Counterbore

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Counterbore

Instant

Counter target spell. Search its controller's graveyard, hand, and library for all cards with the same name as that spell and remove them from the game. Then that player shuffles his or her library.

WanderingSpirit on Shuffled to Death

5 years ago

Thanks! I like all of these cards and will definitely add them. Quash seems like a category upgrade to Counterbore. Portent is disruption and a shuffle trigger, and Jester's Cap is a staple in quite a few things.

Dellog on MagicalHacker - List of All Counterspells

5 years ago

Why isn't Counterbore in this list? Is it not in just because the list is only for commander?

MohenjoDaro on "And Just Like That... They Were Gone"

6 years ago

As Mark said, Mana Leak would be nice, but Censor also can help and the cycling helps later in the game. I personally have a soft spot for Counterbore but it's too slow to be aggro.

skoobysnackz on Every Day I'm Shufflin'

6 years ago

Thanks a lot for all the suggestions guys! I've got a lot to think about here, but I removed Day's Undoing, Counterbore, and Mimeofacture for 2xRemand and Muddle the Mixture. I think this will help with consistency, slowing down the opponent, and generally controlling the board more effectively. I have also added a sideboard for bad matchups.

Also I'd like to thank everyone who has showed their support by upvoting and commenting here, it is as always very appreciated!

bakeraj4 on Every Day I'm Shufflin'

6 years ago

Love the deck. I don't think that Day's Undoing should be in the deck. The card dose trigger the cards that care about an opponent shuffling, but because as Day's Undoing is resolving the game is moved into the end step and those triggers cannot be placed on the stack Day's Undoing and triggers. If you are using it as a way to draw 7 cards and move your grave yard to your library, sorry for being a pain on that. My suggestion is to cut Counterbore, Day's Undoing, and Mimeofacture and putting in 3 Remands. That would reduce the number of times that the opponent is shuffling by two, but being able to slow the opponent down and being a cantrip could help you buy time to get to your win cons. And a large portion of decks run fetch lands, so opponents will be shuffling on their own as well making that reduction by 2 not feel as bad. If you are making a side board I would defiantly suggest Fulminator Mage. It would be good especially in the Tron match up. Destroy a Tron piece and then Surgical Extraction it away. I also suggest Wasteland Strangler in the side board. You have many ways to get cards into exile making it very easy to make the strangler into a extra removal spell against creature decks while being a creature itself. Sorry for the long post. I'm giving it a +1!

TheSurgeon on

6 years ago

The following are too high in CMC:
Swarm Intelligence
Consuming Aberration too slow
Nemesis of Reason slow
Jace's Ingenuity
Counterbore
Traumatize
Jace's Sanctum
Startled Awake slow

Suggestions to put in:
Glimpse the Unthinkable, Breaking, Mind Sculpt, Shriekhorn, Tome Scour, Remand, possibly some way to make your opponent search their library like Ghost Quarter, and place Twincast on your hedron crab.

Your current list will never get anywhere near a win while waiting for all the mana to cast those useless creatures.

Check out my profile page for many mill variants and ideas.

thefelinecorgi on Jace Mill mk III

7 years ago
  • Change your deck from Standard legal to Modern legal. Modern allows for a lot more freedom in deck construction, standard only allows you to choose cards from the last few expansions.
  • Move Tormod's Crypt to the sideboard, you likely wont need to exile a decks graveyard. It will be available when you need it.
  • Replace 2x Altar of the Brood with 4x Jace's Erasure to save money. ($1.00 USD -> $0.13 USD).
  • Remove Reliquary Tower. It costs $3 USD and you have nothing that benefits you from having a large hand. You're not likely to get over 7 cards either, because of your mana curve.
  • Remove Counterbore and Countermand. They are too expensive to use as counterspells, you'd have to leave 4 - 5 mana open every turn, and before that they'd be dead cards.
  • Remove Forced Fruition. It's mana cost is high enough that you may never play it, having only one of them means you'll probably never draw it, and it's almost $7.
  • If you want some slightly expensive cards, you could get 4x Increasing Confusion. They're almost $2 each but allow you to mill your oppoenent twice per card, and it scales highly with your mana. These can replace dreawaters and 3 other mill cards.

ej133 on

7 years ago

Ok, man, this isn't going to be a funny conversation, but I'll try to help you sorting things out.

  1. Mill is not a very consistent strategy in modern. It never was. Basically, Mill is a bad burn deck where you need to deal 53 instead of 20, and there's no such thing as 4 extra copies of Tome Scour, as much as there are many similar cards to Lightning Bolt. Please keep this in mind this while building.

  2. If you want to control, play control. If you (REALLY) want to mill, then play mill. What you have here is a in-between breed of these two archetypes that is not reactive enough to hold back an aggro modern deck, neither fast enough to mill them down before a Glistener Elf kills you for 10 damage.

Let's split in two directions:

  • The point of playing control is to hold your oponnents back with cost-efficient cards, such as Path to Exile, Fatal Push, Mana Leak, etc, to win yourself some time until you can actually put a strong wincon, let's say Celestial Colonnade.
  • The point of playing mill is to get your oponnents deck over as fast as you possibly could. Fast, got it? Traumatize does nothing if you need speed. It would be a much better slot if you were running 4 Mesmeric Orb and Hedron Crab. The best mill card ever printed is possibly Glimpse the Unthinkable, but if you're trying to keep it budget, I assume you're not intending to get these in a closer future.

Now that we're done with the archetypes, I assume you can decide what you're acutally playing and proceed with the deckbuilding.

  1. In a control shell, the lower the cost of a counterspell the better it gets. Cancel is not in this tag, if you're wondering. Use some Negate and more creature removals (Fatal Push is probably the best one, but Go for the Throat and Ultimate Price are very useful too).

  2. For these reasons, cards as Counterbore and Discombobulate are very often good for nothing. I'm not very comfortable with the two copies of Turn Aside either. I understand you want to protect your Ulamog, but Dispel is probably better for this and many other various uses.

  3. For Milling strategies, there are some key cards that cannot be out of your list: Archive Trap, Mind Funeral, Breaking, Mind Sculpt and the obvious Tome Scour. If you really want to mill someone down, you have to use 4 copies of each.

  4. Consuming Aberration. Yes, I know. I'm pretty sure you love this card. Pretty much everyone that tried playing mill once in a lifetime had a little bromance with Consuming Aberration. But this is far from good. The card take a lot of mana, to deal a very small value on the board, and has a ridiculous chance of just getting a Murderous Cut and, boom, you just threw 6 mana in the trash. You would make a much better slot for a Manic Scribe there.

So, I know this is a lot of information, but if you read this with a little patience I'm sure you will understand. I'm not trying to diss your deck off, but I live with a dude who had something very similar a few years ago, and I play an Esper. control, so I believe I have some good advice for you.

I'll come with another comment about the lands soon.

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