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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Broken Concentration
Instant
Counter target spell.
Madness (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.)
seshiro_of_the_orochi on the flood
3 days ago
I see what you're doing here. Might I suggest some changes?
74 is a weird number of cards to be at. If you were to go to 80, you could include Yorion, Sky Nomad as a companion, which would even work somewhat as a threat in here. If you're not planning on doing that, better go down to 60 cards.
On what to maybe change, I'll go into detail a bit. A problem I see is that you are following some parallel strategies that don't intertwine that well:
I do see your madness synergy in Just the Wind and Broken Concentration. But you only have two card to trigger madness, and Aeromoeba isn't exactly the best card for that matter.
Next, there is a playset of a singular energy card in Aethersquall Ancient. It's a powerhouse finisher card in a deck where you can deploy it and then immediately fire off its wipe. As itself is your only way to gain energy, it will mostly be an overcosted flyer that won't even help you win.
Aerial Guide seems just off in here. Your only creature without flying is Baral, and he's not exactly a card you want to attack with.
Finally, 33 lands is just too many. Maybe go down to 26 including the playset Sanctuary.
Especially the madness plan and the synergy plan seem to compete for your mainfocus. To actually suggest further changes, I'd need your thoughts on if want to focus on either of these or if you want to go the route of a Mystic Sanctuary control deck. All three paths seem doable, but combining them seems hard.
What're your thoughts?
Guerric on Fish are friends
2 years ago
I see more counter-spells going in! When trying to pick out which ones are good, the 3cmc ones that do one random other thing are usually not worth it. You want to focus on 2cmc or less and when going over 2cmc you want modal spells that give us flexibility to do other things. This will especially be good in Braids if you are leaving a lot of mana open. So rather than cards like Didn't Say Please and Broken Concentration which are just glorified Cancel spells, instead go for Mystic Confluence, Sublime Epiphany, and Insidious Will, which give us other fun options when we don't need to counter. Muddle the Mixture is also an excellent counterspell which can also be used to tutor any 2cmc instant or sorcery you want. If we are in the 3cmc non-modal space, you should prioritize Spell Crumple and Hinder, which tuck the spell safely away on the bottom of your opponent's library rather than their graveyard where they can sometimes recur it. Also, Wizard's Retort is basically a second Counterspell with your commander, so I'd go for that!
DeVerbalen on Astos control
3 years ago
Hi, first of all welcome to the game of magic, its pretty amezing. There are a couple of problems with your deck in my opinion.
- Some cards are not modern legal. I don't know what the format is at you LGS but if its modern you have to change the cards that aren't legal to use.
- You are forcing yourself to play blue-green just to able to use Desert Twister which isn't modern legal, and quite frankly, not good. I would take it out so that you can play mono-blue.
- In terms of counterspells, Counterspell is about to get legal in modern in a couple of days so I would buy four copies and take out Broken Concentration , Cancel , Memory Lapse (also not legal in modern) and Negate .
- You use some bounce-effect cards that have effects you don't benefit from. Absorb Identity is only useful if you have shapeshifters, and you don't. Compelling Deterrence is only useful if you have zombies, you don't. Winds of Rebuke is only useful if you can utilize the cards that you put in your graveyard, you can't. Exchange these four card with Unsummon which is cheaper and thus more efficient in your deck. If you want to go a little bit more expensive exchange them for Brazen Borrower .
- As a final remark, you use to many lands. In your deck I would use between 20 and 24 lands.
If you have any more questions be sure to let me know!
multimedia on
4 years ago
Hey, thanks for the additional info.
For causal upgrades my advice is add cards that give you repeatable value; either draw, artifact tokens or pump for tokens. Cards in the original precon to consider adding:
- Brudiclad, Telchor Engineer could replace Temple of the False God.
- Loyal Apprentice could replace Catalog.
Other changes to consider:
- Treasure Mage could replace Broken Concentration.
- Bident of Thassa could replace Coveted Jewel.
- Jhoira, Weatherlight Captain could replace Darksteel Juggernaut.
- The Antiquities War could replace Dreamstone Hedron.
- Steel Overseer could replace Sin Prodder.
- Saheeli, Sublime Artificer could replace Colossus of Akros.
- Everflowing Chalice could replace Worn Powerstone.
- Stoic Rebuttal could replace Silumgar's Scorn.
- Spire of Industry could replace Highland Lake.
- Comet Storm could replace Volcanic Geyser.
