Arcane Denial


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Casual 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
Commander Anthology (CMT) Common
Commander 2016 (C16) Common
Commander 2013 (C13) Common
Masters Edition (MED) Common
Alliances (ALL) Common

Combos Browse all

Arcane Denial


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.

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Recent Decks

Arcane Denial Discussion

WalkingIllusion on TAH DAH! It's gone!

6 days ago

Tap lands like Dismal Backwater or Jwar Isle Refuge can go. Here's some lands you don't have listed that are good in my opinion Sunken Hollow, Watery Grave, Tainted Isle, Sunken Ruins and Ash Barrens.

Tunnel Vision can be a funny combo with things like Junktroller, Hinder, and Spell Crumple.

Dreamborn Muse, Riddlekeeper, Oblivion Sower can be good if you're exiling stuff, Manic Scribe, Crypt Ghast, Mortivore maybe?, Guiltfeeder, Nighthowler, Eater of the Dead, King Macar, the Gold-Cursed, Thousand-Year Elixir, Wight of Precinct Six, Consecrated Sphinx, Arcane Denial, Mirage Mirror can be secretly good, Stolen Goods, Praetor's Grasp and Dream Fracture.

I feel like the defender route can be... alright but with dimir you might as well just have good useful creatures that so happen to have decent toughness... also I feel like Jace, Vryn's Prodigy  Flip, Oona, Queen of the Fae, Thunder Wall, Wall of Spears, Reinforced Bulwark, and Psychic Membrane are either don't fit or you can find something better.

chadsansing on Oona, Tome Eraser

2 weeks ago

Play Deadeye Navigator and Palinchron (and/or Peregrine Drake as suggested above). Use the Navigator's ability to repeatedly blink Palinchron tapping 7 lands for mana in response to every blink. When Palinchron comes back in, it will let you untap 7 lands again, so you will gain 5 mana every time you blink it after paying 1U for the Navigator's ability.

To ramp up to those cards, use more mana rocks and fewer lands to cast it earlier or cast tutors to find it. You should run 34-36 lands in 2-color EDH combo decks, maybe less, and more rocks (like Commander's Sphere, Thought Vessel, Darksteel Ingot, Thran Dynamo, and Chromatic Lantern).

Play counter spells to protect your combo (like Counterspell, Daze, Arcane Denial, Negate, Cryptic Command, and Rewind) and play removal, utility, and draw spells like Hero's Downfall or Cyclonic Rift and Brainstorm or Treasure Cruise to stay alive.

If you run 36 lands and 10 rocks, that's 46 mana-producing cards, so you would free up 15 spots for removal, utility, and draw.

I didn't invent the combo or anything, but it might be helpful here :) Your playgroup may not like it.

Happy playing!

Pal00ka on Drowning Merfolk

2 weeks ago

My take on Merfolk EDH compared to Merfolk Standard/Modern is you don't necessarily want to be aggro. You want to be a grindy midrange where you out value your opponents-which is exactly what Kumena enables.

With that in mind here are my suggestions:

Play with at least 36 lands. Decks ~2 CMC will play ~32 lands. If you have the $ for a Gaea's Cradle I'd suggest additional G/U lands that do not come in tapped and on-color fetches for deck thinning.

You are in green with almost no ramp. Why? I'd advise to add in ~10 total ramp pieces (I count 3 in your list at a glance) so you can A) not be mana screwed or stuck on your turn lands (T5 = 5 lands) B) be ahead early game C) get lands out of your deck so increase chance to draw action later.

Surprised with very little spell interaction. Counters and bounce are great to off-tempo opponents. Arcane Denial, Dream Fracture, Cyclonic Rift, Evacuation/AEtherize are options I always jam in my blue decks.

These are subpar imo: Crash the Ramparts, Disappearing Act, Epiphany at the Drownyard, River Heralds' Boon, Tidal Wave, Verdant Rebirth, Waterknot, Claustrophobia, and a bunch of the merfolk (I do not advise quantity > quality here).

Go to and see what other people put in their lists to get an idea for synergy then pick those you like and/or relevant to your meta.

Hope something helps!

PookandPie on You can't cast that

2 weeks ago

This deck is extremely slow, from the looks of it. 4.10 average mana cost with only 4 pieces of acceleration means you're going to spend a lot of turns playing lands, passing, and doing nothing.

If you're wanting to mess with opponent's strategies, then I recommend these cards:

Aven Mindcensor. He's absurdly good vs combo and he's really cheap to buy right now- before his reprint he was a $10+ card, and now he's less than a dollar. Pick some up, he's good in this format vs Demonic Tutor and fetch lands.

