Enchantment — Aura
Surge (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.)
Enchanted creature doesn't untap during its controller's untap step.
Printings View all
|Oath of the Gatewatch (OGW)||Common|
Combos Browse all
|Commander / EDH||Legal|
Containment Membrane Discussion
1 year ago
I forgot the sideboard! I feel like an idiot. Anyway, here it is: 1x Oakenform, 1x Dive Down, 1x Psychic Corrosion, 1x Ghostform, 1x Contingency Plan, 1x Negate, 1x Pirate's Prize, 1x Containment Membrane, 1x Ensoul Artifact, 1x Ulvenwald Captive Flip, 1x Hermit of the Natterknolls Flip, 1x Gearseeker Serpent, 1x Perplexing Chimera, 1x Luxa River Shrine, 1x Sentinel Totem.
1 year ago
I've got a two-part card. One for when Jace realizes his daughter went missing, and one for when he finds her.
Scry X where X is the number of non-land permanents you control. Whenever you Scry this turn, reveal those cards to your opponent.
"I can still hear her. I don't know where she is, but I swear I will not stop until I find her again." - Jace Beleren.
Search your library for any Planeswalker card and reveal it. Put it into your hand. Planeswalker spells you cast cost less until end of turn.
Planeswalkers you control enter the battlefield with an additional loyalty counter on them until end of turn.
"You're safe now." - Jace to Shandra
(Cheesy WOTC flavor text, admittedly. But it fits so meh.)
And because I recognize the Shandra I made is quite OP, especially her +2, I've decided to make the Planeswalker deck version of her. You know, a more "common" and less OP one. Also, I'm just suuuuper bored right now.
Shandra, Mental Static
Legendary Planeswalker - Shandra
+1 Exile target creature or artifact. It gains Suspend 2.
-3 Tap or untap up to two permanents. They don't untap during their controller's next untap step.
-9 Exile all player's hands. You draw cards equal to the number of cards you exiled. You get an emblem with: "You may cast non-land cards from any player's exile zone."
And, screw it. Just because every good set needs some sort of reprint of Ice Over / Claustrophobia / Encrust / Sleep Paralysis / Eternity Snare / Bonds of Quicksilver / Containment Membrane / Unquenchable Thirst / Encase in Ice / Frozen Solid / Ice Cage / Malfunction ... well, you get the idea...
Trapped Between States
Enchantment - Aura
Enchant creature or artifact.
The next time enchanted creature or artifact would become tapped, exile it. It gains Suspend X. When it returns to the battlefield, it enters the battlefield tapped.
Cornered and fearing for her life, Shandra's mind crippled her posture in an agonizing and piercing pain. After her screams subsided, she looked up from her tears and saw her attackers merely ceased to be.
So her magic would be focused around phasing material objects in and out, sort of control over the Suspend mechanic. Using her mind to connect and erase / move objects across space but not so much across time.
Well, this is honestly like the third time we've done something like this. Before this it was The Newcomers, and now it's this whole NewWatch... so, I don't really know.
Continue their story, I suppose. Make a series of cards that explore their powers and personalities. If you want, make more than one like I did.
1 year ago
1 year ago
2 years ago
OK, here we go. I've got a lot of feedback for this deck.
First of all, it's REALLY fun to play.
I've always loved mucking around with
Be aware that this is quite "durdly". Make sure you play it at a reasonable pace: not so slow that you run out of time to complete a match, not so fast that your Opponent doesn't know what is going on.
You would run 20 lands in an EXTREMELY aggressive deck. This is not one of those decks.
I suggest you add 3x Attune with Aether to the mix which sort of acts like a land, colour fixes, and gives you extra
It also acts a little bit like Haze of Pollen in that you now have a chump blocker that you don't care about losing.
It works really well with Bristling Hydra
I would rather see a counter spell than Gift of Tusks. Much better to completely stop a Creature resolving than nerf it for one turn, or boost one of your Creatures. Again, the card is a bit too situational.
Here is a suggested upgrade:
This deck has a stronger purpose now - get as many as possible and use them to overwhelm the enemy.
I don't like Containment Membrane in the Sideboard. It doesn't tap the Creature, so if it's big enough they can just use it as a blocker.
Against a Control deck running Torrential Gearhulk it is next to useless.
You'll have to playtest any changes to see how they work.
If you update the deck tag me in these Comments and I'll take another look at it.
2 years ago
If I were you, I would make sure to have more cards that you really don't want to control, and hand them off to your opponent. Or something that they can't use without assistance, like Mogg Flunkies. Also, you should consider some lock down cards to put on things that you give your opponent, like Containment Membrane, Encrust or Narcolepsy. Plus I would add Vexing Devil, just because you're running red and it could give you some early damage. Good luck in the tournament!
2 years ago
Coming back after having looked at the deck a bit more.
I think you can cut on the hate cards. You have a lot of counterspells, I'd cut the ones that aren't as good in EDH as in other formats. For example Clash of Wills, in EDH players usually tend to have more mana, so most of the time they'll be able to play that "x" cost without trouble.
Your manabase could use some help. I'd play some duals and utility lands. For example Thornwood Falls, Botanical Sanctum, Simic Guildgate, they'll help you to easier reach your requirements for double of the same manacost. Utilitylands like Rogue's Passage help your creatures get through or in the case of Arcane Lighthouse allow you to get around some protection on your opponent's creatures.
You should run some more manaramp, for example Cultivate and Kodama's Reach place lands into play and in your hand, advancing you easily. This is the biggest problem I have with Attune with Aether in EDH as it puts the lamd in your hand and so doesn't ramp you. Most lists aslo play Sol Ring in EDH because it makes for a nice jump in available mana.
Containment Membrane isn't good in EDH as there are enough ways to untap or blink permanents and enchantment hate is out there too.
2 years ago
I took a look at the deck, ran some play tests and it seems really fun, but there are some issues. Some of what I would bring up are already mentioned in your pros/cons list but, you need removal. You are in this for the long game, so you need some way to protect yourself from creatures and other things.
I spent some time on gatherer and came up with some suggestions:
- Winds of Rebuke I would definitely run this one. 1. it is removal for non-creatures so you can mess up vehicles. 2. It contributes to delirium for Manic Scribe, it's an instant, and mills both you and your opponent adding to your own delirium.
- Aether Meltdown Low cost, an aura, stops vehicles, adds energy and has flash, solid removal
- Containment Membrane This one is harder to justify but you use enough low cost spells and want to go as long as possible so this may be very useful. It also stops crews for vehicles. It's not instant but could be useful.
- Spontaneous Mutation more of a sideboard card, but flash one mana and based on the graveyard which you are trying to fill.
So those are my suggestions, sorry if this went on long, I just want to see mill work in Amonkhet or Hour of Destruction standard. Here's hoping for a mill on cycle card in the next set.