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

Printings View all

Set Rarity
Amonkhet Common
Planechase Anthology Common
Khans of Tarkir Common
Magic 2015 Common
Magic 2014 Common
Return to Ravnica Common
Planechase 2012 Edition Common
2012 Core Set Common
2011 Core Set Common
Duels of the Planeswalkers Common
Zendikar Common
2010 Core Set Common
Shards of Alara Common
Tenth Edition Common
Time Spiral Common
Promo Set Common

Combos Browse all



Counter target spell.

View at Gatherer Browse Alters

Price & Acquistion Set Price Alerts

Cardhoarder (MTGO)

0.01 TIX $0.01 Foil


Recent Decks

Load more

Cancel Discussion

Enral on My Disgusting Arcum Daggson Combo Deck

2 days ago

Hi cool deck, if your budget permits I would streamline your permission suite into the following:

Generally you want to keep your permission as low cmc as possible to be able to more effectively leave the least mana open to protect your board.

pinecone2k3 on Mono blue control

5 days ago

First off, quick question. You currently have the deck tagged as being intended for Standard format, but a lot of the cards haven't been printed recently enough to be legal in Standard.

That said, I'd swap out Cancel. If the deck is intended to be legal in Standard, I'd put in Disallow in Cancel's place. If it's just a Casual deck, using whatever you feel like using, and Disallow is a little pricey, I'd say go with Counterspell instead, as it does the same as Cancel, but at a lower mana cost.

As far as creatures go, you need some creatures with lower mana costs. The lowest mana cost on any of your creatures is 3, and those 3-cost creatures only make up 3 cards out of your 60-card deck. That means the soonest you can possibly get a creature in play is turn 3, and that's assuming you get one of those 3 cards somewhere in either your opening hand or your first three turns' draw step.

My only other recommendation would be to run more copies of fewer different cards. Figure out which cards work and which ones don't, and swap out the ones that don't for additional copies of the ones that do, to increase your chances of drawing a copy when you need it.

Argy on Amonkeht Mono Blue

1 week ago

Disallow is strictly better than Cancel.

You have WAY too many Enchantments. You should only have about four, max.

Take some out for Glimmer of Genius, one of the best draw spells in Standard at the moment, and some more Counter spells. Negate or Dispel would be worth looking at.

I would only keep Lay Claim.

LeaPlath on Arcane Mastery

1 week ago

You have no reason to play Cancel when Counterspell exists.

With 18 none creature spells, Skywise Teachings seems bad.

Lots of legacy decks are creatureless, or low creatures with a high P/T or hard to touch creatures, so Beguiler of Wills probably isn't great.

Narcolepsy isn't a good card in this, I would just not play it.

lords2001 on Curious Enigma in the ice

1 week ago

Can I ask why on earth you are playing Murder over Unlicensed Disintegration - there is no downside, and you can reduce the amount of black mana you have to run to make your removal playable.

Disallow is straight up better than Cancel.

Negate should be in your sideboard as well, along with a wipe like Sweltering Suns as it will only hit 1 of your cards assuming you can flip Curious Homunculus.

Arc Trail is better replaced by Shock or Magma Spray depending on whether you like exile or player damage better.

izzetkid987 on MoBlu Spellspam

1 week ago

Adds I would recommend: More lands 35 is pretty risky and generally you would prefer mana flood to mana screw. I would aim for 38 myself. Utility lands Yeah, this list runs Back to Basics but you will not always draw it and a couple dead lands with it out still is not so bad. You exclude a lot of useful effects like Reliquary Tower, Myriad Landscape, Riptide Laboratory (for protecting talrand), Faerie Conclave/Dread Statuary (for emergency blocks) etc. by not running nonbasics and mono-colour decks with no duals have the most space for those. More mana acceleration Most edh decks need ramp and this deck is no exception. With more mana, you can counter more spells per turn cycle. Sol Ring and other mana rocks are staples. I would aim for ten total. More card draw Same deal as ramp. Most of your counters trade 1 for 1 with your opponent's spells so you will need hand refills or you will run out of cards trying to trade 1 for 1 with 1 with 3 or 4 opponents. Pretty basic multiplayer card advantage. This deck prefers instants so it can keep mana up for counters. Blue Sun's Zenith, Stroke of Genius, and Pull from Tomorrow have a big impact. Perilous Research costs little and you can just sacrifice the drake it makes. Board wipes Some games you will fall behind your opponents so you need more reset buttons. Evacuation, Inundate, Crush of Tentacles, and Engulf the Shore all get you out of sticky situations and simulate a blue Wrath of God. Oblivion Stone permanently destroys. Other Curse of the Swine, Pongify, and Rapid Hybridization are all instant or sorcery spot removal. Rise from the Tides gets you a LOT of tokens. Dismiss replaces itself. Propaganda protects you. Brainstorm, Telling Time, Think Twice, Opt and other cantrips do not really give you net card draw since you use up a spell to cast them, but give you card quality instead.Cuts I would recommend: Kraken's Eye is probably bad because cards that only gain you life typically are. Elixir of Immortality is the same unless you are regularly near decking yourself. Backfire, Creature Bond, Feedback, Power Taint, Psychic Venom and other cards that only damage players are typically too low impact in edh. Disperse and Flash Counter are strictly worse than Into the Roil and Dispel. Cancel is strictly worse than s many other options; here is an entire article detailing them: Disappearing Act seems worse than Cancel unless you particularly want to replay your permanents.

gabrielguieiro on Ghosts of Innistrad

1 week ago

Hi there! I'm a admirer of spirits and would like to leave here my 2 cents:

  • Since Delirium it's difficult to achieve in this deck, Topplegeist it's an only one-time tapper. I would substitute him for something else. Maybe a finisher like Archangel Avacyn  Flip. Maybe increase the "control theme" with Negate or (my favourite) increase the removals; Cast Out and Stasis Snare are good options. Since the spirits give you the possibility to pass the turn with 'open mana', all my choices have flash.

  • Convolute isn't a god counter. Disallow, Void Shatter and Cancel are better (and your mana base is favorable). Even Revolutionary Rebuff can be considered. Dispel it's a sweet card to put in your SB for control matches. Usually face creatures deck wouldn't be a issue, due the tappers and evasion that Spirits provide. So the most concern should be the non-creatures spells such PWs and vehicles (someone said Negate?)

  • Niblis of Frost it's a tricky choice for me. It works for you? I have considered it in my deck (Draw-Go Spirits (Gameday winner)) but the lack of Flash disencouraged me. To keep 2 more mana open (to counter or rattlechain a spirit), it would require 6 mana... Archangel Avacyn  Flip becomes more and more attactive for this slot...

  • Dusk / Dawn It's another sweet card for this deck. A 4 mana wrath that affects only my opponent's creatures? Sign me in! And can retun all creatures from GY in late game!

  • For the SB, I suggest Glyph Keeper as a alternative against control (you can cast it for 5 and, if countered, Embalm - counter proof - for 7 later)

Well, hope I didn't sound flashy about the suggestions (he he).

ZtheGreat on Soramaro's Single Strike

1 week ago

Dissolve or Dissipate over Cancel

Stroke of Genius and Pull from Tomorrow are two more decent Draw X spells

Enter the Infinite makes a pretty big Soramaro. Especially good with Laboratory Maniac

Load more