Arcane Foundry › Commanders › Alistair, the Brigadier
Alistair, the Brigadier
Legendary Creature — Human Soldier · {1}{G}{W}{U} · Green/Blue/White commander
Whenever you cast a historic spell, create a 1/1 white Soldier creature token. (Artifacts, legendaries, and Sagas are historic.)
Whenever Alistair attacks, you may pay {8}. If you do, creatures you control get +X/+X until end of turn, where X is the number of historic permanents you control.
Build an Alistair, the Brigadier deck →
What Alistair, the Brigadier actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · cast_spellWhenever you cast a historic spell, create a 1/1 white Soldier creature token.
- Triggered ability · attackWhenever Alistair attacks, you may pay {8}. If you do, creatures you control get +X/+X until end of turn, where X is the number of historic permanents you control.
What an Alistair, the Brigadier deck needs
Plays as historic. What the commander asks of the other 99 — read from the card and checked by hand.
- historic spells — artifacts, legendaries and Sagas (each one makes a Soldier)
- a wide board for its team pump
The Alistair, the Brigadier deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 6× Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- 24× A card that is CAST to trigger the commander — reanimating or blinking it does not count
- 4× Make the commander connect — a body that never deals combat damage never triggers
- 12× Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- 4× A team pump that actually pumps tokens
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 2× Answer a spell or ability before it resolves
- 1× Answer a whole board at once
Best cards for Alistair, the Brigadier
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- Thousand-Year Elixir3 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Akroma's Memorial7 mana
- Ulvenwald Oddity // Ulvenwald Behemoth4 mana
- Lavaspur Boots1 mana
- Shang-Chi, Master of Kung Fu2 mana
- Ellywick Tumblestrum4 mana
A card that is CAST to trigger the commander — reanimating or blinking it does not count
- Boseiju, Who Endures0 mana
- Chrome Mox0 mana
- Darksteel Citadel0 mana
- Everflowing Chalice0 mana
- Gemstone Caverns0 mana
- Inventors' Fair0 mana
- Lotus Petal0 mana
- Mox Amber0 mana
Make the commander connect — a body that never deals combat damage never triggers
- Garruk's Uprising3 mana
- Elspeth, Sun's Champion6 mana
- Archetype of Imagination6 mana
- Eldrazi Monument5 mana
- Akroma's Memorial7 mana
- On Wings of Gold4 mana
- Infiltrator's Magemark3 mana
- Jasmine Boreal of the Seven3 mana
Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- Kozilek's Unsealing3 mana
- Replicating Ring3 mana
- Elspeth, Storm Slayer5 mana
- Esika's Chariot4 mana
- Hero of Bladehold4 mana
- Omarthis, Ghostfire Initiate0 mana
- Elspeth, Sun's Champion6 mana
- Wrenn and Seven5 mana
A team pump that actually pumps tokens
- Intangible Virtue2 mana
- Caretaker's Talent3 mana
- Inspiring Leader3 mana
- Prava of the Steel Legion3 mana
- Gideon's Memorial2 mana
- Mite Overseer4 mana
- Phantom General4 mana
- Finale of Devastation2 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Path to Exile1 mana
- Swords to Plowshares1 mana
- Reality Shift2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- March of Otherworldly Light1 mana
- Beast Within3 mana
Find the exact card the plan needs
- Green Sun's Zenith1 mana
- Nature's Rhythm2 mana
- Neoform2 mana
- Worldly Tutor1 mana
- Reshape2 mana
- March of Burgeoning Life1 mana
- Mask of the Mimic1 mana
- Long-Term Plans3 mana
Answer a spell or ability before it resolves
- Mindbreak Trap4 mana
- Fierce Guardianship3 mana
- Force of Negation3 mana
- Force of Will5 mana
- Flare of Denial3 mana
- Pact of Negation0 mana
- An Offer You Can't Refuse1 mana
- Arcane Denial2 mana
Answer a whole board at once
- Vanquish the Horde8 mana
- Supreme Verdict4 mana
- Wrath of God4 mana
- Day of Judgment4 mana
- Shatter the Sky4 mana
- Split Up3 mana
- Winds of Abandon2 mana
- Depopulate4 mana