Confiscation Coup

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Kaladesh (KLD) Rare

Combos Browse all

Confiscation Coup

Sorcery

Choose target artifact or creature. You get {E}{E}{E}{E} (four energy counters), then you may pay an amount of {E} equal to that permanent's converted mana cost. If you do, gain control of it.

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Confiscation Coup Discussion

solarbeam on Three Color Midrange/Life gain Deck

1 month ago

Alright, awesome! I don't know your meta, so let me know if these suggestions aren't right for you and your playgroup(s).

First off, this is straight up Midrange. A couple counters and removal/control magic cards doesn't make it control.

Secondly, I would focus first on your mana base. The distribution of your lands will depend on the end result of the deck, as in how many black/blue/white symbols are on the card adn how early they appear. Some cheaper lands for esper are Fetid Pools, Irrigated Farmland, Sunken Hollow, and Prairie Stream. These are great choices as they have the basic land types and are able to be fetched with fetchlands, and the cycle effect on the first too can be really hand late game. I'd go with one or the other though, and those also turn on lands like Isolated Chapel, Glacial Fortress, and Drowned Catacomb. If your group plays lands that can be troublesome, cards like Ghost Quarter and Field of Ruin are some great ones that aren't straight up land destruction. I would heavily suggest Field of Ruin over Ghost Quarter though, as it doesn't set YOU back on mana. I would also strongly recommend playing at least 8 basic land cards and at least 25 lands with the amount of high cost cards you have as well.

This kind of deck really does not need Expedition Map, and Elixir of Immortality is really only good if there is an opponent on mill, there are better options if you need life gain. Cards like Wall of Omens, Ruin Raider, Twilight Prophet, Dusk Legion Zealot, Phyrexian Rager, Thassa, God of the Sea or Kefnet the Mindful are all great creatures that can help you draw cards and lands if needed. Spells like Preordain, Serum Visions, Impulse, Painful Truths, Discovery / Dispersal (which can act as removal as well, if need be), and Esper Charm are all well and dandy. If you choose to run any of these, with the kind of deck you're on, I would recommend choosing one of the 1 or 2 cost ones and running four, then run two copies of the 3-cost ones at max.

As for your enchantments, Sorin, Solemn Visitor, Sorin, Lord of Innistrad, or Elspeth, Sun's Champion, and Elspeth, Knight-Errant would all be better than True Conviction as they come down much faster (except Sun's Champion), are far easier to cast in a 3-color deck (W-Bla is much easier than WWW), they also give you creatures to flood the board.

The problem with Control Magic, is that it is far easier to get around than regular removal, but if you're adamant on stealing your opponent's toys, Entrancing Melody, Exert Influence for smaller creatures and Connive / Concoct which can double as rebuying a dead creature of yours, or Confiscation Coup paired with cards like Glimmer of Genius, Glint-Sleeve Siphoner, and Aether Hub. I recommend this because Control Magic can be destroyed by enchantment destruction effects adn let your opponent get their things back, especially if you don't have Privileged Position out, speaking of which

I wouldn't run it. Run more counterspells in its place. You don't want to broadcast the whole 'hit me, i'm setting up a hexproof Exquisite-Sanguine combo' and give them targets for their removal. You need to slam those things down and then protect them. Cryptic Command is amazing, and 3 is good enough. Depending on how your playgroup does with counterspells, og Counterspell, Mana Leak, Supreme Will, Ojutai's Command, Silumgar's Command, Negate, Essence Scatter, and Dissolve are all good. Arcane Denial if you want to be nice about it. You want to make them spend the mana on their way to answer your threats and then Dash Hopes (don't play that one, it's funny but not good). With Counterspells, you generally want to spend less mana on it than what you're countering, and they're better in multiplayer games than discard.

If you're playing 1v1 matches, you could go with discard effects over counterspells, but choose one or both. Cards like Duress, Thought Erasure, Divest, Harsh Scrutiny, Persecute, Arterial Flow (bonus points if you're playing with Twilight Prophet and friends with this one), Inquisition of Kozilek, Thoughtseize, Castigate, Blackmail, and Hymn to Tourach. You also have Kitesail Freebooter, Tidehollow Sculler, and Brain Maggot. From what you said with liking how your creatures take control, this is the route I would recommend for you, especially Kitesail Freebooters and Thought Erasures since one is a creature and the other can help fix your next draw step.

Once again, run Counterspells or Discard, and preferably counters in multiplayer. The simple reasoning is with discard you spend mana and resources and they don't spend mana and lose resources, counters you both spend mana and resources with you, preferably, spending less mana and quality of resources, and you don't want to tax your mana and resources doing both.

Don't run Riot Control. Don't do it. Run Eerie Interlude instead of Rootborn Defenses as it will trigger and enter the battlefield effects when your creatures come back and get you advantages that way.

Jace is cool, but run those Sorins and Elspeths I mentioned earlier instead, they fit better in your kind of deck.

Some way better creatures for you are Dragonlord Silumgar, Dragonlord Ojutai, Cloudblazer, Restoration Angel, Ravenous Chupacabra, Isareth the Awakener, Vona, Butcher of Magan, Nightveil Predator, Thalia, Heretic Cathar, Hostage Taker, Regal Caracal, Thraben Inspector, Noxious Gearhulk, Torrential Gearhulk, or Cataclysmic Gearhulk. There are so many options out there, and in the end it's your deck so you can make it however you would like. I hope this was at least a little bit of help.

