Arcane Denial

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masters 25 (A25) None
Commander Anthology (CMT) Common
Commander 2016 (C16) Common
Commander 2013 (C13) Common
Masters Edition (MED) Common
Alliances (ALL) Common

Combos Browse all

Arcane Denial

Instant

Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.

You draw a card at the beginning of the next turn's upkeep.

Price & Acquistion Set Price Alerts

A25

CMT

C16

Ebay

Recent Decks

Arcane Denial Discussion

TheRealYiazmat on Tatyova, Benthic Druid

4 hours ago

Hello! So I see you mentioned in your description that this is your first commander deck. It has a pretty solid base, so I will just give you some rules that I tend to follow when I build. At a baseline, I tend to run 10 sources of draw, 8-10 sources of ramp, and 5-10 pieces of spot removal.

Tatyova, as I understand it, is going to be the leader of a merfolk tribal deck. Merfolk tend to have a low converted mana cost, so Tatyova allows you to draw into more cards to continuously cast more and more merfolk. That being said, if you are running Tatyova, I would up your land count somewhat, up to at least 38 or 40. I would recommend a plethora of nonbasics like Botanical Sanctum Hinterland Harbor Breeding Pool Simic Growth Chamber Simic Guildgate Skyshroud Forest Temple of Mystery Thornwood Falls Tropical Island Woodland Stream Yavimaya Coast including as your budget allows. I included tropical island, an insanely expensive card, for the sake of brevity.

In terms of removal, I tend to include some counter spells in this category. You should pick up Counterspell Arcane Denial and Swan Song. Negate is very good also. For spot removal, you should consider things like Rapid Hybridization Krosan Grip Beast Within Nature's Claim and Curse of the Swine. I tend to try to get a board wipe or two as well, so look into Wash Out and Cyclonic Rift and River's Rebuke.

For draw, and additional land drops, I would run Rites of Flourishing Wayward Swordtooth Horn of Greed and possibly Helm of the Host for the commander. You want ways to hit more than your only land drop. Consider Dictate of Kruphix Brainstorm Preordain Ponder and Well of Ideas. For some tribal support and creature support, you have Vanquisher's Banner and Herald's Horn as you mentioned. I would look into Zendikar Resurgent as well.

For ramp, you pretty much want the classic green stuff, some of which you have, like Cultivate Kodama's Reach Rampant Growth Sakura-Tribe Elder Explosive Vegetation among others. These spells double as draw spells when Tatyova is out! So they are very great. I would steer away from Simic Signet and Darksteel Ingot forms of ramp because this deck should focus on lands, but they are by no means bad inclusions.

Things like Unsummon and Rescue are good for saving creatures you want to keep, but countering the spells which remove them, or giving them hexproof is an effective way to avoid removal. Kumena, Tyrant of Orazca is also enormously powerful in a deck like this. I don't see a Lightning Greaves or Swiftfoot Boots and those are staples. Consider investing in a Thought Vessel

In terms of general advice, I would up the creature count if possible.

I know I have given you an overwhelming amount of card suggestions, and don't break the bank getting the expensive ones. A lot of these cards are staples in commander if you don't have them and they will go an extremely long way to making your game play feel more consistent and effective. Let me know if you have any questions. Beating people to death with merfolk is a lot of fun. Speaking of islandwalk, consider Thada Adel, Acquisitor and something like Quicksilver Fountain to create islands.

TheRealYiazmat on Once? Twice?! Thrice!!! [Naban Budget Wizards]

7 hours ago

Very interesting deck! The budget is very reasonable for the power level this gives. I would suggest that instead of Disdainful Stroke you could run Arcane Denial even though this gives your oppenents draws, I tend to always include that card in my wizards decks. I considered making a Naban deck when he was spoiled and after I pulled one, so I will bookmark this and check it out when I get the urge to make it!

illich on Sultai Mid-Range

15 hours ago

Changing it into a more controlling deck, keeping some of the main combo pieces but getting rid of some of them.

Animate Dead Mystic Remora - more of a multiplayer card then Highlander format. Rapid Hybridization - will be adding Fatal Push eventually. Reanimate - also more of multiplayer card as I don't play the many fat reanimate targets myself. Gilded Drake Dramatic Reversal Isochron Scepter - not playing enough mana rocks/dorks for this to be viable. Lim-Dul's Vault Arcane Denial Exploration - will add a Courser of Kruphix Swan Song Sword of Fire and Ice Batterskull Seedborn Muse - more of multiplayer card. Sensei's Divining Top Counterbalance

lewj on Muldrotha

1 day ago

Also I personally think Arcane Denial is better than Negate in most scenarios

Meurth on Quick...Kill The Hippo!!

3 days ago

Island Sanctuary is great here. Arcane Denial fits the theme I guess.

Very refreshing idea to be an enabler, does it speed up the games a bit? Our commander games always take forever lol

kylbeon on Locust GODLIKE

6 days ago

I might agree with Ninja_T0-_-0 here about Curiosity and Psychosis Crawler. Curiosity isn't remarkably hard to get your hands on, especially as you are already drawing lots of cards, and Psychosis Crawler is an absolutely amazing, game-winning card.

I might also recommend:

  • Ashnod's Altar - Sacrifice locusts for mana! #Mana4days! (I know it's on the pricier side, but if you ever manage to trade for one...)

  • Counterspell - Just an absolutely amazing card in general... I personally run it (and several other counterss) in every blue deck I have

  • Arcane Denial - Counter spells + draw cards! What's not to love?

  • Commit - Put something into your opponent's deck, then draw 7 cards! That's a scary card gone, and seven locusts put into play.

l1f3g4urd on Jhoira, Captain of the Izzet Pearl

1 week ago

I'm with Catbeard, the land count seems pretty low. Maybe run some utility lands to offset the number of rocks, so even if you're flooding you don't necessarily hate drawing them, examples: Academy Ruins, Arch of Orazca, Arcane Lighthouse,Blighted Cataract, Buried Ruin, Cavern of Souls if you already own one, those are pricey, Command Beacon, Desolate Lighthouse, you get the idea. If I were you I'd take out Flusterstorm and maybe Spell Swindle for more versatile and easier to cast counterspell package like Arcane Denial and maybe Negate. It allows you to use your turn better without needing to hold up 5 mana, and also lets you counter more things than Flusterstorm. And stuff like Search for azcanta seems good, scrying in general. And if you're looking to do lots of cantripping with cheap artifacts, Mind's Desire, or Haze of Rage might be pretty sweet payoffs. and if you fill up your hand, maybe Stormbreath Dragon?

Hi_diddly_ho_neighbor on Thousand Cuts: Tetsuko EDH | *PRIMER*

1 week ago

Hi there! First of all, suuuper evil deck you have there. Here are some suggestions that may or may not be good :)

Chasm Skulker - Yes this will instantly be out of Tetsuko range once you draw a card, but you are drawing so many cards that I feel you could build this guy up to be massive quite quickly. Plus when it dies, you get a bunch of unblockables.

Thassa, God of the Sea - Just another way to give something unblockable that is also a win-con herself.

Captain's Claws for more unblockable dudes/dudets!

Plague Myr and Blighted Agent could give you more infect options

Faerie Conclave is another land you can animate

Personally, I would play Disallow over Arcane Denial or Stifle as I feel it is more flexible and I don't like letting my opponents draw cards.

Gigantoplasm - might be a fun way to copy a creature with an awesome ability and still retain the option to be unblockable. Volrath's Shapeshifter or Warkite Marauder could also be fun ways to mess with P/T.

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