Cursecatcher

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadowmoor (SHM) Uncommon

Combos Browse all

Cursecatcher

Creature — Merfolk Wizard

Sacrifice Cursecatcher: Counter target instant or sorcery spell unless its controller pays .

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Cursecatcher Discussion

shaftdiggity on Wizards Azorius Tribal

2 days ago

Would you rather go with merfolk or faeries? Merfolk can go wider and bigger and may be better for flexibility being decent at 1v1 and strong in multiplayer. faeries are the better 1v1 option. Both are kinda ditching your current wizard frame-work. In either event, adding 4 x Cyclonic Rift is a must for multi=player.

This is a fairly straight-forward aggro approach with some counter for tempo and value. In multi-player, counters are card disadvantage, so only counter stuff that really adversely affects you. You may want to add a couple lands and tweak to your playgroup.

4x Lord of Atlantis4x Master of the Pearl Trident4x Merfolk Sovereign4x Merrow Reejerey4x Dissolve4x Mana Leak4x Lullmage Mentor4x Cyclonic Rift4x Rune Snag4x Remand20x Island

SB:

Harbinger of the TidesTalrand, Sky SummonerCursecatcherBoomerangUnsummon

shaftdiggity on Wizards Azorius Tribal

3 days ago

What are you trying to accomplish with this deck? Is this for a casual fun group of friends? Are you trying to be more competitive? How married are you to the wizard concept? Azami and Archon need to go, Docent and voidmage as well. Bar the Door, decommission, reprisal all should be cut, with other options for sideboard in their stead . Mono blue with either merfolk or faeries could work better with faeries, focus on flash and Spellstutter Sprite as you could either hold up mana for a flash creature to play on their turn, or a counterspell. Vapor Snag is a must. Boomerang and Unsummon are options. You can boomerang their land to put them behind. With merfolk, Harbinger of the Tides, all the lords, and Cursecatcher Lullmage Mentor and Talrand, Sky Summoner would be great. With either option, adding more counterspells are a must.

TheDevicer on Modern Azcanta Control

1 week ago

The deck has 8 counters mainboard, snaps, and halo+sphere as catch-all answers. The side opens up counters further.

I think you're too caught up on thinking about counters. Modern is a super wide open format with maybe 20 great decks to chose from. It's literally impossible to build a deck to answer all of those decks. This is why people sometimes say that 'fair decks' aren't that great in modern. You need to do something truly silly to succeed in the format.

The way this deck is silly is that it can use both Field of Ruin and Spreading Seas to constrict someone's mana while not losing card advantage. In addition, Cryptic Command is a great catch-all answer and Search for Azcanta  Flip is a bonkers card that will allow you to chrun through your library in no time. There are some truly unfair things going on in he deck even if 90% is fair blue.

This deck doesn't aim to answer EVERYTHING. It aims to turn the corner and stabilize enough to get to a point where it has access to so many different cards that it doesn't really matter what your opponent does because you'll have the right answer. Form there, you typically win with Celestial Colonnade. It's really the deck's plan A.

Beyond that, you've got the Gideons. THe mini gideons come down early and Fog for you, hold off annoying permanents, and buy you time. There are even times when tossing one out and getting the emblem off will create a significant block for your opponents later on. Thhey can also act as finishers, but this doesn't happen all that much. Nonetheless, they increase the deck's threat density. As for papa Gideon, he does everything you want from a walker; he buys you time, kills annoying things, and ends games.

Looking at the deck, you're probably concerned that going long against something like burn will just have them draw their way into enough burn to finish you off before you can kill them. Although that is a concern, if you can juust get enough cards in your hand, you'll eventually get there. At the end of the game, you'll have 15 cards in your library and they'll have 30. That makes a huge difference. You don't actually need 30 counters when you can use Spreading Seas and Serum visions to cantrip through your deck to find the appropriate answers. Also, there will be times when your opponent plays Turn 1 Cavern of Souls into a Cursecatcher and your counters seem terrible. In those cases, you don't want too many counters. Some people even play UW control in modern with very few counters, although I think that's a pretty bad idea.

TheDevicer on Modern Azcanta Control

1 week ago

The deck has 8 counters mainboard, snaps, and halo+sphere as catch-all answers. The side opens up counters further.

I think you're too caught up on thinking about counters. Modern is a super wide open format with maybe 20 great decks to chose from. It's literally impossible to build a deck to answer all of those decks. This is why people sometimes say that 'fair decks' aren't that great in modern. You need to do something truly silly to succeed in the format.

The way this deck is silly is that it can use both Field of Ruin and Spreading Seas to constrict someone's mana while not losing card advantage. In addition, Cryptic Command is a great catch-all answer and Search for Azcanta  Flip is a bonkers card that will allow you to chrun through your library in no time. There are some truly unfair things going on in he deck even if 90% is fair blue.

This deck doesn't aim to answer EVERYTHING. It aims to turn the corner and stabilize enough to get to a point where it has access to so many different cards that it doesn't really matter what your opponent does because you'll have the right answer. Form there, you typically win with Celestial Colonnade. It's really the deck's plan A.

Beyond that, you've got the Gideons. THe mini gideons come down early and Fog for you, hold off annoying permanents, and buy you time. There are even times when tossing one out and getting the emblem off will create a significant block for your opponents later on. Thhey can also act as finishers, but this doesn't happen all that much. Nonetheless, they increase the deck's threat density. As for papa Gideon, he does everything you want from a walker; he buys you time, kills annoying things, and ends games.

