|Commander / EDH||Legal|
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|Commander 2015 (C15)||Rare|
|Return to Ravnica (RTR)||Rare|
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Counterflux can't be countered by spells or abilities.
Counter target spell you don't control.
Overload (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")
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2 weeks ago
Besides that, stifle effects like Nimble Obstructionist or Disallow will stop the trigger on the stack; Trickbind work perfectly and prevent them from negating the counterspell. Summary Dismissal is a single color overloaded Counterflux.
2 weeks ago
Overloaded Counterflux works too.
Otherwise, if Storm really is a big deal in your meta, just play 3-4 Leyline of Sanctity and there you go :)
2 weeks ago
I truly never thought about this before..... but I believe when you copy and choose new targets for a spell your copied spells resolve first...like if you somehow had the mana to use Mirror Sheen you could effectively kill the opponent first... in the case of Grapeshot i dont see why a simple Swerve/Reverberate dont effectively do the job.... but if im wrong (and i very likely am)... i know this doesnt "Steal" a storm...but Counterflux is a good alternative to stop storm.
2 weeks ago
Out: Forbidden Orchard, Rugged Highlands, Simic Guildgate, Swiftwater Cliffs, Thornwood Falls, Counterflux, Pulse of Murasa, Gilded Lotus, Sylvan Caryatid, Combustible Gearhulk, Inferno Titan, Hour of Eternity
In: Alchemist's Refuge, Exotic Orchard, Temple of Abandon, Temple of Epiphany, Temple of Mystery, Explosive Vegetation, Dig Through Time, Fierce Empath, Parallel Lives, Voidslime, Tooth and Nail, Blue Sun's Zenith
2 weeks ago
enpc on Kess Kontrol
2 weeks ago
On the whole the list doesn't seem to bad. A few things that I would point out though:
The number one thing that stands out is that you need a more consistent win con. Things like taking extra turns is not in and of itself a win condition. And tryign to leverage other player's win conditions is generally not a good strategy as there are a lot of decks that are highly synergistic, meaning that stealing one card from them will do SFA. I would recommend having a win condition of your own that had no reliance on opponents' cards. you can run a few steal effects if you like still, but I would treat them as value adding, not a win condition in their own right.
With the curve you have you should probably run a few more mana rocks. Stuff like Izzet Signet, Talisman of Indulgence and Talisman of Dominance are good (plus the other two signets if you'd like). I know ramp is boring but it will make the deck more consistent and easier to play. Also, I really like cards like Dark Ritual, which is extra good with Kess as you can turn 1 mana into 5 with her ability.
If you're playing control I would recommend evaluating some of your counterspells. Modal stuff is nice, and additional functionality is good but in a control deck you actually want castability over a lot of those functions. Three and two CMC counterspells are better than four and five CMC ones, and one CMC is the best (other than the few free ones of course). I would personally make an exception for Mystic Confluence as that card is solid but I would try getting all your counterspells to three CMC or under. I would also recommend getting a copy of cards like Negate, and Swan Song as well as Counterflux. But some good three CMC counterspells you don't have are Dissipate and Void Shatter, as they exile opponents' stuff.
I would strongly recommend Desolate Lighthouse as a utility land. Especially with Kess, the ability to filter cards on a land is awesome.
Hopefully this will give you some food for thought.
3 weeks ago
You should put in Spell Pierce or Negate instead of one of your counterspells, generally you don't have to be worried about people paying for it or countering it. Most of the scary people that you usually are worried about tap out...or just counter their mana rocks...
get Mystic Remora
takeout all the bouncelands just put in regular lands
you have a lot of scary but nonetheless dead cards...Wurmcoil Engine, Tezzeret, Master of Metal, Magister Sphinx, Thopter Engineer, Steel Hellkite, Decree of Pain, Nevinyrral's Disk, Magistrate's Scepter, Trading Post, Panharmonicon, Mirrorworks, Temple of the False God, Combustible Gearhulk, Counterflux, Baleful Strix
ideally in a combo deck you should...in a non super competitive deck... go off turn 6 or 7 easily.
1 month ago
also, jeskai tempo usually involves a Jeskai Ascendancy or two, of which it got its name, so im confused as to why o dont see it
cosi's trickster just doesnt seem consistent enough here, i dont see it getting big very fast
id run 2 or 3 colonnade instead of just 1, since that card is usually the wincon in jeskai control lists and a 1 of wouldnt get drawn often enough
also 1 or 2 Counterflux in sideboard can help with storm decks and other blue decks
lastly, Sphinx's Revelation is one of the best cards in WU modern, id recommend a few of those mainboard as they are early game cantrips and late game game-enders
other than that not much else i can think of, looks decent for an early stage homebrew!