Daze

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Arena [BETA] Legal
Casual Legal
Pauper EDH 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
Masterpiece Series: Amonkhet Invocations (AKHMPS) Common
Eternal Masters (EMA) Uncommon
Duel Decks: Jace vs. Chandra (DD2) Common
Nemesis (NMS) Common

Combos Browse all

Daze

Instant

You may return an Island you control to its owner's hand rather than pay Daze's mana cost.

Counter target spell unless its controller pays .

Price & Acquistion Set Price Alerts

EMA

DD2

NMS

Ebay

Recent Decks

Daze Discussion

Cloudius on Bruna the 女神

4 days ago

Continuing from above...

Counterspells

Given Bruna's high CMC you're usually tapped out after casting her. I'd recommend some of the cards below to ensure you get to attack with her next turn.

Force of Will

Pact of Negation

Misdirection

Foil

Thwart

Daze

All the above have alternate ways to cast them even when you're tapped out.

Lands

I'd replace all the lands that enters the battlefield tapped with those that enters untapped.

Cavern of Souls ensures Bruna can't be countered.

Flooded Strand

Hallowed Fountain will be reprinted soon along with the other fetches so it's timely to grab one for cheap!

Mystic Gate

Ancient Tomb is a ramp too, giving you for 2 life. I'd play this over Temple of the False God.

You can also consider the relevant Panoramas. Bant Panorama and Esper Panorama fetch both island and plains. It's slightly more versatile than Terramorphic Expanse and Evolving Wilds as the former an be tapped for and crafted only when we need that colored source. The trade off is of course the activation cost.

Hope you find my suggestions useful!

Grubbernaut on Dimir Delver #legacylite

1 week ago

I've played quite a bit of Angler Delver, and have to say that 4x Daze has never worked out well for me. I think either 2 or 3 is the sweet spot, depending on the deck, but I'm not sold on the card as a whole.

I personally would go with Terramorphic Expanse over Ash Barrens for a couple of reasons. One; turn 1, one you can still daze with a tapped island that you fetch. Two; it doesn't require use of mana, which can be relevant if you only have an Island but need to use blue mana on turn 2. If you have an island in play, you're forced to barrens for another, and then lose black mana; conversely, having the fetch would allow you to use the existing blue mana and fetch a swamp for later. Whichever fetches you decide to go with, I'd also recommend going up to 8 total to maximize your use of Brainstorm, Ponder and Delver triggers.

I understand why Spell Pierce is there, but it usually feels like a worse Daze. Even Duress typically does the same job, but isn't conditional on leaving up the mana and waiting for your opponent to cast the spell.

One last card to consider that provides some extra utility if milled is Deep Analysis. I've grown to prefer this over Gush, but understand the arguments for both.

Cheers!

Homelessguy on Budget EDH: The Great Machine Infinite Combo

4 weeks ago

I would suggest changing out some of your creatures for cheaper costing artifact creatures like Wall of Junk Shield Sphere and Ornithopter which I see that is in your maybe board. Having more artifact creatures that you can stack the search is always a good thing.

Maybe include Dazea good counter spell that you can use when you're Tapped Out.

Also Swiftfoot Boots or some type of protection for your commander.

I play him as a commander as well but competitive so when I read your description I was sure the great machine was speaking of walking Ballista but I don't see that on here so which card is the great machine? I'm just curious cuz I don't see the cards for any of the win conditions that I'm familiar with.

JakeHarlow on Jori En, Ruin Diver: Spellslinger

1 month ago

@ Annexus:

Thrilled to hear that you enjoyed the explanation!

In regards to your comments on rituals, it was my own choice not to play them in here. I was testing my list a bit against some of my other decks, piloting both and making the most optimum plays for each. The likes of Seething Song, Desperate Ritual, etc. really pushed things over the top and allowed for very consistent Storm plays on turns 4-6, which, in my admittedly subjective view, was about 1.5 to 2 turns too fast for a "75%" list to be going off. In my view, a 75% tuned Storm deck should be able to go off on Turn 5 off of its very best draw, but more typically go off Turns 7-9. I know that's a pretty subjective metric but it was my best estimate based on my own play experiences in my group's "75%" meta. I found in my testing that the rituals allowed me to push through interaction and provide enough mana to hit the few tutorable, big spells (such as the overloaded Mizzix's Mastery) with far more speed and consistency. So in answer to your question, I'd say yes, rituals certainly make the list stronger, to the extent that I preemptively chose not to include them during deck construction in order to keep with the "fair"/"75%" approach. In their place, I decided to play a few extra cantrips, some "spells matter" creatures (I believe I slotted in Thing in the Ice  Flip and Spellseeker, actually), and an extra counterspell (I think I chose Daze). Essentially, I slotted the rituals out in favor of some more interactable cards that were still strong, but a bit slower. The upside is that while they are slower than the rituals, they do act to stabilize the deck a bit and reduce variance. So, they're not strictly speaking worse. But they certainly are worse choices than the rituals, coming from a strict "building the best UR Storm deck" standpoint.

