise - Card draw AND casts a 5 cmc or less spell for free. Run it either instead of or in addition to the above (usually in addition to).

Nissa, Vital Force - +1 is ok, -3 is relevant, and just read the ult. Protect it for one turn and you'e golden

Boundless Realms - The ramp is strong with this one

Rude Awakening > Sylvan Awakening. Yes they arent indestructible, but it's utility in becoming a wincon late game or ramp mid game is great. Also works well with mana doublers like Zendikar resurgent or Mana reflection.

Horn of Greed - BEST CARD IN YOUR DECK. You will get WAY more value than your opponents.

Crucible of Worlds - To work with fetches!! ADD THIS (and the ramanup excavtor)

Thaumatic Compass - Helps ensure land drops, turns into a better maze of ith. Should consider but not necessary

Momentous Fall - Very useful but not necessary. Helps prevent exile/steal effects. Can also use in response to removal (creature dies anyways but you get insane benefit).

Utility Lands

Here are some fetches, these are your primary ones to acquire

Blighted Woodland

Evolving Wilds

Misty Rainforest

Myriad Landscape

Terramorphic Expanse

Verdant Catacombs

Windswept Heath

Wooded Foothills

Terminal Moraine - Nice but not neccesary if you run above

Warped Landscape - Same as above

Utility Lands

Cavern of Souls - Anti blue (meta dependent)

Crystal Vein/Ancient Tomb - Enables turn 2 Azusa, vein is replayable ramp with crucible/excavtor

Eldrazi Temple - Fuel eldrazi

Eye of Ugin - Tutors AND fuels eldrazi. SUPER Important card. ADD THIS! Helps you find the eldrazi you need for card draw, removal and to win.

Nykthos, Shrine to Nyx - Ramp

Reliquary Tower - No max hand size

Sanctum of Ugin - Find other eldrazi

Thawing Glaciers - Ensures land drops! ADD THIS! I underestimated it at first too but it's pulled some weight

Yavimaya Hollow - Regen

You can add land destruction like strip mine if you want but idk how your playgroup is. There are other utility lands too but I feel like this is enough for now

When/if you accept/like some of these ideas, I would like to present you with cards for finding the important utility lands (like eye, which in turn can find your creatures needed to win, ensures consistency!)

If you have any questions, want more feedback or cuts, let me know!

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