Damping Matrix

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2017 Edition (MM3) Rare
Mirrodin (MRD) Rare

Combos Browse all

Damping Matrix

Artifact

Activated abilities of artifacts and creatures can't be played unless they're mana abilities.

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Recent Decks

Damping Matrix Discussion

Bchong on Derevi, Empyrial Staxtician (Competitive)

3 weeks ago

@snapdisastermage I get you, every so often I find that creatures can just shit on me because my deck isn't formatted against them. Mystic Remora can also be seen as a stax piece because the more competitive of an environment you are in the more cards you will draw or stop from being played. I guess you can play a Birthing Pod package because you have all of the colors or Yisan, the Wanderer Bard combo.

Damping Matrix, Crawlspace, Manglehorn, Root Maze, Nykthos, Shrine to Nyx

Are you having trouble getting killed over a couple of turns or are you getting otked? I mean Blind Obedience stops Kaalia of the Vast from attacking the first turn.

Thraxx on F*cking Artifacts!!!

2 months ago

In mono black you have little to no options for artifact removal. You're going to want to start looking into colorless cards like Pithing Needle Ratchet Bomb Engineered Explosives and Damping Matrix.

Tom0c on Competitive Dragon Deck?

2 months ago

I've been trying for a while to find a way to play a competitive Dragon deck in Modern, but I'd like to know your experience with similar decks since I haven't been able to try it extensively.
Here's what I've come up so far: Hic sunt Dracones
Main wincons are ramping dragons at turn 2 - 3 with Arbor Elf + Utopia Sprawl, then deal damage with Dragon Tempest / Scourge of Valkas or flying combat damage, while deterring attacks with Slumbering Dragon.
I've seen plenty of Dragon Decks and studied/tried them, but I feel this combination is the fastest. I'm also using in my side Damping Matrix (Arbor Elfs out for it) to block quite a lot of decks. I feel it's perfect in a Dragon Deck, since they all have trigger abilities.
What do you guys think?

Razulghul on

2 months ago

Hey, looks like you already got some great advice I'll add just a bit. If you are up against competitive combo decks I think MLD and hate cards are the way to go. Depending on the combos cards like Rule of Law, Aura of Silence, Chancellor of the Annex and Angelic Arbiter are all pretty good. You could also add in Leyline of the Void, Stony Silence, Null Rod, Cursed Totem, Thorn of Amethyst, Damping Matrix, etc etc to hate on specific decks. Anyways, hope that helps!

P.s. Sneak Attack as a back up to Kaalia might not hurt either.

FireStorm4056 on [PRIMER] Death & Staxes: Competitive Meren EDH

4 months ago

spectrevr4

Not to worry! There are a lot of ways to speed things up. Looking at your list, here are a few things that I recommend:

