When Ashiok's Erasure enters the battlefield, exile target spell.
Your opponents can't cast spells with the same name as the exiled card.
When Ashiok's Erasure leaves the battlefield, return the exiled card to its owner's hand.
Printings View all
|Theros Beyond Death (THB)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Ashiok's Erasure Discussion
1 month ago
Pretty solid, though I'd personally look at getting the full set of Sprites and an extra Blood Operative, dropping the Whisper Agents. I'd also say you could happily drop two or even three lands considering how low to the ground you are. Other cards to looks into would be Doom Whisperer, Sinister Sabotage, Unmoored Ego, Ashiok's Erasure, Ashiok, Dream Render, Creeping Chill and Narcomoeba.
I know this is for Arena, but here's some ideas for an exile-based Dimi control deck for Pioneer that Thief of Sanity would fit into:
OR if you want to see what this archetype (originally Dredge) looks like in Modern:
Though I'll admit that this second line my own thing and I've strayed a bit from the norm..
1 month ago
So thinking about what you said and i'd like to go full control. Perhaps add in Murderous Rider and add some black kill spells. Drop the Nadir Kraken and Ashiok, Dream Render, perhaps jace as well. Add in Anticipate for draw. Remove Drowned Secrets as well. Perhaps for Ashiok's Erasure? What do you think?
2 months ago
Titus7007 , first off thanks for the feedback homie!
As for aggro, I want to run a few scenarios by you so that you can better get an idea of what it is I am trying to do here.
Let's say everything goes perfect, and wether I am on play or draw, I turn two Callous Dismissal to bounce and make a token, turn three Teferi, Time Raveler bounce and draw a card, then turn four Fires of Invention into Role Reversal to swap the 1/1 for whatever 3-4 drop they play. Any aggro deck in the meta is gonna have a tough time playing against that. If they are low to the ground, I dont bother swapping I just drop a second walker - preferably Elspeth, Sun's Nemesis to gain life if necessary or to make two more blockers until I drop sarkhan or visitation.
Ok so everything isn't perfect, I can still turn two dismissal to slow the opponent and slam down Saheeli, Sublime Artificer and if they don't focus her down, the 1/1's she makes can help me stabilize quickly, especially if I am casting two non-creatures a turn with Fires of Invention next turn.
Let's say things are worse than even that against aggro. I play Omen of the Sea turn two, and Narset, Parter of Veils turn three. I am in a very rough spot. If the incremental life gain from Interplanar Beacon can't help me get a leg up i am prob dead in the water. Assuming I cant get to sarkahn, make a dragon, and lean on his passive, I say gg and swap out role reversal for Deafening Clarion and swap visitation for Time Wipe and hopefully games 2 and 3 go my way. Can't win em all kind of thing.
Keep in mind a majority of the cards I play create tokens so blockers are less of an issue than you think. -- a reason why I feel callous dismal should stay.
Not only that, but dismissal sets up role reversal turn three if I am on the draw, and makes a 4/4 with visitation out.(popular targets are nightmare shepherd, torbran, questing beast, ect..)
Fae of Wishes is one of the first cards I looked at when making the list and the reason I settled on a one of Karn, the Great Creator in the deck. The problem with fae is exactly what you said, it works against Narset... I feel like making the deck creatureless creates more advantages than the small amount of utility fae brings to the table.
Narset is the only real card advantage I have in the list if you don't count Omen, which I don't. She lets me more often than not get something extra I can play or get thru the deck to fires if I am missing it. Not only that but the passive is valuable and she works perfectly with both fires (making sure I dont have to get into top deck mode) and sarkahn. Being able to grab non creature spell from the board is sweet, and might warrant a second look, but not at the cost of whiffing with narset and having a little less synergy among the deck. If I do decide on fae, I will have to rebuild the deck and might consider running The Royal Scions in narsets place, but end of day that looks weaker than what I have listed currently.
Do you have your grixis friends list on tapped out? I haven't seen it (would love to tho) but I can only assume your list makes less tokens then this one does, which is why you need every removal spell you can get. Remember, more often than not I can get creatures on the board even in a list with no creatures! My 1/1's chump and get me to the late game where I can make them 4/4's from there or go over the top for tons of damage out of nowhere with sarkhan.
Divine visitation kind of needs to be in the list(however if you can think of more synergistic 5 drops let me know). Originally I ran Nicol Bolas, Dragon-God in it's place, but ran into tons of mana issues (go figure) and it didn't really perform how I wanted it to. Visitation is super synergistic. With Visitation, dismissal becomes OP, saheeli makes a 4/4 a turn(or 2 with fires out), Elspeth makes 2 4/4's twice. Plus if I draw karn and pull The Circle of Loyalty from the board things get bonkers. I like having more than just 4x sarkahn as a wincon in the list.
I don't feel running board wipes main deck makes much sense if playing b03, simply because role reversal is good against most decks. There are also things that role reversal does that most don't see coming, it says permanent, so If i give an interplanar beacon to a mono colored player, especially if I am on the play, I can throw a wrench in their plans. If I trade a used up saheeli or narset for a Nissa, Who Shakes the World that's usually GG. Swapping an Omen for an enchantment god dashes hopes and kills morale. Or my favorite, swapping a 1/1 for a creature equipped with embercleave!