With regard to Mind's Desire, I really love the card and I wrestled with including it for quite some time. However, it's not quite as essential in this particular build, as it tends to shine best when you have "big mana" spells that it can find, instead of a bunch of cantrips (chaining a bunch of these can still be very powerful, though). It's also at its best when played very early, and this necessitates the use of rituals and cEDH mana rocks like Mana Crypt, etc., which I want to stay away from. Overall, in this particular deck, while it's still a very good card, it's not quite the sort of payoff card that I saw as best in a cantrip-centric deck. I chose to run the Aetherflux Reservoir type cards as payoffs instead. But the jury's far from out on Mind's Desire. It can still lead to some insane Storm plays in this list and I'm still wrestling with it. What are your thoughts on this card?

hungry000 on What are tier 1 pauper ...

1 month ago

I'm not an expert, but I'm pretty sure UR Delver is one of if not the best deck in the format (the other two tier 1 decks I know of are B Control and Inside Out combo). It has access to free counterspells like Daze (plus OG Counterspell) and also the best draw spells like Brainstorm and Gush, not to mention Lightning Bolt.

sylvannos on Old mono blue control refresh

1 month ago

There's a lot of viable Mono-Blue Control (and control/combo) decks in Legacy.

Some you might like:

Mono-Blue Painter
Omnishow
Counter Bridge
Mono-Blue Fish (this one isn't a control deck, but it's worth looking at because it's cheap to build, can be configured for Modern, and has a lot of overlap with other decks in the format)

I'm partial towards Omnishow, which is a combo deck that plays very "draw, go" before it dumpsters all over your opponent's face.

You might also like U/W Standstill. The deck can be made mono-blue, but it loses some of its power. Decklist can be found here. To make it mono-blue, you'd cut:

-4x Myth Realized
-4x Terminus
-4x Swords to Plowshares
-1x Council's Judgment
-3x Tundra
-1x Karakas

...and add something like:

+1x Faerie Conclave
+1x Mishra's Factory
+2x Island
+2x Daze
+1x Flusterstorm
+4x Delver of Secrets  Flip
+2x Counterspell
+4x Preordain

HomesickAli3n on Pauper UG

2 months ago

So I modified your list a bit, but I don't know if you want to see it. I'll offer some suggestions and leave a list at the bottom if you're interested in what it could look like.

  1. I'd cut Hooting Mandrills. You're deck seems more interested in getting Threshold online. This card is contrary to that strategy and I think you found your beatdown body in Arrogant Wurm, which is just strictly better with trample.

  2. After testing Rites of Refusal, I think it is just too cute and clunky. I found that this iteration of the deck doesn't run enough pure card advantage to justify "2-for-1"ing yourself. 8 counterspells may be enough anyway, but if you feel like you could use more, running Counterspell or Daze aren't bad options. They come with a little risk, not being mono U, but could be worth it.

  3. I think you can cut Werebear. Breaks my heart to suggest it, but it might be risky to over-saturate your deck with threshold creatures. He's more vulnerable than Nimble Mongoose in the early game and I've already mentioned that the Arrogant Wurm seems like your 4/4 of choice. You aren't an aggro deck so, rather than just throwing a ton of 4/4's in the opponent's face, the tempo deck's concern is laying down select threats in the early to mid game and protecting/disrupting your way to victory.

  4. I've found that with Careful Study and other looting effects, I'd rather have card advantage that gave me more to discard to cards like Waterfront Bouncer and Wild Mongrel. Accumulated Knowledge or Deep Analysis are good cards for stocking your hand to give strength to your discard engines.

  5. Merfolk Looter and Obsessive Search feel super good in conjunction. The looter offers another instant speed dicard outlet that isn't as mana hungry as Waterfront Bouncer and, when combined with madness, it reads "tap: draw a card." Obsessive Search offers increased value to your discard engines and helps you to dig for relevant cards.

  6. Consider Just the Wind. It's effectively a Vapor Snag in your deck which is a tempo staple in pauper. It can clear the way for attacks or save one of your own creatures while fizzling a removal spell.

  7. AEther Tradewinds is another card I was looking at. This can bounce back pesky non-creature that dodged one of your counterspells the first time. Once again, fizzles removal while tempoing your opponent. Also, never hurts to have Basking Rootwalla back in hand.

  8. Lastly, I toyed around with a mana base that is slightly slower but much more consistent. Ash Barrens and Thornwood Falls offer you fixing. Simic Growth Chamber does this as well and allows you the ability to cut back on lands (as one Growth chamber is effectively two lands on one card). Being able to bounce back a basic you no longer need to discard to one of your engines, all while hitting your land drop, is also not half bad.

Deck List: UG Madness Sample Deck

PS. Let me know if you have any sideboard questions.

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