Arcane Denial

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.

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Printings View all

Set Rarity
Masters 25 (A25) Common
Commander Anthology (CM1) Common
Commander 2016 (C16) Common
Commander 2013 (C13) Common
Masters Edition (MED) Common
Alliances (ALL) Common

Combos Browse all

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
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Arcane Denial occurrence in decks from the last year

Commander / EDH:

All decks: 0.14%

Blue: 0.8%

WU (Azorius): 1.44%

UB (Dimir): 1.08%

UR (Izzet): 0.99%

GU (Simic): 0.65%

WUB (Esper): 0.67%

UBR (Grixis): 0.79%

GWU (Bant): 0.58%

Arcane Denial Discussion

Doombeard1984 on Sliver Zone

5 days ago

So, I would first state this (and I hope you don't take offense), but this feels like you got every card you could with the type "Sliver" and mashed it all together. Whilst there is inherent synergy here, I see no game plan, no focus. I can only imagine, that besides Descendent's Path (which is a one in 99 card) there is no massive amounts of acceleration. No draw. No interaction really. 32 lands also feels super low. Like way lover than it should be. I run 37 in my deck Slivers... Because someone has to be that guy and even then, have some issues. There's only 1 ramp spell as well. I think before any kind of guided advice, I think some more interaction and ramp would be needed. Things like Farseek, Skyshroud Claim, Cultivate for ramp, and any nber of spot or mass removal cards. You could even look at countermagic like Counterspell, Voidslime or Arcane Denial.

+1 for the beginnings of a new hive

Mortlocke on The Queen's Egg

5 days ago

Yarok - You didn't link your deck. You can do it like this:

[[deck:The Song of Phyresis]] 
Also, I tried searching for it on the site and it didn't show up :\

Wicker - You can link cards like this:

[[card:Sliver Queen]] 

As for my thoughts on each card? I'll try and keep my tangents short lol.

  • Disallow: is cool, but not very good in a Sliver deck because it belongs in a Baral, Chief of Compliance deck. I mean, not only does it feature him in the card art, it actually lowers the CMC to , making the card a strictly better counterspell. I slotted in Mana Drain, but if cost is an issue and you want a good to decent counterspell that is not Counterspell i'd consider Forbid, Mana Leak, Arcane Denial, Hinder, Rewind, or Dissipate.

  • Kindred Summons: Cool. But can be a massive dude of a card if you dont have any topdeck manipulation ala Scroll Rack, Mirri's Guile, or Sensei's Divining Top. Notable combinations with this card would be Worldly Tutor or Vampiric Tutor.

  • Mystical Tutor: If your deck relies heavily on interaction/instant speed removal then this wouldn't be bad inclusion. The only issue is that MT won't be doing much outside of getting you some potential interaction, meaning that you'll be holding up mana you could be using to better establish your boardstate.

  • Coat of Arms / Door of Destinies / Vanquisher's Banner: Depends on how you want to build your deck - if you want to rely primarily on combat damage being your wincon then any of the previously mentioned are worth it. I'd run all three in addition to Shared Animosity, Magma Sliver and Sliver Legion.

  • Heartstone: Be careful with this one. It's effect applies to your opponents' creatures as well. I'd never include this because I like to be shrewd and not unknowingly enable my opponents to win. If you insist on including this you better be sure you're going to win on the turn you play it.

  • Herald's Horn: Seems like good card advantage. I'd choose between this and Rhystic Study.

  • Distant Melody: I generally don't like spells that are contingent on how many creatures I have in play, because it's only good under very specific conditions that can be influenced by opponents. I'd go with Dormant Sliver or Synapse Sliver.

  • Kindred Dominance: This card is super cool. I'm considering slotting this in/play testing this for Toxic Deluge. That CMC of 7 hurts though.

  • Living Death: A cool card. I'm considering slotting it in for Patriarch's Bidding to playtest.

  • Cryptolith Rite: Is an okay card. I apply the same logic to this card as I would Distant Melody. This card is only as good as the number of creatures you have in play, which can be influenced by opponents. If someone boardwipes and this card is in hand it's literally a dead card.

  • Unnatural Selection: A fun card that used to be in this deck. I eventually cut it because it was banned in my local LGS which was hosting an EDH league. It obviously has great synergy with Sliver Overlord - but nothing else. The card is pretty niche - but it's fun. If you want to go for a more casual build with Sliver Overlord at the helm, then i'd run this.

