Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Custom Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Standard Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Core Set 2019 (M19) Common
Ixalan (XLN) Common
Amonkhet (AKH) Common
Planechase Anthology (PCA) Common
Khans of Tarkir (KTK) Common
Magic 2015 (M15) Common
Magic 2014 (M14) Common
Return to Ravnica (RTR) Common
Planechase 2012 Edition (PC2) Common
2012 Core Set (M12) Common
2011 Core Set (M11) Common
Duels of the Planeswalkers (DPA) Common
Zendikar (ZEN) Common
2010 Core Set (M10) Common
Shards of Alara (ALA) Common
Tenth Edition (10E) Common
Time Spiral (TSP) Common
Promo Set (000) Common

Combos Browse all



Counter target spell.

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Cancel Discussion

Boza on Since I can't access the ...

2 days ago


"There isn't anything stopping the next set from having the following card, aside from preconceived notions:

Red Cancel "

There is a difference between preconceived notions and what colors are allowed to do. Red counterspells or any other straight-up counters in other colors are not allowed mechanically. Countering is primary in blue and not present at all in the other colors. Here is the list of primary/secondary/tertiary evergreen abilities:

evergreen keywords by color

"I see "flying+vigilance" as primary in UW and WG, secondary in WR and GB, and not at all a GB ability."

Now, lets eximine that statement with the above list in mind. Both flying and vigilance are primary in white. If you had to design a multicolor creature that has both of them (which is the question), it cannot include white - MTG designers tend not to make multicolor creatures that can be done as a single color. Therefore, the only possibity out of those given is Black-green. Another possibility based on the list would be blue-green, but it is not listed as an option in the multiple choice.


I have to agree with cdkime that 3 color and above identities are muddy at best. Two colors are easily defined by their ideologies clashing and interacting. A three-way conflict is much more difficult to define.

For example - blue is about knowledge, green is about finding your place in the world. Thus, the easiest thing is to define UG as "nature vs nurture" conflict and go from there. This can be the Simic combine - engineering better beings - or something like Ixalan merfolk - a race of Warriors (green) and Sages (blue).

However, once you add red to make Temur from that, things get a little hard to define.

We have three different interactions - UR, UG, RG. Depending on which part of that you decide to play up, you get different flavors. For example:

  • An UR leaning Temur might be a race of Geomancers and Technomancers that try to improve the world through change through variously different means.

  • An UG leaning Temur can be about a tribe of researchers who have used technology to tame wild beasts to use in combat.

  • An RG leaning Temur can be fierce Warrior tribe very protective of their land, focusing on hunting and traditions to preserve their natural bounties. Or basically, the Temur clan on Tarkir.

There are many other ways, but the thing is - three colors are mostly defined by their main two colors.

Four colors are mostly defined by their lack of a color, but there is a reason why there are so few 4 color cards - it is very difficult to define something by what it is not. For example, Breya is non-green - she is a human artifact creature, that makes even more artifact creatures (so basically very blue) and her three abilities cover the other three colors. She is basically defined by how not-green she is, which is very difficult to do.

hungry000 on Nicol Bolas, God - Pharaoh

2 days ago

Well, here's what I would do:

-all 15 creatures

-2 Sorin's Thirst

-2 Insult / Injury

-2 Kari Zev's Expertise

-4 Cancel

+4 Inquisition of Kozilek

+4 Fatal Push

+4 Lightning Bolt

+4 Opt

+4 Rune Snag

+1 Mana Leak

+4 Mission Briefing

opt. -2 Murder , +2 Terminate

opt. -2 Sweltering Suns , +2 Anger of the Gods

You can switch out Fatal Push and Lightning Bolt for some other removal spells if they don't fit in your budget (though they're actually pretty cheap atm), but they're a good investment if they do.

redbird97 on Nicol Bolas, God - Pharaoh

2 days ago

How about replacing Cancel with Sinister Sabotage ? Same cost and you get a surveil.

multimedia on Davy Jones Pt.2

6 days ago

Hey, saw your forum topic asking for help.

Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.

The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.

There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.

Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.

My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .

11 cards to consider cutting to add more lands:

Other cards to consider cutting to make 100 cards:

As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.

Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.

Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.

For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.

Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.

Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.

I offer more advice if you would like. Good luck with your deck.

zacharyrtz on Kykar aristocrat/storm

1 week ago

Pretty interesting list! Curious as to if you think that the triple blue from Cryptic Command is worth it? Wonder if something like Mystic Confluence might feel a little better. Same with Cancel , wondering if something like Arcane Denial might fit the bill better. Feel free to take a look at my list! Kykar Goes America All Over Everybody's Ass

misterbiscuitbarrel on Atemsis, Straigh Flush Exodia

1 week ago

To capitalize on that effect, Freed from the Real and Psionic Gift are good methods of redundancy and capitalization. Playing Blue Commander with no counterspells is a fool's game, I'd at least throw in a Spell Swindle or a Cancel or something.

SharpRaptor on Kess?

2 weeks ago

How is there still a Cancel in this deck????

UpperDeckerTaco on Jeskai Ral's Expansion

1 month ago

Play Sinister Sabotage instead of Cancel . Also, what is Direct Current doing in the sideboard? Wouldn't Fiery Cannonade work better? Also, no Lightning Strike or Lava Coil ?

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Cancel occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Blue: 0.23%