Damping Matrix


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander 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


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

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Damping Matrix Discussion

the__odysseus on Oh Hello, and goodbye(Competitive Vampire Deck)

3 days ago

Why not just take out Terminate and replace it with Dreadbore, leaving space in sideboard for cards like Damping Matrix, Damping Sphere, or Abrade

SynergyBuild on To Hell and Back

1 month ago

I think you may want of have a copy of Natural State in this deck, as it hits the main two worst stax pieces for the combo, Sphere of Resistance and Torpor Orb, as well as Damping Matrix, but no one runs Damping Matrix. If you see some Blood Pod, though it won't hit Pod, it does work against many of their cards from Rule of Law/Eidolon of Rhetoric to some of the prior mentioned stax pieces, all at instant speed for a single .

I would most likely drop Thought Scour, because that card is the worst cantrip in the deck and only really is useful for Laboratory Maniac.

TypicalTimmy on Bant Wall

1 month ago

Damping Sphere. Idk why Gatherer didn't pull this in the results.

Damping Matrix from Scars hits abilities hard. Really nails your opponent's down to Planeswalkers and Enchantments only.

If you are against a heavy Planeswalker deck, boom The Immortal Sun.

Sideboard each of these. 3x Sphere, 3x Matrix. Sun is optional as Planeswalkers aren't that common in Modern outside of Jund and UWx so maybe run 2x?

That's 8 for your Sideboard, which is pretty heavy. But your deck is sturdy enough that I think you can get away with it. Plus this still leaves you with 7 cards for your Sideboard, so you should be fine.

Raging_Squiggle on

2 months ago

Being a fellow "enchantment tribal" deck player, I know that this type of deck is rather slow to get going, which requires certain cards to help keep you in the game. My suggestions will be based around that, as well as the list of opponents you gave on your thread. If you have any questions on my suggestions or what to take out, I'd be happy to go into detail with you.

As for slowing down other players and keeping you in the game, Overburden is a rather unknown card but surprisingly effective. If not dealt with, it can leave players at 3 or 4 lands or stop them from playing creatures for a time. Personally, this card won me a game against an Ezuri, Renegade Leader deck because I got it out early enough.
Solitary Confinement is another underrated card. While the drawbacks are significant, the benefits are equally as potent. As long as you have some sort of draw engine, you will be fine.
Island Sanctuary goes in the same category as Solitary Confinement, providing you with significant creature evasion that's worth the price.
Energy Field is also an underrated card, especially with Estrid being able to ult and bring it back if needed. It's good early game to protect you and late game it's an added nuisance to your opponents.
One of the best draw engines I've found for this deck is Rayne, Academy Chancellor. If Anything you control or you is targeted, you can draw a card for each time. And with your commander's -1 ability being able to enchant her, you can draw 2 cards every time. It's a deterrent, while also a powerful draw engine when people want to get rid of some annoying enchantments.

As for dealing with the list of opponents you gave, these cards will deal with them to a point while also being just a general good addition to the deck:
1. Izzet Partner Politics: Difficult to suggest a card here as this can mean numerous things.
2. Yidris Cascade: Teferi, Mage of Zhalfir, Rule of Law, Eidolon of Rhetoric, Dovescape, Humility, Solitary Confinement, Maze of Ith, Vanishing.
3. Atraxa: Solemnity, Humility
4. Krenko: Damping Matrix, Humility, Overburden, Leyline of Singularity, Dueling Grounds
5. Sigarda: Bonds of Mortality, Humility
6. Zacama: Containment Priest, Humility, Overburden
7. Breya: Aura of Silence, Damping Matrix, Suppression Field (Affects planeswalkers too, so be aware), Solitary Confinement.
8.Edgar: Not familiar with vampire opponents, but Humility, Solitary Confinement, Dueling Grounds can help.
9.Shu yun: Humility, Maze of Ith, Vanishing, Solitary Confinement, Energy Field

Other cards that are worth including: Carpet of Flowers, Dawn's Reflection, Stasis, Fertile Ground, Rhystic Study, Mystic Remora, Sylvan Library, Overgrowth, Verdant Haven, Wild Growth, Supreme Verdict, Terminus, Boseiju, Who Shelters All.

Kogarashi on Redirect

3 months ago

Or make them indestructible, or give them protection from artifacts, or regenerate them if damage reaches lethal, or find a way to Stifle the Ballista's ability multiple times, or prevent activated abilities from being activated (Arrest, detain effects, Damping Matrix, etc.)….

In short, if your opponent is running Walking Ballista against you, there are lots of options besides Hexproof.

