Activated abilities of artifacts and creatures can't be played unless they're mana abilities.
|Have (3)||Bluboltar , metalmagic , sonnet666|
Printings View all
|Modern Masters 2017 Edition (MM3)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Damping Matrix occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Damping Matrix Discussion
2 months ago
This came to me after I made my comment, but I think Cloudstone Curio could be used as a strong draw engine in this deck. Given that you have Argothian Enchantress, Eidolon of Blossoms, Enchantress's Presence, Setessan Champion and Verduran Enchantress, you could continuously bounce two small enchantments with each other to get a ridiculous amount of card advantage. You could even efficiently draw lots of cards with just Cloudstone Curio, Abundant Growth and Utopia Sprawl//Wild Growth as you can move the mana-enchantment on to other untapped lands to keep producing extra mana. You could even use it to get around your own Root Maze on your turn and you can bounce your lands for extra mana as well if you start running short on lands in hand.
Another card to consider for control purposes would be Quicksilver Fountain as you can slowly turn all your opponent's lands into Islands. This strategy is pretty effective in green commander decks as you can use cards like Crop Rotation, Sylvan Scrying and Ancient Stirrings to fetch Unstable Frontier. The trick with Quicksilver Fountain and Unstable Frontier is that you can have the fountain target one of your lands to put the flood counter on it, and then in response to the ability on the stack you'd tap the frontier to turn that targeted land into an Island for the turn. Because the land is now an Island it becomes an illegal target for the Quicksilver Fountain's ability countering it which means the land will not get the flood counter. With this your opponents lands will end up mana-screwed while you'd get to keep your lands in tact. The best part is even if your opponent's remove the Quicksilver Fountain it will not remove the flood counters meaning your opponent's lands will remain permanently stuck as Islands. This means you could create a serious dead lock with Choke or create a ludicrous amount of mana with Carpet of Flowers. As a bonus, instead of Unstable Frontier you can also use Cloudstone Curio to help remove flood counters by bouncing your lands with each other.
Of course these strategies would run at odds with cards like Titania's Song and Null Rod, but they're helpful to keep in mind and if your meta ever becomes less artifact dependent it might be best to switch them out for these cards along with Extraplanar Lens as these 3 mana artifacts aren't affected by Collector Ouphe or Damping Matrix.
7 months ago
I have a slightly different take on the Shared Fate archetype. The traditional method of making the deck is to not have any win conditions, and win by stealing your opponents' things. The problem is that this leaves you open to all the opponents' mischief. And any removal spell that you can use to slow them down will be used against you when you cast a threat from their library. This almost guarantees the opponent will always have a superior board position: anything you have that is good against their board before Shared Fate will be good against you after.
So, what you want are cards that break the symmetry:
Suspend: Suspend cards can only be suspended from your hand. An opponent could not suspend Ancestral Vision, and could not cast it for its mana cost, effectively making it a blank card under Shared Fate. Other suspend cards like Ith, High Arcanist or Mindstab, the opponent would have to wait many turns before being able to cast, if it even did them any good.
Flashback: These are generally symmetric. Before Shared Fate, you can cast it twice. After Shared Fate, the opponent can cast it, and then you can cast it. Lingering Souls is the best one, because it's cheaper for you to flashback then for them to cast.
Aftermath: I'm sure you heard this before, but the opponent can get the first half of the spell, but only you can get the aftermath half. These vary wildly in usefulness, but Never Cut Rags Spring Farm Start are all worth considering, especially because you can still get the first half before Shared Fate is on the battlefield.
Eternalize: These cards work differently from your graveyard, allowing you to actually have win conditions. Consider, for example: Proven Combatant. Before Shared Fate, you have a 1-mana 1/1. After Shared Fate, your opponent gets a 1-mana 1/1, but you get a 6-mana 4/4. Bonus points, because it's a zombie and cannot be targeted by Victim of Night, allowing you to have removal spells that can kill the opponent's creatures, but the opponent cannot use to kill your eternalized creatures. Of these, Adorned Pouncer, Sunscourge Champion and Dreamstealer are the pretty good, but Champion of Wits is absolutely nuts: eternalizing it with Shared Fate on the battlefield is "draw 4" with no drawback.
Dredge: You can choose which draw replacement effect replaces your draw, allowing you to dredge even from under Shared Fate. This means you can always get your Darkblast. Bonus points if you're using Aftermath and Eternalize cards.
Origins Flip Planeswalkers: This cycle of 5 specifically says to return it to the battlefield under its owners' control, so an opponent could never control them in their planeswalker form. I saw you had the blue one in your deck, but only Liliana, Heretical Healer Flip can be forced to transform against her controller's will (the opponent will still get the 2/2 zombie she makes).
Cycling: Cards that cycle must be in your hand, but there are a few important cards to consider: Gempalm Polluter and Krosan Tusker don't have any abilities for casting them normally, only cycling. Faerie Macabre isn't really cycling, but it is important because it is one of the few graveyard hate spells the opponent cannot use from under Shared Fate.