Also, definitely find some room for Swords to Plowshares and Anguished Unmaking. Life is a resource and don't be afraid to spend a little bit or give your opponent some more if it means not letting them win or letting you win.

Gidgetimer on Does card:Vaevictis Asmadi, the Dire's ...

2 months ago

If it uses the word target at all it targets. The specific phrase "choose target" is in the Oricle text of 59 cards. It is used when a single effect performs multiple actions using the same set of targets (Capricious Efreet, Confiscation Coup, Time to Feed, etc) or when one player targets a permanent and another player performs an action on it (Unravel the Aether, Deglamer, Ashling, the Extinguisher, Vaevictis Asmadi, the Dire, etc).

magicsheep on U/W Approach Control RIX

5 months ago

Curious...very interesting deck HubHikari.
I like to add Regal Caracal to the sideboard because it's very good at holding its own against aggressive decks. My local meta is very aggressive, so I run 2 Regal Caracals in sideboard always. An older card, Confiscation Coup is actually quite effective against many different types of creatures. Consider adding to sideboard?

Legendary_penguin_of_death on Updated WU Challenger (Needs Help)

8 months ago

Ok here are a few things.

Low budget

Admiral's Order- it is a strict upgrade to Cancel. It doesnt matter at all in game one since you dont have creatures, but in game two if you brought in creatures you can often get the reduced cmc off of the raid.

Confiscation Coup- its a great sideboard card and a pay off for running energy. It handles scarab gods and the like very well. Maybe run 2 in sb

Aether Hub- your mana base looks pretty good already but since you run 6 energy cards already why not get the mana base even better. A fringe case where hub becomes an all star is if you add Confiscation Coup and steal a scarab god then you have a black source to activate its ability. I would only run 2-3 hubs.

Glacial Fortress is a nice upgrade as well. They arent super cheap but they are still kinda budget. Id run 4

Authority of the Consuls- pretty necessary for shutting down mono red aggro. Id add 2 in the sideboard.

No budget

Disallow- its also a strict upgrade to Cancel but will come in handy much more often than Admiral's Order.

Search for Azcanta  Flip- can go in place of one supreme will and one opt. It ramps you into Approach of the Second Sun a turn earlier while filtering draws. Then it can dig through the top 7 of your library very quickly to find the same approach again. I usually only run 2 since its legendary but most people play 3.

Settle the Wreckage- add 2

A side note is that I was looking at an esper approach deck that did well in a tournament and it ran 4 approach. Most run 3 tho I think so I guess the number varies a bit.

Hope this is helpful. Good luck!

Freezingfist on Hostage Ruse

8 months ago

Interesting build, chaser12

The only other 'flicker' card I can think of in these dedicated colors for standard is Release to the Wind, which I see in your sideboard.

It's not a flicker, but you could run Entrancing Melody or Confiscation Coup to just hard-steal...

Legendary_penguin_of_death on Jrods-Energy

9 months ago

I think there are a few improvements that could be made. Fling seems pretty bad. Maybe add 4 Harnessed Lightning mainboard and take out both masterminds aquisition. Then u could go up one Confiscation Coup.

stensiagamekeeper on The zombie sass deck

10 months ago

By the looks of things your'e going for cards that are fun and you want to play with over a powerful or tempo based strategy which makes my job (providing feedback so I can post a deck after yours) a little tricky. Nevertheless here's some cards I think might be fun in this deck.

  1. Gonti, Lord of Luxury is fine as he's a death touch blocker that decentivizes your opponents from attacking you letting you can get to the later turns and lets you steal stuff from your opponents which is cool. Same with Gifted Aetherborn although he's a little more expensive.

  2. If you like stealing things Entrancing Melody and Kefnet's Last Word can troll your opponents and there's also Confiscation Coup which works a little better with Wildfire Eternal than melody.

  3. Ramping into your bigger spells is probably necessary if you ever want to cast them. It's hard in your colors however my suggestions would be Manalith or Cultivator's Caravan but mainly Pirate's Pillage as it lines up perfecly with a turn 4 pillage into another land turn five and a seven manna spell like Nicol Bolas, God-Pharaoh, Swarm Intelligence and God-Pharaoh's Gift.

If you want to increase the power level without breaking the budget my suggestion would be to just pick a theme. You have Wildfire Eternal, and Swarm Intelligence with 19 creatures. Also a GPG with no way to cheat it out or throw your own creatures into the graveyard. Mirage Mirror and GPG don't make sense as the creatures you're building around are legendary. I'd go all in creature re-animator, all in zombie tribal or all in spellcasting but idk obviously if your just playing casually with your friends none of this paragraph is relevant.

djnewellmit on Re-growing Pummeler

10 months ago

Thanks for the suggestions and upvote, clayperce. I will definitely consider the graveyard-hating artifacts you recommended; I have managed to avoid seeing many God-Pharaoh's Gift decks at my local LGS since the recent energy ban, and this deck tends to outrun the midrange token decks I've faced. I'm leaning more towards the Sentinel Totem if I need to alter my sideboard, possibly swap it in for Confiscation Coup which hasn't proven its usefulness.

I wouldn't have thought of Tricks of the Trade out of the Welcome Decks. The relatively high CMC might hinder it in this deck, but it gives a little more reach that might otherwise be lacking in certain circumstances. I don't think Perilous Voyage will replace Unsummon since I use it around 2/3 of the time to bounce my own creature when I don't have a Blossoming Defense, or to avoid a Settle the Wreckage. I'll see how my first real tests go tonight and track how I end up using my maindeck Unsummons to see if there is more potential I may be missing.

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