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When you cast Dash Hopes, any player may pay 5 life. If a player does, counter Dash Hopes.
Counter target spell.
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Dash Hopes Discussion
6 hours ago
Hey, thanks for your comment!
I also considered Dash Hopes, as I really love 'painful choice' cards in the style of Temporal Extortion and Curse of the Cabal. I think it is fine as a casual choice, but it has some issues. It could be OK in game 1 if the opponent doesn't understand the deck yet, but from then on it will be a counterspell if I need a quick clock and a burn spell if I need to save the team from Wrath of God. I could chooice not to play 2 1CMC creatures on turn 2 and hold up Dash Hopes only to find the opponent not playing anything significant on his turn, so I just wasted 4 power on board and I have no Instants to salvage the lost mana. Cards like Dash Hopes always look great on paper, but they never really play out the way one initially planned. That said, I'm not dismissing it entirely, might have to test it out a bit to come to a clear conclusion.
15 hours ago
1 day ago
Super deck, I love mono black and its a nice unique idea. Also +1 for the budget Dark Confidant, never knew that was a thing.
You may want to consider Dash Hopes in the main or sideboard, being an aggro deck you should be able to get in enough damage that a actually taking 5 damage from burn is a problem, and this also gives you a way to combat lifegain spells as cards like Blessed Alliance will try and gain 4 life, but your opponent will then have to lose 1 life to counter it, or gain no life and let it resolve.
6 days ago
Well, first off: do you really understand why Dash Hopes is bad, right? It leaves the choice up to your opponent. That's the problem. And, unless he dies if he pays the 5 life, he will always opt out for casting his spell. Fuck the life loss.
This being said, my favorite modern counterspells are:
- Cryptic Command. The mother of all blue cards.
- Mana Leak. Supergood in early game. Very likely a dead card in late game. I wouldn't run it here.
- Logic Knot. Mana Leak with a twist. Less situational, but takes a lot of fetch lands to live up to its full potential.
- Negate. This counters everything you can't deal with. I mean, running a fuckton of removal spells gets you in that point where you never need to counter creatures, you can just kill them later.
In resume, if you wanna push your manabase a little closer to blue, you can run Command. Otherwise, just go Negate.
6 days ago
What do you think I should sub in for Dash Hopes? I need it to be a good counterspell.
6 days ago
Hey, bro. How're you doing?
Alright, you tagged this as competitive, so I'll do competitive criticism, ok? Nothing personal, but there's a lot to work here.
- You're running 24 lands. Ok, that's a good number for a 5-color control. But there are some lands in your deck that are good for nothing. I mean, how you plan actually getting value from City of Brass in a competitive metagame filled with aggro decks like Burn, Death's Shadow and Affinity? Second, what are the odds of cards like Foreboding Ruins or Fortified Village coming untapped? You'd probably be getting more results with Dragonskull Summit or Sunpetal Grove, or even shocklands like a extra Blood Crypt and a Temple Garden, since you'll only lose 2 life once.
- You have too many cards. In sideboard and mainboard. Like, you're playing 5-color control with creatures like Merieke Ri Berit and spells like Insidious Will, Dash Hopes and Anger of the Gods. The chance of getting the right mana for these are extremely unlikely, despite the fact that some of these cards are very bad (e.g. Merieke gets bolted, Dash Hopes hardly ever stops anything that really matters, Bloodhall Oooze takes a lifetime to be relevant, etc). You should trim it down to cards that are really game changing and not just cool cards you like.
- Focus. That really matters when you're building a control strategy. Sometimes we get so excited when deckbuilding that we end up forgetting about the part where we play the deck, and put up a lot of things that are counterparts. Like, Lingering Souls for instance, is an awesome powerful card, but it's awful in counterspell strategies, because it is a sorcery that leaves you tapped out on turn 3. For the same reason, using three copies of Tasigur, the Golden Fang in a deck that does not have any way to get cards into the graveyard is probably a horrible idea. He is good in late game, but he is even better on turn 2, after Thought Scouring yourself, and cracking two fetches. BAM! A 4/5 on the second turn that dodges Bolt and Push. Deal with it, midranges.
- Sideboard. Dude, Modern is The Sideboard Format. If your sideboard doesn't puts you back in track on game 2, then it's over. And your sideboard choices are a bit odd... I mean, in what matchup Cruel Ultimatum is particularly good? Royal Assassin... yes, it's fun and shit, but, how is he a better choice than more copies of Path to Exile or Abrupt Decay? Serum Visions is great, why not running it mainboard? Again, in what matchup they would actually help you more than others?
Now, into suggestions:
- Define a strategy. Decide how are you going to win and what cards you need to get there. You wanna go Tasigur? Go Tasigur, but give it consistency to be your beater and make sure he'll be protected. Wanna go damage? Go damage, get up to 4 Lightning Bolts, Lightning Helix, Electrolyze, some Snapcaster Mages and do damage to the face. Wanna go slow control? Go slow, get some Celestial Colonnade and/or Geist of Saint Traft, or even take down some colors and win solely with Cruel Ultimatum! But, damn man, choose something and do it. Don't try to do everything.
- Define colors. You don't wanna take down any? Ok, you can play 5-colors, just adjust the manabase. I, particularly, don't really like green in this build. Abrupt Decay and Scavenging Ooze sure are awesome, but they don't add up much to the masterplan.
- Understand your meta and set up your sideboard. Too much creatures? Ok, keep the Ghostly Prisons. Too much burn? Add more Leyline of Sanctity. Tron is a pain in the ass? Pithing Needle them into silence. Your sideboard is an essential part of your deck, and, obviously, it must only have 15 cards.
I know it's a lot, and please, don't think I'm trying to offend you in any way, but this comment is about improving your deckbuilding.Anyhow, keep it up and keep on playing. You're going a good way. If you need anything else, feel free to call me.
1 week ago
MrTing12I have played this deck a lot in my playgroup and it does really well, It's fairly fast and causes large swings in life totals. I recently added Dash Hopes, but have not played it yet. Thanks for the +1