If you're the one running Walking Ballista, then you don't need to redirect the targets at all to target different creatures or players. It doesn't hit everyone, just one target at a time, and you would get to pick the targets. And in that case you'd probably want things like Illusionist's Bracers or Rings of Brighthearth to get more out of each activation, since each activation is also going to weaken the Ballista until it runs out of counters.

5hadao on GOT GREEN?

5 months ago

Made another change

Out Animation Module , Emrakul's Evangel

In Damping Matrix , Damping Sphere

Taking animation module out so I can put it in my Muldrotha deck :) and Emrakul’s because it’s less on theme with Rishkar... putting in some more artifact mana control to slow the game down for everyone... but me hahahaha ;)

SynergyBuild on Derevi Commander

6 months ago

Aven Mindcensor, Hushwing Gryff, Spirit of the Labyrinth, Winter Orb, Thalia, Heretic Cathar, Kinjalli's Sunwing, Vryn Wingmare, Mother of Runes, Ramunap Excavator, Aura of Silence, Sun Titan, Swords to Plowshares, Alms Collector, Mirri, Weatherlight Duelist, Eladamri's Call, Tocatli Honor Guard, Eidolon of Rhetoric, Kataki, War's Wage, Propaganda, Ghostly Prison, Windborn Muse, Stasis, Static Orb, Glowrider, Rising Waters, Lodestone Golem, Damping Matrix, Cursed Totem, and Damping Sphere

The cards above are powerful stax pieces that are heavy play, yet range from 0.15$ to 5$ on tcgplayer. Below are more expensive cards that still are good for the deck, yet are not required.

Hokori, Dust Drinker, Rhystic Study, Sphere of Resistance, Thorn of Amethyst, Nature's Will, Bear Umbra, Sword of Feast and Famine, Grand Arbiter Augustin IV, Linvala, Keeper of Silence, Recruiter of the Guard, and Thalia, Guardian of Thraben.

Other than these stag pieces (cards used to lock your opponents out of the game) the deck should ramp, have some good interaction, and have draw power too. It can then use a decent field of small creatures and some combat steps, or powering out planeswalker ultimates to win. Below are some ideas on how to do that.

Ponder, Brainstorm, Arbor Elf, Fyndhorn Elves, Elvish Mystic, Llanowar Elves, Avacyn's Pilgrim, Supreme Verdict, Wrath of God, Heroic Intervention, Counterspell, Swan Song, Dispel, Negate, etc.

SynergyBuild on Balan, Wandering Knight | Equipment Voltron

6 months ago

Voltron has been a love of mine in commander since I started playing, especially mono-white. Mono-white has commonly had commanders like Kemba, Kha Regent and Balan, Wandering Knight that on a nearly empty field can kill all three opponents quite fast.

To make Voltron competitive, it must not be needless aggro.

What I mean by this, is that is you have sole speed, and nothing else backing you, you will lose competitive edh without a way to kill all three opponents before any of them can combo out. I am speaking in terms of cEDH, or Tier 1 - 1.5 decks. Mono-white can pull this off much better than other mono-colored deck, because of card like Containment Priest, Rest in Peace, Stony Silence (A bad card for equipments, but a mono-white hate piece), Authority of the Consuls and other combo-hate pieces. These cards are incredibly powerful. By utilizing them, along with cards that shut down control using cards like Ravages of War, Armageddon, Winter Orb, Cursed Totem, Null Rod, Damping Matrix, Stony Silence, Trinisphere, Sphere of Resistance, Thalia, Guardian of Thraben, and Thorn of Amethyst can turn off the opponents for good. This is good stax.

When a stax lock is in play, Balan, Wandering Knight and a few equipments, or a lone Stonehewer Giant/Stoneforge Mystic can win the game with little to no resistance. The rest of the resistance can be taken care of by Path to Exile, Swords to Plowshares, Wrath of God, and Teferi's Protection, or other good white responses.

What I don't understand about this deck is why it doesn't run many of these cards. Currently it is the most competitive way to play Balan, and the only one I've seen that can beat Tier 1 decks with a decent win-rate, not as good and Tana and Tymna Blood Pod (The best stax deck), but very close.

Also, why don't you run Grafted Exoskeleton, Infect isn't hated, it isn't even competitive, in fact, I don't think there was a single time in the history of EDH that an infect wincon was considered competitive, nor even played nearly enough to be banned or hated. It also is really sweet on Balan, Wandering Knight, making her swing for a kill with perfect math (Double strike = x2, infect means you need 10, Balan starts with 3, Grafted exoskeleton gives 2, (3+2)2=10, 52=10, 10=10, OHK!).

Anyway, the deck can kill without Grafted Exoskeleton, on an empty field with a good stax lock, your opponents couldn't stop a normally sized (2-3 normal equipments) Balan, Wandering Knight.

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