As for Ashiok's Erasure I can't really get the most out of it because I run fires. It would be dead in my hand more often than not. I have considered Banishing Light but end of the day opted to jam as many walkers as I could. That and the 3 drop slot is pretty clogged up anyhow.
I have put about 4 hours on the ladder with the list on arena. I started gold 5 ( I really don't play much ranked usually draft) and after the session got to mid Gold 2. I won about 22 games and lost 5.I lost once to mono green aggro who perfect curved from pelt collector all the way into questing beast(the hardest card for my deck to recover from given all my blockers are 1/1's). I lost twice to mono black devotion ( damn cat oven, making role reversal useless with his sac outlets) once to a simic ramp list that cast nyxborn turn 4-5(I couldnt find my role reversal that game >.<), and once against mono red aggro (crazy turn three kill with run away steam kin and embercleave). I also beat each of those deck types a few times each as well!
It could be just cuz it's gold, but most everyone tried taking out the value generating walkers, allowing me to quickly stabilize, and eventually outvalue them. A quarter of the people I played against scooped when I took their best thing with role reversal. (a couple highlights are swapping a used up narset for an ashiok, the mill one, against a self mill player. stealing a simic ramp players krasis he just tapped out for, Giving a mono white life gain player an omen in exchange for heliod, and stealing a robber the rich against mono red he just equipped with embercleave at instant speed using teferi.)
So far I am having a blast with the list. I recommend you build it out on arena and give it a shot. If not that, message me your arena tag and we can play some games so you can see the list in action!!
again, thank you so much for helping and checking the list out! I look forward to playing you if you are in fact on arena!
2 months ago
BaneOfLordran Thanks for tagging me.
I think conceptually this can work. I certainly hate it whenever anybody steals my stuff, but I think it's a bit naked. If I were playing an aggro deck, I wouldn't attack any of your plainswalkers and I would just go for the kill. I run a ton of control in my Grixis Fires deck, which is really just a Sarkhan Superfriends with Fires, and even then I run Acolyte and Ral to copy and recur my spells. I find that I need every bit of it to stay alive. I think my main concern is that you only have four Role Reversal and if everything goes great your using it on turn four. Imo, without additional blockers or removal it's going to be too little too late.
One thing I think, and forgive me for being unoriginal, is you should remove the 4 Callous Dismissal and add 4 Fae of Wishes. I often resort to casting my first one as a blocker and she is a great two-drop for stalling aggro. I would also mainboard 4 Deafening Clarion and probably take out the Divine Visitation It's a great card, but if you've got 5 mana and Elspeth or Saheeli out, I would hope Sarkhan is providing all the beats you need. If you want to have enchantments to trade what about Ashiok's Erasure I think the middle ability would turn against you, but the spell would remain countered.
Other than, that I think if you do add Fae of Wishes, you would reconstruct the sideboard with more removal and/or plainswalkers. Instead of trading enchanments, just throw one or two Heliod's Intervention. Embercleave falls off Sarkhan every turn, so that's something to think about. Adding Fae does mean that Narset, Parter of Veils becomes a pain in the ass though, and for that reason she is cut from my deck. That's my thoughts on it. i would be interested to hear how it plays, and what you settle on.
2 months ago
Thanks Oblong for the tip with Ashiok's Erasure, I've got a Devious Cover-Up floating around that I can replace it with. Imprisoned in the Moon does work really well with the deck, so I'll see if I can get my hands on one. I'll be doing a bit of research on madness cards too, thanks for the advice!
2 months ago
I think counter magic is perfectly fine as a concept. It's a way to deal with issues, before they actually become an issue and it examplifies one of blue's main weaknesses: Difficulty in dealing with the board. I used to hate counterspells when I got into Magic again (during Lorwyn, damn Faeries), as they simply seem like a disability to play the game; "I want to play something." - "You may not". I have since accepted their place in the game and their importance.
The reason I still do dislike counter magic is because it exists to provide a strength to cover a weakness. A weakness that since then has been partially filled out by strong answers to the board over the course of Magic's history. One of the main offenders is Cyclonic Rift , especially present in Commander and other multiplayer formats that are significantly slower than Duel Magic (1 on 1). Other offenders are cards that really should be enchantments, but opted for a more nefarious although simpler route: Curse of the Swine and Reality Shift , and their predecessors; Pongify and Rapid Hybridization .
As said by Berry in the article; Blue has the ability to change something from one thing to another. We have also seen various types of such polymorphing done in enchantment form; Darksteel Mutation , Lignify , Frogify . All of this makes perfect sense in what blue is capable of doing.
However doing a change irreversibly like the Curse of the Swine or Reality Shift, is giving hard answers to a color whose weakness is hard answers - at least on the board. Yeah, you replace them with a creature, but a much weaker creature and if a token, one you can permanently remove by having it change zone.