Linvala, Keeper of Silence. Shuts off mana dorks and powerful activated abilities alike. Slows opponents down and will force many decks to scramble to come up with a way to get rid of her in order to play out their strategy.

Thalia, Heretic Cathar. Slows opponents down a little bit if they run as many nonbasics as you, but also shuts off haste effectively by bringing their hasted creatures in tapped.

Hushwing Gryff. Effective second copy of that 2 mana Ixalan guy with the same ability. If you don't like opponents abusing ETBs, may as well go all the way with it.

Aura of Silence is one of the best pieces of artifact/echantment hate. Opponents get taxed like crazy and they have to play around it- it's a strong card.

Rhystic Study- either you draw a boat load of cards or everyone else gets slowed down to one turn behind curve. Either way, you win.

Anguished Unmaking is one of the best removal spells you could be casting in your colors.

So, I'm just going to list off some cards I don't like or view as suboptimal. Problem is, I don't know what cards are your placeholders and which are not (I'm assuming Sensei Golden Tail is a placeholder):

Bright Reprisal is terrible. Swords to Plowshares exiles the creature at any time for only 1 mana. Sure, it doesn't draw a card, but paying 4 more mana just to draw a card isn't a good exchange anyway.

Sphere of Safety. It's 5 mana and you don't run enough enchantments to make it overbearing for, say, an Elf deck to just swing through. A lot of the time this is going to be an overcost Ghostly Prison, and you probably should have just board wiped those creatures away anyway. Day of Judgment is one mana less and gets rid of the problems right then and right there.

A lot of your counters, but especially Fall of the Gavel. Swan Song hits 3 major card types for only 1 mana and 2/2 birds are worthless in a 40 life format, but even something like Arcane Denial would be a better choice. 5 life isn't worth paying that much for the spell.

There are more, but I can stop there for now, because I don't see a coherent theme or goal to the deck. You run Paradox Engine, but only 4 whole mana rocks. You're not running Sol Ring so I imagine this is for Duel Commander, but this deck is entirely too slow for Duel Commander. Paradox Engine needs creatures that tap to do something or artifacts that tap for mana to truly be abused, and as it stands this deck is not set up to really use either. Running Isochron Scepter with only 4 cards that can go on it is also problematic, and even if you ran Dramatic Reversal you might not have the ability to abuse it either since you run so few mana rocks.

Consider running 10-12 mana rocks, and lower your overall curve. Blazing Archon looks great on paper, but he is easily removed and by the time you could plainly cast him on turn 8-9, you're already going to be dead if you're playing against decks of any reasonable speed. Same goes for Avacyn and Iona. If you want to run all of these big creatures, consider adopting some kind of reanimation sub theme to bypass their egregious mana costs (Entomb, Careful Study, Frantic Search and Reanimate, Animate Dead, Dance of the Dead, etc.).

If you want to play the control deck, you'll need a win condition that comes down and is capable of killing 1-3 people (if multiplayer, but like I said I have no way of knowing which format this is for because you mana costs are way too high for Duel but you're not running Sol Ring). You can use specific creatures that can come down and kill opponents (using Master Transmuter to drop out a Blightsteel Colossus with counter spell backup can be handy), or you can use infinite combos like Sanguine Bond and Exquisite Blood or Thopter Foundry + Sword of the Meek + Ashnod's Altar. You could also run enough mana rocks that Dramatic Reversal + Scepter give you infinite mana, so you can churn out a huge Blue Sun's Zenith to kill an opponent, or something. The world is truly your oyster.

Hopefully this helps. I know it's a lot to read lol.

Kiyomeii on An illusion? What are you hiding? (Tier 1 - STAX)

3 weeks ago

@velesese : This version is highly tuned for multiplayer, if feel like a 1v1 list would also focus on a bit removal like Path to Exile and Swords to Plowshares and some cheap counterspells like Arcane Denial and Spell Pierce (or other ones like this) so you can get em off under sphere effects... if you're allowed to play her 1v1 you are going to have a lot of fun while your opponents won't :)

(also, Cursecatcher , Patron Wizard , Spiketail Hatchling and Judge's Familiar will become that much more powerfull in 1v1 setups... )

Aether Vial might also get you ahead easier in 1v1.

Rythven-Fang on Legasaheeli

1 month ago

Impulse should be Brainstorm I see no reason to run a worse version of a card

Other cards you should run Lightning Bolt, Ponder, Spell Pierce, Swords to Plowshares, and Council's Judgment

Pyroclasm, Arcane Denial, Leyline of Sanctity, and possibly Abrade should all be sideboard or just gone. (I like the modality of abrade and could see it mainboard but as a two of)

those are my thoughts on this. I've been trying to work the deck as well. Just doesn't quite want to make it into legacy it seems

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