Recover: These cards from Coldsnap allow you to keep putting the card back in your hand from your graveyard, if you have the mana to do so. None of the cards its printed on are particularly good, but of these Sun's Bounty, Krovikan Rot and Grim Harvest might be the closest to playable. It's too bad there aren't more good cards in red for Shared Fate, because Rekindled Flame is pretty sweet.
Other: Fragmentize can kill a Leyline of the Void but not a Shared Fate. Damping Matrix and Damping Sphere work regardless of who played them. You'll be able to cast Panglacial Wurm when cracking a fetchland you got from the opponent's deck. If you have any targeting spells or abilities that only you can repeatedly use (like Darkblast), or ways to exile it from your graveyard that only you can use (like Bone Dragon) then Eternal Scourge can provide a lot of value.
You're probably wondering about how any or all of these ideas fit the theme of Shared Fate, and the answer is simple: unlike the traditional style, where you're trying to beat them with their deck, these ideas center around a Shared Deck; both you and the opponent will be playing your cards, and it doesn't really matter what's in their library. Sure, their cards give you more options, but the idea is that you can win without ever casting anything of theirs.
8 months ago
If you're looking for advice on your cons,
It's a cop-out answer but you can diversify your whir package. The go-to inclusion is Ensnaring Bridge, and from there you can add whatever your meta calls for (Witchbane Orb, Nihil Spellbomb, Damping Matrix, ect ect)
The list looks tight, and sai and urza are insane together.
Leaning more heavily on the thopter combo will generally improve your aggro matchups.
I was expecting more manarocks,
maybe cut some wellsprings or a sieve or something if you're trying to be more explosive,
But personally I like it and I'm definitely going to try your list out
And from there I'd be able to give much better feedback but that's how advice over the internet goes lol
9 months ago
Mairsil is my absolute favorite deck and is certainly difficult to deal with. The way I've set him up people often have to use 2 or sometimes 3 removal spells in a single turn to get one to stick. Then I just recast him the next turn...
All that said lots of cards mostly mentioned above will destroy the deck. I wouldn't bother with things already in exile. The cards that do that are so very specific that they do almost nothing outside of being a minor annoyance even to Mairsil. Damping Matrix on the other hand is a card I fear when playing the deck.
Mairsil has been an odd one for me to learn. Most important is to keep in mind that each ability can only be used once each turn. So if they use that AEtherling to dodge your Murder and don't have anything else caged get someone to throw another removal.
10 months ago
Suppression Field taxes the activated abilities, making them harder to use.
Trickbind is another counter that has the added benefit of Split Second, and could be worth including.
Sudden Spoiling neuters Mairsil for the turn.
1 year ago
Lanzo493, I look at it this way. 1rst, they burn spells are actually more effective than you think, the are really helpful early game. 2nd, Fortuitous Find is one of the only recursion cards in my deck, so it is very helpful if, lets say Epitaph Golem and Ashnod's Altar are in my graveyard. 3rd, the cantrips are very effective when someone plays stuff like Damping Matrix, Cursed Totem, or Linvala, Keeper of Silence. It allows me to not depend on Grenzo for everything.
1 year ago
MightyDarknut The deck you describe would never need Shirei and would be better as a Sidisi shell. Trying to involve Shirei means that one of 3 main stategies come into play:
1 - Go for a reanimator style list, with minor control elements. Abuse Apprentice Necromancer to the maximum, and have Shirei as a minor value pieces with some combo lines with Razaketh, the Foulblooded sacrificing creatures that trigger Shirei, so if the combo is disrupted, you have some board state to go off on your next turn. It could be a good mono-black combo list, as good as mono-black combo lists are in general, and can even have some very limited use for Shirei.
2 - Go for a stax list, abusing Shirei about as much as competitively viable as possible, trying to get good cards (think Bone Shredder) that have innate value without Shirei and also a lot with, maybe 10-15 of these good useful creatures exist that work with Shirei and also aren't dead without like Heap Doll. Then run cards like Contamination, Smokestack, etc. and maybe even some hate pieces like Lethal Vapors if you are feeling... 'Out there.' Finish the deck off with a various amount of non-shirei based stax pieces like Sphere of Resistance, Thorn of Amethyst, Damping Matrix, Oppression, Bottomless Pit, Leyline of the Void, Chalice of the Void etc. and a large amount of instant speed interaction to hopefully survive the early game like Fatal Push, Dismember, Warping Wail, etc.
3 - Go with a Midrange combo list. Try to find some value-oriented creatures and a mix of interaction, maybe a few minor stax pieces that don't affect you, and then a bunch of tutors to find some hyper-card-efficient combo that may or may not interact with Shirei. Try some Ad Nauseam storm maybe, maybe a Buried Alive combo, who knows. Make it survive the early game a get their turns 4-5 for the midgame win, with a decent controlling backbone to lie on when you can't combo out as early as you would want, due to a stax piece you need removed or whatever.