Collective Restraint


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Invasion (INV) Rare

Combos Browse all

Collective Restraint


Domain — Creatures can't attack you unless their controller pays for each creature he or she controls that's attacking you, where X is the number of basic land types among lands you control.

Collective Restraint Discussion

multimedia on Davy Jones Pt.2

3 weeks 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.

carpecanum on Is a forest and a ...

1 month ago

For a card like Collective Restraint , can I get up to 11 basic lands? Wastes , 5 basics and 5 snow-covered basics?

Nemesis on Estrid the Masked (Enchantress) EDH - need cuts

1 month ago

Heyo! Sorry if I suggest something that's actually super important, I'm not exactly an expert on this deck. That being said, here are my suggested cuts:

Tezzeret, Artifice Master - I don't see any artifacts in the deck, so his 0 will only draw you 1 card unless you +1 him 3 times.

Captain Sisay - I only see 5 total legendaries and none of them seem like something you need to get. She doesn't seem worth it in this deck.

Myth Realized - This seems like a fun card, but it also doesn't seem to go with your strategy since it's just a beater.

Oath of Teferi - I'm not really a huge fan of any of the planeswalkers aside from Garruk here, and since you don't really have that many to begin with, I'd say this is cut-able.

Now, to make your life a little more difficult, have you considered Collective Restraint as another pillow fort option? Also, there is a new land coming out in Modern Horizons that seems like it'd be right up this deck's alley, called Hall of Heliod's Generosity .

Nemesis on Sugar Daddy

1 month ago

Hey, a fellow Nekusar player! I also play this deck fairly casually, so I'll be making some pretty budget addition suggestions:

Ebony Owl Netsuke


Guildgates and other tap lands if you're having trouble with mana.

Lastly, I don't see too much in the way of defense, I think you may be able to take advantage of pillow fort cards ( Collective Restraint ) or board wipes.

carpecanum on Estrid EDH

1 month ago

I'd probably take out Solemnity unless your meta has a lot of counters or infect going on. You have a TON of ramp enchantments as well so i'd feel comfortable going down one or two lands. The Chain Veil will just end up hurting you if you can't pillow fort up.

What is your win-con? If it's creature damage maybe something like Aspect of Mongoose would help your creatures stay alive longer since you only have a few. There is actually a whole cycle of enchantments that return to your hand like that (3 per color i think). Launch and Spirit Loop are the only others that come to mind though.

Collective Restraint could add to your pillow fort cards and the appropriate gods could give you burly creatures (Thasa, Nylea, Heliod etc but they don't cause thing to untap from Estrid's +2 i guess ). The gods are getting kind of pricey though.

hkhssweiss on Oh, You Wanted to Play Magic?

2 months ago

No worries Jayd0nlink, I'll be glad to help! Also feel free to ask me to clarify on some points if you don't understand. By interaction magic, I mean cards like that either remove stuff from your opponents, denial via counterspells and such, or protection for your permanents.

I would say more denial and protection, cards like Propaganda and Collective Restraint are a waste of a slot when you can bounce there creatures and play them your self :P

Well the first thing is to see what route you want to do, I'm an advocate of helping people tune their deck the way they want it to play like :P

Jayd0nlink on Oh, You Wanted to Play Magic?

2 months ago

Hey hkhssweiss, thank you very much for replying, I appreciate your help! You definitely mentioned a few cards that I hadn't heard of before. So, I don't really know what interaction magic means, but I can kinda get the gist from the example cards. Kinda like some counterspell stuff?

However, I do have some ideas over some more stax or protection stuff. Of course I'll add in Aven Mind Censor, but also Cloud Cover for repeatable commander protection. Maybe also Collective Restraint as an added Propaganda affect. A couple other cards I might add are:

Grand Arbiter Augustin IV , Torpor Orb , That one artifact that prevents activated abilities of creatures, and Grand Abolisher .

I definitely need help with things to take out. Thanks again for all your help! I'm typing on mobile so hopefully this makes some kind of sense.

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Collective Restraint occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%