Another issue with counter magic is the tempo shift. The opponent casts a 5 mana spell, you cast a 2-3 mana counter spell. Suddenly there's a disparity of 2-3 mana in the counterspeller's favor. It is mainly equalized because the blue player must have ready mana, resulting in that player not developing their own board state. However that can again be offset by utilizing instant speed spells or abilities that either advance board state or card draw for the blue player.
If the blue player didn't have these chances to apply disparity in mana spent and benefit, the color would struggle to have meaningful strengths, I know that. However the issue is in finding the fine line between how much mana disparity is acceptable. The cat is out of the bag on this one, as there have already been printed numerous versions of unconditional counterspells that have set a precedent for what blue counterspells are allowed to do and how cheaply.
If you compare a counterspell to a destroy spell, the main difference is obviously zone of application and also timing of application. One proactive, one reactive (well actually both are reactive, but you probably know why I have to make a distinction). Reactive spells provide a lot more flexibility in when you're required to use them. Their main problem is that sometimes reactive spells are too late to cause the same mana disparity that a counterspell does. As soon as that permanent hits the battlefield, an ability may come into effect, be it triggered, static or active. A reactive spell cannot avoid that.
Also take into account that blue can deal with any spell in existence, with the possible exception of spells with Split Second, specifically designed to be uninteractive - and still they can be interacted with . If there's a spell that is uncounterable, you can get creative with Venser, Shaper Savant , Time Stop , Mindbreak Trap , Ashiok's Erasure , there's load of ways to get around "uncounterable". Blue is also the color that will straight up see a threat on the board and simply take it for themselves, with Control Magic , Gather Specimens , Blatant Thievery , Expropriate . Effectively a removal, card draw and threat all in one.
No other color can boast the same catch all mechanic. White comes close for something in the same ballpark, but it is still just a bleak imitation - as countermagic goes. And evidently look at that price tag.
In the earlier days of Magic, blue was not the only user of countermagic. I feel like you could provide other colors with more conditional types of countermagic, to better even it out. And not just anti countermagic like Guttural Response . Blue would still be the best, but not the sole user. - White is a color that protects itself, so something like Hindering Light is the most likely avenue to take White Countermagic, anything that touches my stuff - go away. Think Equinox in terms of templating but not necessarily that specific. Giving their spells on the stack protection from a color or supertype or plain "old" Hexproof. - Green already has an affinity to provide hexproof to their stuff, Heroic Intervention and Veil of Summer , so expanding on that seems reasonable. - Red could go the Fork / Shunt route but is unlikely to get countermagic that straight up nullifies other types of spells than spells with targets. - Black is kinda difficult. The usual is just to tack an alternative payment of life, cards or permanents on an otherwise Blue card. Black already have an indirect proactive answer through selective discard, like Duress . The issue is these are all sorcery speed, so if an opponent suddenly starts drawing a lot of cards, it can be difficult for black to be proactive in time. So perhaps just providing Duress at instant speed through a condition would be acceptable. Something like "Instant Duress may be cast as an instant if an opponent has drawn two or more cards this turn." / "Instant Duress may be cast as an instant if the target opponent has 5 or more cards in hand". Any kind of variation on that.
Of course some would talk about color pie bleeding/breaking, but ain't that already happening by giving blue hard removal (by proxy) and large scale soft board removal? I know some of these issues are mainly aimed at multiplayer formats, but we cannot ignore that Magic has grown to be something else than only Duel Magic (1 on 1). Blue's counter magic is here to stay, but is it too much to ask that the other colors can get even slightly in on the action if not directly, then indirectly by interacting more with the stack?
Green has one of the best palettes available to them for a slightly slower format; mana ramp, card draw, large threats, ability to scale well, protective measures, explosive finishers and a hell lot of combo potential and pieces.
I think Green is only beaten slightly by Black in terms of Commander due to tutors in a singleton format. And because Black can cheat mana costs or pays differently, has access to card draw and good finishers, along many more combo pieces.
Blue is one of the only colors that reliably can stop combo or finishers dead in their tracks. Reversibly, they are the color best suited to keep those combos or finishers uninterrupted. They have the best access to card advantage and resource manipulation. And extra turns.
There's a reason that many cEDH decks are mainly some variation of Sultai colors (Green, black and blue) with maybe one added color or full WUBRG. I think this picture would be more diverse, if more colors became able to interact better. The ability to interact is one of the core foundations and strengths of Magic. Counter magic is a pillar of this interaction, more colors should find a way to do it or something similar.
2 months ago
If I get these then they are definitely going into my Nicol Bolas deck.
2 months ago
Omg, so much from the new set!!! I am extremely excited to add in these new cards!!! The ones that are definitely going in are Destiny Spinner , Setessan Champion , and Calix, Destiny's Hand . These are auto includes, Destiny Spinner protects us against those nasty control players and Setessan is exactly what Tuvasa wants to be and the casting cost is so easy! Calix is a godsend as we can dig for more enchantments and is so decently costed as well!
Cuts will definitely be hard but the ones I am looking at currently most likely be Season of Growth , Favor of the Overbeing , and Blessing of the Nephilim . As much as I love the latter two cards...it might be time to cut them.
Ones that I might test that interest me may be:
There are definite so many options which is good, so I am most excited to try them out!