Ziabo on cEDH Kess #Primer#

6 days ago

Cards wanting to swap


Looking to swap out Consecrated Sphinx, Dreadbore & Counterflux

Thinking Blue Sun's for Consecrated Sphinx

Counterflux for Arcane Denial

Dreadbore thinking either another Budget tutor or another counter

I want to keep the decks cmc low and still semi budget friendly round $20-$30 per card.

supa_tim on Talrand of the free and home of the brave

2 weeks ago

I would drop:

  • Clairvoyance
  • Fleeting Distraction
  • Grip of the Roil
  • Obsessive Search
  • Radical Idea
  • Reach Through Depths
  • Spell Syphon
  • Twisted Image
  • Slip Through Space
  • Apprentice Wizard
  • Deranged Assistant
  • Hedron Crawler
  • Manakin
  • Sea Scryer
  • Prismatic Lens

One reason is that you have a lot of cards that do nothing but draw one card. Which is usually fine in 60 card 1v1 as they function as almost running fewer cards. This lets you draw into your business spells with more consistency. However, in EDH multiplayer, I feel like you want cards with more impact. I kept in cards that let you scry or let you decide card quality because those have more impact.

The other reason is that you really aren't accelerating into anything big, so why do you need a bunch of mana ramp cards? You definitely want to hit all your land drops, but your 2-for-1 and 3-for-1 draw spells should keep filling your hand with lands. You want more business spells that keep you in the game long enough to get Talrand into play and start beating down.

I know Talrand tempts you to play a bunch of cantrip spells to have a sort of combo finish. However, in my experience it is better to have a more solid lock down of the game and win with inevitability than just trying for an alpha strike. A few 2/2 flyers can go a long way.

I would go up to 36-38 lands to make sure you keep getting those land drops.

Then I would add a few more counters:

Then some more bounce (although you have most of the good ones in there already):

Then maybe a couple more recursion spells:

Just to give you some card advantage in other ways or to get back powerful spells that you were forced to use early.

Blue shenanigans can be hard to play. Sometimes you want to be aggressive with your countermagic and bounce to stall your opponents. Other times you want to hold back and wait until the more opportune time.

Hope this helps.

Izzy- on RNG-sus Take The Wheel (Coins are a wheel right?)

3 weeks ago

Overall I have some comments and some questions.

Deprive seems a little rough to run in this deck personally, I would maybe consider just a plain old Counterspell at least since its the same but no potential downside. The same can be said for Foil, Thwart, where I'm not sure what is making you value off of bouncing your lands. There are equally cheap and powerful counterspells without hurting your boardstate. Arcane Denial, Memory Lapse, simply for example.

If the deck is mainly budget then the landbase is fine, but even cards that provide some color-fixing would help the deck. From Evolving Wilds to Command Tower to provide some consistency.

Possibility Storm here seems less like it interacts well with the deck, and more disruptive and prone to create chaos. Which again if that is what you want, then it fits well. However, depending on your meta, your playgroup may not enjoy pure chaos too much. So ultimately what do you want from this deck. I understand its coin flipping based, but do you wish to kill with commander damage? Inflict chaos on the table?

Honestly I could come up with other cards and suggestions, but I don't know enough about the deck and if you are constrained by a budget.

oo7x7oo on Elsha's Flashy Show

3 weeks ago

I try to avoid using creatures for obvious reasons: commander can't cast creatures from top.

The only two creatures I included are win cons.

Torpor Orb is very strong card especially now Thassa's Oracle is a big thing.

In cEDH deck you don't see people commonly run rift, main reason being it's 95% going to be used as single removal therefore chain is better. I like the versatility of Winds of Rebuke: it bounces threat, can save my commander from dying, disrupt commonly used library top tutors (mystical, enlightened, vampiric, imperial seal), and can manipulate my top of library. Therefore, Chain of Vapor can be an addition but not replacement for my consideration. Cyclonic Rift is not considered, it is a big advantage, but it really doesn't win the game.

I also don't see a big problem in Arcane Denial that opponent draws two cards. In cEDH quality is way more important than quantity, being able to deal the right thing is more crucial. Especially in cEDH, cards are very low curved, Remand sends back to their hand, but threat is still there and they can probably still replay it. I do see the upside that it can bounce my own spell being countered, but overall I think Arcane Denial less restricted and easier to use.

Mike94 on Elsha's Flashy Show

3 weeks ago

I see you are considering Stranglehold but maybe it's a good idea to run Aven Mindcensor instead? It's a strong reactive card and can be played from turn 1, I have a lot of succes with it in my meta. Torpor Orb should be cut in my oppinion, you are an artifact oriented deck so Trinket Mage or even Tribute Mage would be great additions. Without the Orb you can also play Gilded Drake which is the strongest creature in blue on it's own. I would also replace Arcane Denial with Remand, letting someone draw two cards is to big of a downside in CEDH. Winds of Rebuke is in essence a way worse Cyclonic Rift, you run fast mana and "Sol" artifacts, being able to cast Rift from turn 3. If you manage to resolve it, you have won and I think you don't need a better reason to play Rift ;). But, if you really don't want to play Rift, then play Chain of Vapor. It all comes down to personal preference and your own meta ofc. but those are my thoughts on your list.

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