Looking at the deck, you're probably concerned that going long against something like burn will just have them draw their way into enough burn to finish you off before you can kill them. Although that is a concern, if you can juust get enough cards in your hand, you'll eventually get there. At the end of the game, you'll have 15 cards in your library and they'll have 30. That makes a huge difference. You don't actually need 30 counters when you can use Spreading Seas and Serum visions to cantrip through your deck to find the appropriate answers. Also, there will be times when your opponent plays Turn 1 Cavern of Souls into a Cursecatcher and your counters seem terrible. In those cases, you don't want too many counters. Some people even play UW control in modern with very few counters, although I think that's a pretty bad idea.

xyr0s on Simic Merfolk modern using cards from RIX

1 week ago

I've had a lot of fun with Sygg, River Cutthroat - great card on the play turn 2, against any opponent who would like to fetch-shock.

Disappointed over Cursecatcher? ok. It's not like it's a game-changer or anything. But it's enough to push mass removal a turn back, sometimes even allowing your creatures to grow big enough to survive Pyroclasm/Anger of the Gods. How do you plan to deal with mass removal - there's no counterspells or anything in your deck?

sg_86 on Simic Merfolk modern using cards from RIX

1 week ago

I find Prime Speaker Zegana bit too hard to cast but with all the card draw (Seafloor Oracle, Silvergill Adept) I can manage it and when it does it is great. But I agree it usually does come out too late as it is very hard to play a land every turn.

Please don't get me started in Cursecatcher. It is one of my least favourite cards (to play with). Turn 1 you play it, and the disruption is not huge, I would usually rather a Kumena's Speaker. After about two more turns its ability becomes irrelevant. Opponents can now cast a spell and then not worrying about paying the 1, as the Cursecatcher will most likely be at least a 2/2 so they are paying a single mana to kill a 2/2. Overall I would rather Kumena's Speaker or even Mist-Cloaked Herald.

I have played with playsets of all the two mana lords before and I just end up with too many in my hand. Merfolk Mistbinder is not as mana intensive as the others as it is quite likely that I played a green mana on turn 1. Thanks for the comments though! What do you think should replace Prime Speaker Zegana?

xyr0s on Simic Merfolk modern using cards from RIX

1 week ago

you aren't really making anything out of having access to the new lord - Merfolk Mistbinder - when you add 2 of that, and remove 2 other 2 cmc lords. I think you should just max out on the 2 cost lords. 12 should be enough to ensure, that you grow you whole team turn 2. I don't think it would hurt your deck to give up a couple of 4 cmc cards for more lords - just filling up the table with lords, is easily one of the strongest things merfolk can do (but it doesn't feel like the most skillful way to win a game, it even feels a bit stupid).

Beyond that, I don't really think merfolk without Aether Vial can do well. You lose not only the cheat on mana, but also the constant threat of instant speed merfolk. No Cursecatcher either? that one is more important than it seems, as it functionally is very close to Thalia, Guardian of Thraben - it keeps your opponent from (especially) mass removal, just that little while longer.

Prime Speaker Zegana is rubbish. You don't get to have all that mana without either winning, or having lost all table presence anyway, and waiting for your control-playing opponent to finish the game.

xyr0s on Temur Folk

2 weeks ago

First: Sorry to ask a rude question: Have you actually tried playing karoo lands against someone who didn't like you to? Trainwreck, right there. Opponent kills your Merrow Reejerey, it's bad enough, but if you can hang on a couple of turns, you'll catch up in lost mana (karoo lands both enter the battlefield tapped and bounces a land, so playing it in turn 2 means that you don't really get any extra value of it compared with a 1-mana land until turn 5 under normal and undisrupted circumstances, after that it adds extra mana). Opponent Ghost Quarters your karoo land instead? (and presumably everybody has anti-land-tech, because tron) That was that game, gg, extend hand, after having tried to crawl back from having 1 land in turn 3, and at best a Cursecatcher on the table to defend you. Sure, you'd also get a basic land if an opponent ghost quarters your karoo, so that's the silver lining, but it's not really what it could have been.

Second: Manamorphose. Is it better than Spreading Seas? That's the card most merfolk deck plays in full sets, for obvious reasons, and you don't have at all. It doesn't just cantrip, it also tampers with opposing lands - enough to cut of a color for a 3color deck, or delay tron for at least one turn. Sure, it's 2 mana: draw a card, with Isochron Scepter, but so would Squelch or Remand be (provided you could find a target for them).

Last: Low number of creatures, no Aether Vials, and piles of instants. Normally the most powerful thing about merfolk is that you can cheat on mana with vial, like 6 extra mana by turn 4. And you have to, in order to play more merfolk than your opponent can keep up with removing (which is how you're most likely to win with classical merfolk - more cratures hitting harder over shorter time than opponent). Here you don't have that luxury, so you have to play your merfolk out of your mana... which you would also like to keep up for instants like Simic Charm and Izzet Charm, or for Isochron Scepter activations. Speaking of scepter, the charms aren't really good without it, so an opponent with an early discard spell would likely target the scepter, and leave you with all the charms, and they just aren't all that good (they are not Lightning Bolt, Mana Leak, and Blossoming Defense, or whatever they resemble a bit, as they cost too much).

So I think this take on merfolk, while inventive, is too reliant on synergies, that do not work without all the pieces - karoo + reejerey only works when both are there (on turn 4, with a cursecatcher and a 2 cmc merfolk), isochron scepter + charms are only good if you actually get the scepter into play while you have a charm in hand. In return you give up the basic winning strategy of merfolk, known as "puke fish out all over the table, watch opponent die".

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