In the next 24/48 hours, one of the most frequent questions people will ask themselves is “should I run this Thatcher Revolt?”.
To help those questions be answered, here’s a comprehensive list of Thatcher Revolt synergy in AVR.
Cards with Great Thatcher Revolt Synergy – Play it!
Cathar’s Crusade: TR produces 4/4s and adds 3 counters to every other creature you control.
Goldnight Commander: TR produces 4/4s and gives your other creatures +3/+3.
Champion of Lambholt: TR turns your Champion into a near-unblockable 4/4, and likely makes your tokens near unblockable as well.
Kessig Malcontents: For 2R + 2R you get 3 1/1s, a 3/1, and deal 4 damage to your opponent, which is fine.
Angel of Jubilation: TR produces 2/2s.
Riot Ringleader: Your TR makes 2/1s.
Kruin Striker: Becomes a 5/1 trampler when you play TR.
Blood Artist: You get 3 1/1s, EOT opponent loses 3 life and you gain 3 life.
Bone Splinters: A 1/1 token you’ll sacrifice anyway is a fine Bone Splinters outlet.
Vigilante Justice: 3 damage spead out over creatures & players is a very powerful effect to add to TR.
Good Thatcher Revolt Synergy – Consider it!
Emancipation Angel: Playing the Angel post-Revolt means not having to return a ‘permanent’ permanent.
Angel’s Tomb: They work well together in an aggressive deck, giving you 6/6 of power across 4 bodies that avoid enchantment and sorcery speed removal.
Mass Appeal: For 2U + 2R you get 3 1/1s and draw three cards.
Peel from Reality: As your token is going to disappear anyway it can make an excellent Peel target.
Druid’s Repository: Effectively makes Thatcher’s Revolt free. If you want to be very aggressive while still ramping, well worth it.
Banners Raised: Your tokens are 2/1s for a turn. You have to be hyper-aggressive to run this, however.
Mediocre / Overcosted Synergy – Value Edges Only
Devout Chaplain: More an emergency play than anything else, the two cards do work together to exile artifacts and enchantments.
Dual Casting: Ok, you get 6 1/1s for 2RR and tapping another creature. Is that really whant you to be doing?
Burn at the Stake: If you think you’ll find the time to have 2RRR + 2R in your mana pool then go for it.
Demonlord of Ashmouth: Technically it works, but only if you have 2BB + 2R to throw around.
Barter in Blood: Can save you having to sacrifice your larger creatures, though the synergy isn’t great and you’re paying 2BB + 2R for the effect.
Corpse Traders: Somewhat costly for the effect at 2B + 2R, it still works.
Goldnight Redeemer: If you can wear the mana cost of 4WW + 2R then you’ll gain 8 life.
Captain of the Mists: If you have 3R + 1U + 1U + 1U you can tap three of your opponents creatures (or untap three of your own)
Rite of Ruin: For 7RR + 2R you… oh jeez, please, don’t do this.
Soulbond Creatures (eg. Nearhearth Pilgrim, Tandem Lookout, etc: You can bond a creature for a turn with a token, though you should be aware the bonding will be removed when the token disappears end of turn.
Rush of Blood: 2R and a card to give one of your tokens +1/0 is not worth it.
Sheltering Word: Nor is 1G and a card to give one of your tokens hexproof at to gain a life.
Battle Hymn: Tap two lands, get 3 mana. They have synergy, but its not synergy worth having.
Poor Synergy – Forget it
Arcane Melee: Technically your TR can now be played for R – how you make this work for you is unknown.
Ulvenwald Tracker: If your 1/1s are killing your opponent’s creatures on T5 when you can activate this and play TR at the same, you’re probably winning anyway.
Wild Defiance: Only if you’re pushing synergy with Ulvenwald Tracker, but that’s a whole ‘nother deck.
Gallows at Willow Hill: Turns TR into 2R + 3 – Exile target creature and give your opponent a 1/1. Not worth it.
Equipment (Bladed Bracers, Tormentor’s Trident, Vanguard’s Shield, Moonsilver Spear): Generally not worth the excessive cost 2R + Equip cost on the same turn, though Moonsliver Spear may just be worth it as it leaves a 4/4 flying angel behind.
No Synergy – What the Hell are you Thinking??
Avacyn, Angel of Hope / Sigarda, Host of Herons: You still have to sacrifice your TR tokens.
Builder’s Blessing: Your TR tokens will never get to block.
Cloudshift / Ghostly Flicker / Restoration Angel / Nephalia Smuggler / Deadeye Navigator / Conjurer’s Closet: That TR token is never coming back from exile.
Herald of War: TR is not a human spell.
Lair Delve / Somberwald Sage: TR is not a creature spell.
Primal Surge: TR is not a permanent card.
Harvester of Souls / Soul of the Harvest: Doesn’t trigger from tokens.
Havengul Skaab: Makes your TR only produce 2 1/1s.
Dark Imposter: 4BB to exile a do-nothing 1/1 is not a combo.
Demonic Taskmaster / Descent into Madness: These make you sacrifice at the beginning of your upkeep, not at the end of your turn.
Homicidal Seclusion: 3 is more than 1.
Killing Wave: Why you’d cast this after casting Thatcher’s Revolt I will never know.
Necrobite: You still have to sacrifice the token you give Regeneration.
Unhallowed Pact: That token can’t return from the graveyard.
Blessings of Nature / Revenge of the Hunter: Those counters will disappear when your tokens do and Miracle is terrible with TR.
Aura Enchanments (eg Call to Serve, Commander’s Authority, Ghostly Touch, Infinite Reflection, Spirit Away, etc ): These will all fall of a token at end of turn.
Lands: Just no.