Brudiclad, Telchor Engineer is a strong casual card with artifacts. It creates a Myr at your combat step then all token creatures you control can become any token creature you control. You can make all Thopters/Servos into Myrs for a huge Myr Battlesphere attack or make all Myrs/Servos into Thopters for a big flying army attack with Sharding Sphinx to double your army after combat damage.
Temple of the False God is not a good land for your deck because you can't tap it to make mana until your fifth turn at the earliest. It's not worth playing because of this and honestly it's not worth playing in any deck, but that's another discussion.
Sin Prodder can be repeatable draw, but more times than not an opponent will take the damage and have you put the card into your graveyard which is not helping you. Steel Overseer has great interaction with artifact tokens especially Thopters. It also has good interaction with Unwinding Clock letting you on everyone's turn put a counter on all your artifact tokens.
For control you've added three very good counterspells (Counterspell, Swan Song and Negate). Broken Concentration and Silumgar's Scorn don't compare to these other counterspells, that's why you should consider cutting them. Stoic Rebuttal because of the artifact theme activating metalcraft is good enough to add. Instead of more control, focus on your artifact game plan with Saheeli?
NoSoyYucateco on
4 years ago
Silumgar's Scorn and Broken Concentration are poor counterspells for this deck. You have two dragons, and very few instant speed effects that make you discard. I recommend swapping these for Arcane Denial, Stoic Rebuttal, Disdainful Stroke, Tale's End, Disallow, or Spell Swindle.
Joker4242 on
4 years ago
Nice deck idea! If I may suggest something. Maybe put some countermeasures in the main deck that deal with your opponent's spells. I know this is more focused on creating your own combos, but say your opponent is playing with a bunch of exile/bounce spells, or (for example) have their own Leyline of the Void. It also might be hard to come back from a massive boardwipe as well. You have a bit of card draw with Silversmote Ghoul, but besides that, you may end up just top-decking after your opponent obliterates the field.
There are some inconsistencies. See some of your cards get stronger in the late game while others get worse. Some cards are just really circumstantial. Hedron Crab is fun, you got fetch lands. But later in the game, when you've drawn all you could and played all your lands, he just sits there. Being able to flicker, bounce, and interact with your own lands would help his ability continue triggering even into the late game. Having lands that give you triggers would also work with this idea. Cards like Mystic Sanctuary would prove beneficial, especially if you had instants and sorceries that could counter and destroy your opponents spells, you could also search up Sanctuary with fetchlands at instant speed. Silversmote Ghoul is cool how it can revive itself, but you only have Creeping Chill to trigger that ability. So the Ghoul will eventually be stuck in the graveyard. Merfolk Secretkeeper is the most inconsistent though. the card only works once. That's it. You can't copy the ability, nor do you have any bounce spells or revival for the Keeper. So once it mills, that is it. If you mill it to the graveyard, it also does nothing.
Putting in some looting cards might be nice. That way you still get to put cards into your graveyard, but you get to choose what that will be. Cause you might lose important cards just by milling yourself.
Another option is putting in spells with flashback. That way you can still cast spells even when you got nothing in your hand. You have some creature revival abilities, but no instant/sorcery revival abilities.
So cards like Merfolk Looter would work. Cause you get consistent looting every turn (not just a one off). The looter would also work with Mystic Sanctuary pretty well. That way you don't have to wait a turn to draw the card.
If you went straight up looting/card draw you also could use cards like Jace's Erasure and target yourself. So both looting and mill. A bit slower, but more stable. and you could use cards like Broken Concentration to help with problematic enemy spells.
If you would rather go massive self-mill instead of slow and easy mill, I would suggest putting in a few cards that outright win you the game if you have no cards in your library. Like Laboratory Maniac. Also cards that get consistently more powerful with the amount of cards in your graveyard. Gnaw to the Bone can help you stay alive in the late game. Splinterfright, Mortivore, and Kraul Harpooner are nice cards that get better as the game goes on.
I hope I was helpful. Good luck with your deckbuilding!
Kiyomei on Not Oloro
5 years ago
List of budget and non-budget ones that I think are great additions in a support matchup:
+++++
I'd also look at extra turn effect cards like any of them really because they cost 1 less for you and your entire team takes the extra turn, probably 2 or 3 in this deck won't hurt.
and some thief cards like Bribery , Gilded Drake 'esque cards are always funny.
what I think is meh and very situational or just bad and slow :
@MyBoringLife if i missed anything this plebian knows all about the
mistarilledawn on
5 years ago
Oh also Forbid is a really great counterspell that I'd consider putting in over Broken Concentration .