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



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Recent Decks

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Wild_Camilleon on MtG Party Mode: The Tower

4 days ago

Hey there! I have alot to cover but bare with me here, I think you might like this post idea. A while ago I was sitting around organizing my cards, given I am little over a year into the game, I had plenty to build with... but nothing “game changing.” Ixalan had released and Tribal was killing my two person play group, so we taught a few of our friends... or well we tried. Yet it was clear tribal was a mechanic that took a deeper understanding of the rules to truly play effectively. I wanted to be done with tribal for a bit, even if my Modern Merfolk was doing great. I wanted to teach the others the key basics of gameplay, threat assessment, and color combos. Well I had ALOT of white border old cards... and it hit me. A new idea, that probably has already had versions posted before I bet, and I called it “The Tower” I spent all night working on it and the next day during Study Hall.. four of us gathered around a table and I brought out two deck boxes stuffed with cards. The others looked confused given my recent wins with my Merfolk, but the confusion deepened when I told them I didn’t have a 60 card deck. I had 120 cards in one box, and 120 lands in the other. The game had begun, and suddenly we were having a blast. A land every turm, a new spell every turn, and quirky old cards that were simple and fun at heart. Well since then the tower has changed... it has become something... truly complex at heart. Not in how it is played, but how intense each match is. With a Modern set of 360 cards, and 160 lands... Tower is a game like no other. Any number of players, crazy combos, no game is ever the same, and over all just a fantastic game of Magic. Cards like Last Stand are the exact kinda crazy this game mode wants!! Even better is the game allows friends who cant afford a deck to play, all players have the same shot to win, and at no point can anyone pull off a turn 1 win. Oh did I mention the number 360 spells was chosen so a tower could also be a cube if you wanna draft? :)

What You’ll Need:

-360 Spells

—60 Red

—60 Blue

—60 Black

—60 White

—60 Green

—30 Colorless (Artifacts or Eldrazi)

—30 Multi-colored

-160 Lands

—30 Mountains

—30 Islands

—30 Swamps

—30 Plains

—30 Forests

—10 Searchlands (Like Terramorphic Expanse

-A few people, 2 - 8 players ideally but I’ve done 10.

-Storage Container (A Bundle Box container is perfect size un-sleeved! Sleeved is a monster of a whole other kind)

How to Play: -Each Player starts the game with 30 life.

-Separate the Spells from the Lands, stack them in center. (You will probably need two “stacks” for the spells, and again the Land stack should be separate)

-Determine who goes first. -Shuffle up

-Draw in a clock wise fashion starting with Player 1.

-Each Player draws 3 lands and 4 spells to start.

-NOBODY DRAWS ON THEIR FIRST TURN. This ensures everyturn you end with two in hand assuming you played a land. This helps us make sure you have the right number of cards in hand!

-Play Magic!!

Additional Rules We Have Added: -Before the game begins each player has 2 Perfect Mulligans for the spell stack, and 2 Perfect Mulligans for the land stack.

-During the game each player has 3 Perfect Mulligans for the spell stack, and 3 Perfect Mulligans for the land stack.

-When a player runs out of spells in hand, they draw 4 spell cards from the spell stack. This happens everytime.

-If a player is asked to discard a card from hand, they may NOT choose a land card. This is an easy choice, and messes with two lands in hand at end step. Ergo a player MUST discard a spell. The only time this is negated is if the card requires or ALLOWS the player to discard a land card. In which case, the player should have 1 land in hand at end step for the rest of the game. Or 0 of the end up discarding both land cards in hand.

-Max hand size is still 7, however your lands in hand do not count. In other words 2 lands and 6 spells is okay, but 2 lands and 8 spells is not.

-Everyone shares a graveyard, but if there is an aftermath or from yhe grave play, only the player who had summoned it may use that.

Cards to Avoid:

-Mass amounts of life gain, this keeps the game from ending practically.

-Blaze #turn21nuke

-Crappy commons.


Cards to Include:

-Massive mana drop spells.

-Crazy powerful spells.

-Legendary Creatures, Eldrazi Titans, and Planeswalkers.


-Unset cards like Earl of Squirrel

-Classic commons like Cancel, Lightning Strike, or Raise Dead.