  1. 1-drop mana dorks. Enough to be consistent with them in the early game. This is the surest way to speed up your clock and put you ahead of the table. Note that cards like Farhaven Elf are repeatable... but how often do you find yourself actually doing so? In my experience the tempo off a T1 Llanowar Elves is so much better than potentially getting a second land off Farhaven Elf. Most of the 1-drop dorks are quite cheap ($$), with Birds of Paradise topping things out at $4-ish. These will not only provide you with acceleration, but also can potentially replace higher-costed slots currently in your decklist (such as Into the Wilds, which has good long-term potential, but often you've already lost by that time). Even better, on later turns, dorks are cheap enough that you can still play them AND do something else useful - whereas if you play a Farhaven Elf, chances are that's all you're doing for the turn.
  2. Carefully evaluate engines that don't give you immediate return on investment. Black Market has big payoff potential but it doesn't do anything the turn it hits... there might be some other ways to build the deck that give you similar ramp but play out much quicker. Be creative, as it doesn't need to be a direct replacement. For example, Earthcraft and Cryptolith Rite are alternatives you might consider. They each cost 3 cmc less (so can be played earlier and don't take up a full mid-game turn) and make all your creatures IMMEDIATELY tap for mana (so no buildup required). With Meren + one non-dork on the board an Earthcraft is effectively free since they can immediately tap to generate two more mana. Again, the payout potential might not be as high as Black Market, but they hit a lot faster and (initially) harder.
  3. Don't rely on creatures for all of your removal. In my experience, Acidic Slime was almost always just a Nature's Claim for 5x the price... and it's a dead card for quite a long time due to its high cost. You should definitely still pack creatures with removal on them, but it's worth considering the best noncreature removal too (Abrupt Decay, etc). This is especially important when you are facing combo decks - often a single well-placed removal spell throws a wrench in all of their plans.
  4. How do the combo decks in your group win? Most of the mill combos I'm aware of rely heavily on artifacts, not only for the combo, but for ramping and card advantage. These types of combo decks are really, really weak to silver bullets like Null Rod, Damping Matrix, Pithing Needle, and Phyrexian Revoker. Paired with a few tutors you can land them reliably and often save the game without even having to think about much else. You already run some of the best tutors too so no real issues there! If decks are consistently winning on T3-4, then in most cases their plan is fragile to targeted removal or silver bullets. If you are running both then you will have a lot more ways to deal with these issues!
  5. Answering tron is tough if you restrict yourself to engine-based creature removal. My list has actually shifted away from most of the popular "kill" engines - note that I don't have The Abyss, Magus of the Abyss, Dictate of Erebos, etc. For the most part I pack a lot of targeted removal and Fleshbag Marauder effects to solve these problems... For example, I find the efficiency of a one-time Dismember is usually far better than hassling around with getting an Attrition engine setup - you might try a similar approach! My best reasoning is the following - you'll already have enough to do with creatures and Meren (it's not like you're lacking targets), so playing spell-based removal means you can do more per turn rather than have to decide on a single choice for your Meren trigger.
  6. Since we're playing stax/control, you have to take a long, hard look at every card that doesn't provide a strong boardstate advantage (card advantage, tempo, resource generation, etc) or hinder our opponents somehow. Verdurous Gearhulk stands out to me as something that doesn't really fit a "niche" - it is "good" but doesn't really play towards any plan of ours. So I question whether it is worth including. Compare him to something like Creakwood Liege, who can offer a similar boost to P/T on the board, but costs less and can generate a strong 3/3 critter each turn (to be used for combat, finisher, or sacrifice fodder).
  7. I'm not a huge fan of Death Cloud personally, it's just so expensive a price to pay for a symmetric effect. Pox and Smallpox are already in your list and very cost-effective - Death Cloud has always seemed to me like it cost just too much for what it offers.
  8. Clearly you are running Bitter Ordeal for a reason, and I would guess it's to answer the combos you've been facing :) I tend to prefer silver bullets like Null Rod (since they are widely useful regardless of opponent)... but if exiling combo pieces is the goal, might I suggest Sadistic Sacrament instead (sorry, card tags aren't working on this one for some reason)? It may not be the most efficient spell... but it is wicked fun to land against a combo player at the right time and a little more consistent than Bitter Ordeal :)

jeannieboef

This is something I plan to address, but haven't had the time to write up quite yet. Some of the answers you're looking for are in the replies I've made in the comments - I will add a section like this soon enough.

JakeHarlow on Hold the Garlic, Please

4 months ago

Very much liked your comments on wider hate cards. Added three Ratchet Bomb because of its wider applications. I still think Damping Matrix is a solid include though because it pretty much just wins the game on its own vs Affinity.

JakeHarlow on Vampire's stay midrange

4 months ago

Your deck certainly has some good cards. It looks pretty midrange (lots of removal and hand disruption), though, which isn't necessarily where I think Vampires should be in Modern. The Eldrazi deck is on the same curve and will simply run you over. The same will likely occur if you go up against a tuned Jund list. I like the mainboard hand disruption, but I'd still like to see Damping Matrix in your sideboard for Affinity. You need it.

I'd opt for a quicker and more aggressive curve to place opponents on the back foot and end the game rapidly. You aren't likely to beat the midrange decks of the format with the way you're configured (Eldrazi and Jund are not constructed by tribe and thus have better creatures, on a one-for-one basis). Merfolk and Elves need to be outraced, though I think your hand disruption cards will give you a good chance against them if you draw them early.

For your mana base, I like Ghost Quarter (run more!) for Tron and Eldrazi. You should consider playing (if you're not on a budget) three to four Urborg, Tomb of Yawgmoth alongside Mutavault and Cavern of Souls. If you want to keep it mostly basics because you've got a lot of Blood Moon in your meta, that's your call. Nykthos, Shrine to Nyx might be a decent one-of as well since your permanents are all black.

Overall I think it looks okay here, but you can definitely do better if you're not on a budget. You're definitely going to lose more than win against certain top-tier Modern lists.

Have a look at my budget aggro list again; I've updated the (budget) sideboard to represent what I think constitutes a good one in Modern right now. I still think aggro is where Vampires belong, because other deck archetypes simply do better at midrange than Vampires can do, in my experience and opinion.

I guess the question you should be asking yourself is: "If I want to play midrange in Modern, without budgetary restriction, why play Vampires?" From a midrange perspective, what does Vampire tribal bring to the table that other archetypes like Abzan or Jund lack?

The above is why I think if you're building competitive Vampires in Modern, you kind of have to go aggro. If midrange is more your style, you'd be much better served playing the established archetypes of Jund or Abzan (Liliana of the Veil is just so powerful). In my view, Vampires is simply worse at midrange than both of these archetypes.

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