Arcane Denial

Legality

Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Commander (2016 Edition) Common
Commander 2013 Common
Masters Edition Common
Alliances 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.

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Arcane Denial Discussion

StopShot on Leovold, Elfissary of Drawing

9 hours ago

I'd run Hero's Downfall over Murder and Go for the Throat over Doom Blade and Arcane Denial over Remand.

Anvil of Bogardan would be a very powerful card for this deck since it will eat away at your opponents draws by forcing them to discard on their turn.

Also Kira, Great Glass-Spinner would force your opponents to use up two spells if they want to remove your things which lets you draw two cards if they do.

Edwardjt on Baral, Chief of Compliance

1 day ago

Consider spells that take advantage of Baral, Chief of Compliance's first ability. Essence Scatter, Arcane Denial, and Delay are some good examples. They essentially cost 1 and reward you with a loot effect. Whir of Invention also seems real good because Baral gives you a "free" mana that can be used to tutor out Alhammarret's Archive at instant speed. Of there are other power spells like Jace, the Mind Sculptor, Mana Drain, and Force of Will you could run.

Daedalus19876 on Riku, the Clone Commander

1 day ago

Here are some cards that I might immediately cut:

Academy Elite, Aeon Chronicler, Bloodbraid Elf, Bogardan Hellkite, Breaker of Armies, Dragon Mage, Flameblast Dragon, Hamletback Goliath, Hermit of the Natterknolls  Flip, Horizon Chimera, Hypersonic Dragon, Inkwell Leviathan, Jin-Gitaxias, Core Augur, Keranos, God of Storms, Kruphix, God of Horizons, Lorescale Coatl, Magus of the Future, Melek, Izzet Paragon, Memnarch, Mindwrack Liege, Murkfiend Liege, Niv-Mizzet, the Firemind, Nylea, God of the Hunt, Psychosis Crawler, Purphoros, God of the Forge, Quicksilver Gargantuan, Rishkar, Peema Renegade, Scute Mob, Servant of the Conduit, Shipbreaker Kraken, Simic Sky Swallower, Somberwald Stag, Spellbreaker Behemoth, Spellheart Chimera, Surrak Dragonclaw, Talrand, Sky Summoner, Thassa, God of the Sea, Thromok the Insatiable, Tireless Tracker, Verdant Force, Vexing Shusher, Wall of Blossoms, Whisperwood Elemental, Wistful Selkie, Xenagos, God of Revels, Clan Defiance, Crater's Claws, Devastation Tide, Minds Aglow, Mizzix's Mastery, Reforge the Soul, Release the Gremlins, Seismic Stomp, Shamanic Revelation, Sylvan Scrying, Traverse the Ulvenwald, Unexpected Results, Urban Evolution, Volcanic Vision, Wheel of Fate, Arcane Denial, Clip Wings, Counterflux, Counterspell, Cyclonic Rift, Desertion, Disallow, Disdainful Stroke, Evacuation, Heroic Intervention, Insidious Will, Krosan Grip, Naturalize, Negate, Plasm Capture, Sulfurous Blast, Trap Essence, Turn Aside, Unsubstantiate, Visions of Beyond, Void Shatter, Voidslime, and TBH there are simply too many things to cut to list them all because my fingers are getting tired. I'd cut most of your planeswalkers, most of your non-ramp artifacts, and most of your enchantments.

My primary piece of advice here is that 1) You really should choose to prioritize abusing creatures OR spells, not both, because there are simply too few slots, and 2) you want your spells/creatures to do things in multiples. You don't need too much draw here because your mana is tied up doubling splashy spells, but you need a heck of a lot of mana ramp to keep up.

I don't mean to sound curt, sorry :( Hope this was at least a bit helpful! I agree with Lilbrudder that it's simply too many cards to reasonably cut down, and that you should take a little time and find a focus for the deck.

Winterblast on Atraxa

1 day ago

There are so many ways to play with the colours Atraxa provides and I would say the whatever your plan is, the deck is best when you focus on exactly that strategy instead of doing a bit of this and that.

In our playgroup we have two Atraxa decks at the moment. One player has an infect deck, which means very fast aggro because infect kills with only 10 damage in a 40 life format. His plan is obviously getting a very fast start and dealing a good amount of damage with an infect creature (not necessarily lethal damage, but enough that a player can be killed with 2 or 3 proliferates later). This deck is running no fancy shit with counter meddling and other stuff that does not win the game. Earliest kill is turn 2 with a perfect hand, usually it's turn 3-5.

I play the other Atraxa deck here around and mine (Atraxa's super(un)friendly Stax) is basically creatureless. In my deck I focus on disabling most of what other decks would like to play. Humility, Pendrell Mists, Ensnaring Bridge, Moat, Tangle Wire, Nether Void, Land Equilibrium,...Atraxa's proliferate ability can be used well in this build, as it makes everything better than it already is, but I don't really need her to win. usually I win with planeswalkers (I only play those whose ultimate will really end the game or whose other abilities are really needed in the deck) or with the classic combo Helm of Obedience+Leyline of the Void. My only creatures are Academy Rector, Gilder Bairn, Deepglow Skate, Crystalline Crawler, Lodestone Golem, Trinket Mage, which are basically only additional tutors, powerful utility creatures or stax pieces. This deck doesn't win fast (in terms of making an opponent lose the game), but it can potentially lock down the game starting in turn 1 or 2 and then I have time to find my win options. It often wins by creating a hardlock under which only I can keep playing...you can concede then.

I personally think that slow creature based strategies are far too risky, unless they use a huge lot of disruption in order to deal with control and combo. Playing infect in commander certainly gives you an advantage because most decks are not equiped to play against aggro with only taking 10 damage in total. It's also a lot cheaper to build than a control version. You can focus on green and black and only splash the other two colours for very powerful spells and you don't necessarily need an expensive mana base for that. you would really have to focus on that though...90% infect creatures plus absolutely needed non-infect helpers, enough removal for everything that could shut down creatures/attacking and a lot of cheap or free pump spells.

As for the counterspells you currently use: I would say they are all too expensive. If you don't want to buy Mana Drain and Force of Will you should at least get Spell Pierce, Mana Leak, Arcane Denial, Disallow, Remand, Memory Lapse, maybe Swan Song, Daze, Twincast, Misdirection...reliably getting double blue in a four colour deck is hard enough so if you want to play counters you should choose those that cost only one coloured mana or can be cast for free. Those with double blue should be really worth their effect.

For speed I usually play the standard artifact package with: Sol Ring, Mana Crypt, Mana Vault, Grim Monolith, Chrome Mox, Mox Diamond, Mox Opal, Lotus Petal, Voltaic Key, Coalition Relic and the Mirrodin Talismans in the colours I need. In four colour decks Chromatic Lantern is also great. It always depends on your budget though how much artifact speed you can use...some of these are not among the cheapest cards. Btw I don't think doubling season will drop in price anytime soon. There won't be a reprint in a standard legal set so if it comes again it will be in a conspiracy or masters set, of which not so many are opened.

odirodi on Light Stax / Politics

6 days ago

I have never heard of light edh? What is it, seems interesting. Also great commander xD! Also, you dont seem to have much blue sources to use force of will effectivly. Maybe try Mana Drain? or Arcane Denial?

Tomagotchi on Kaho, Minamo [Witty Joke]

6 days ago

MassiveZelly Thanks, that sends Arcane Denial to the sideboard, as it was a little too "hug"-like. I'll sideboard it in for casual fun games instead.

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