Well... that sums up everything I had to share with yins all!! I hope you try Tower out sometime!!

lordofscotland on U/G merfolk

5 days ago

I have been playing this Can't Block This Merfolk Deck for the past few weeks in standard. Went 4-0-0 and 3-1-1 the past 2 weeks. It's built differently then yours since its all about getting +1/+1 counters on merfolks then attacking with unblockable creatures. I recommend main decking Essence Scatter over Cancel with the current meta being more aggro then control, its also cheaper so you can spend that extra mana on merfolks then on control.

HSDclover on Wizard Counter Burn (old)

6 days ago

I'm back and no longer sleep deprived/frustrated (I don't recommend deck tinkering at 4am), so I've reverted the deck to how it once was.

tjjonny2000 Consider that Wizard's Retort is still Cancel, a card people put in decks. Loukout's Dispersal also happens to get reduced by Baral, and with the siren out gets reduced to 1 mana, and the 4 mana tax is more useful as a counter for longer than 3 mana.

I guess what got missed by you is that the real wincon is Precognition Field, which in this deck kinda reads "whenever you cast an instant, draw a card". Obviously its more finicky than that, but it makes burning a face more valuable. Perhaps I should rename the deck Counter Burn to make it more obvious.

Also notice how much card filtering is in here. It sees far too many lands as it is, cutting filtering for lands is not really what I want to be doing, and Memorial to Genius is far too slow against any fast or powerful deck.

I guess I'm not really looking for advice (I hit deckcycle by accident when I meant to hit playtest), so sorry if I come off as rudely defensive.

snoozle on Dimir Nezahal Control

1 week ago


3x Negate 3x Moment of Craving 2x Swamp


3x Blink of an Eye 3x Cancel 1x Zhalfirin Void 1x Arch of Orazca

Also updated sideboard.

snoozle on Dimir Nezahal Control

1 week ago

Brilliant, thank you punkrawkmonkey. I will add a Zhalfirin Void and an Arch of Orazca.

I agree with Sift and you're right I want a deck that is entirely rotation proof.

Blink of an Eye is interesting. I think the life gain from Moment of Craving is a big upside along with removing indestructible creatures.

I did put Negate in as it is easier to cast, along with Essence Scatter I thought I had all bases covered. For one more though Cancel is probably better.

Thanks again for your help, it's much appreciated!

~ snoozle

punkrawkmonkey on Dimir Nezahal Control

1 week ago

Hey snoozle. Fellow control player here. Since you are only running two colors, you could probably afford to include a couple copies of Zhalfirin Void and maybe one of Arch of Orazca. These are excellent utility lands that help you to to hit the cards you need at any given time in a game. I run them in my Second Sun control deck and they've been a huge help to me so far.

I really don't like Sift with the discard and sorcery speed. An obvious replacement for that would be Glimmer of Genius, but it looks like you want the deck to be legal once we hit the rotation in the fall. Hopefully we will get some better draw spells. That being said Blink of an Eye has been really good for me as both removal and draw. I feel like Moment of Craving isn't very good but then again, I've never played it. Maybe swap those out for the blinks?

I also like to run Negate as a sideboard rather than main because it is almost useless against creature heavy decks like mono red and green stompy. Maybe throw in some Cancels instead?

Just a few suggestions I have. I hope that helped somewhat. Good luck out there! :)

TheGoldenTim on I Hurt Myself Today

1 week ago

I was thinking probably changing Shore Keeper for something like Cancel or Essence Scatter

Honor_Basquiat on Odd One Out

2 weeks ago

You're off to a good start.

Replace Cancel with another three mana counterspell like Dissipate or Void Shatter. You can also play something like Supreme Will which is a conditional counterspell but also functions as a makeshift Impulse. This means if you reveal it with Yennett, you can cast it for free still. Mystic Confluence is good for the same reason (which you are already running).

Your bomb package is good although I think Nezahal, Primal Tide is worth considering along with Chancellor of the Annex.

I'd also recommend more ways to protect Yennett (and your other bombs). Cards like Mother of Runes and Kira, Great Glass-Spinner do this well.

Path to Exile and Vindicate are essential removal spells you aren't running. I'm also fond of Council's Judgment and Aura of Silence.

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