Counter target noncreature spell. Its controller loses 2 life.
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1 day ago
4 days ago
6 days ago
Sideboard seems alright, but you also didn't add any context of your meta, or what you are planning for with your sideboard. That would help people give you better advice on your sideboard.
I do have one suggestion, and that would be Countersquall. Great card, I would even suggest it mainboard. In addition, I think you still should be running some amount of Terminate main, as it deals with more and is a kill spell at all moments.
1 week ago
I wouldn't suggest her anyway, she's horrible with countermagic :P
4 Ashiok, Nightmare Weaver is surely too much. Drawing too many is bad; the card does nothing against a lot of decks such as Affinity/Infect/Burn. Why not play something like a Jace, Architect of Thought, Ob Nixilis Reignited, or Tamiyo, the Moon Sage to have win conditions that you can play in addition to Ashiok, but still get value/CA/more removal?
If we're doing Dragonlord Silumgar, you've got to do Crux of Fate. Flavour win + doesn't kill your own guy + cheaper than Finale. 4 mana is ideal for a sweeper, of course, but barring that owing to budget - though MM17 reprints should help with Damnation - Crux is the closest we can go.
Consider Fatal Push, Far / Away, and Geth's Verdict as replacements for the removal you have now; particularly Curse of Chains and Last Gasp. Instant speed edicts are very powerful, and Push is an obvious not-too-expensive upgrade over the Gasp. Murderous Cut, Hero's Downfall and Dismember are also not particularly expensive, and are all better than Doom Blade.
Consider Deprive for countermagic. It's a tempo loss, I'll grant you, but it's unconditional. Alternatively, just play Countersquall or Negate. I'm just not sold on Rune Snag, is all, but I could be very wrong, and perhaps the card has performed really well for you? Some small number of 3 mana countermagic like Disallow and Dissipate might not be the worst either. Yes, I like Dissolve, but scry 1 is not as important as exile or Stifle against Eldrazi, planeswalkers, etc.
Think Twice over some number of Telling Time and Divination. Instant speed, allowing you to hold up countermagic; 2 for 1, resilient to countermagic - def. seems like an upgrade over your current card draw spells. Also with regard to card draw, Jace's Ingenuity is a better restock spell than Divination. Instant speed draw 3 is quite good, and it is also sadly the best non Ancestral Vision option in the format. Further consider Shadow of Doubt. The card is backbreaking if you time it right, and worst case scenario, it replaces itself.
You don't want to scoop to resolved walkers, nor do you want to scoop to artifacts/enchantments; Hero's Downfall can take care of the former, while Engineered Explosives with a manabase of fetches and shocks is the best Dimir can do for the latter in Modern. That said, Ratchet Bomb can do a reasonable Explosives imitation a good deal of the time. Also definitely consider Extirpate in the board. It's not as expensive as Surgical Extraction but in a draw-go shell is arguably more powerful. It is also one of your only few ways to interact with graveyard based strategies since you don't have much direct exile or Kalitas, Traitor of Ghet. While the traitor I would recommend absolutely, I understand he is perhaps too expensive for what you have in mind.
Last, but not least, AEtherling. A lot of Modern decks concede to a resolved Aetherling.
With regard to the manabase, consider Sunken Hollow, Creeping Tar Pit, Temple of Deceit and Darkslick Shores as potential replacements for Evolving Wilds. Tar Pit is the only non-budget suggestion in that list, with the other lands being fairly cheap, and powerful in their effects. You should also be able to accommodate no small number of Ghost Quarter, which may shore up the Eldra/Tron matchup and give you better play against manlands from Raging Ravine to Celestial Colonnade to Inkmoth Nexus, and utility lands in the form of Gavony Township, Academy Ruins, etc.
I've been tinkering with Dimir in Modern for over a year now, and have perhaps spent a touch more time on the archetype than perhaps is healthy. :D I'm sorry about how long that was, but hopefully this is helpful!
1 week ago
aeonstoremyliver, unfortunately, they do give me a hard time. There isn't much to do, though, as I can't seem to find a way to improve the match up. Surely, something like Aven Mindcensor would be nice, but I think it's too narrow... There is Ceremonious Rejection, to consider, too.
I've seen people splashing Crumble to Dust as a way to try and help themselves, but honestely I don't think it is worth it, as it is most likely coming down after they've assembled Tron.
1 week ago
The ability for an opponent to merely lose 5 life from Dash Hopes is also very relevant in a non-aggressive deck, you can try replacing it with a combination of Spell Snare and Countersquall. If you don't add the delve creatures, there is also Logic Knot.
2 weeks ago
@Silverf1sh: It depends. I know that's not a great answer, but control decks must be played contextually, and there are really no hard rules for things like Blue Sun's Zenith. Generally, though, I'll use it as a utility card and leave /X up. I try to cast it when most players are tapped down to reduce the change of interference.
@XxFATMAN247xX: I don't play either of those cards for the reasons stated in the primer. They're slow, expensive, and not impactful enough for their costs.
@Pyromancer999: It's true that cantrips generally raise consistency, but they don't make enough of an impact. In a deck clamoring for tutors, counterspells, and ramp, I'm hard-pressed to include "throwaway" spells that replace themselves for only minor benefit. The amount of raw draw and tutor power, plus the shuffle effects, reduces how important cards like Ponder might be.
@budlaorf: This deck is built on a philosophy of efficient, high-impact cards. The cards you mentioned don't really jive with that.
Countersquall's cost is completely saturated, meaning I must pay to cast it (as opposed to /X). This deck wins through combos, and there's really little reason to ping people for 2 life in the interim.
Havengul Lich is expensive and doesn't really do enough to justify paying . This deck also does not play combo creatures ahead of time, so those cards are rarely in the graveyard. I feel I have sufficient alternatives and recursion in case they do ever hit the yard.
Massacre Wurm is very expensive for a board wipe in these colors, and, as I mentioned above, I don't really need to make opponents lose life before I combo. And because I don't really need to attack with this deck, the fact that it's a 6/5 is kind of irrelevant.
Rakshasa Deathdealer has no utility abilities; it's just a 2/2 that can attack or block.
Beast Within was cut from the deck earlier because it was expensive to cast. It's good enough that it could still see inclusion in variations of this deck, but I never cared for casting it.
2 weeks ago
Hey man, I really love the deck. There are a few cards you should consider adding to the deck though : Countersquall- Counters a spell like Negate, but also takes 2 life from the opponent. Havengul Lich- Brings back any of the creatures important to your combo by paying 1 colorless mana more. Oh, and he also let's you cast every creature from your opponents graveyards too (as long as you have the other colors of mana). Massacre Wurm- He's a big body that can sweep your opponents creatures and gain you life as well. Two other considerations would be Rakshasa Deathdealer and Beast Within.