Daze

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker 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 .

Daze Discussion

ScionsStillLive on This is how you lose friends. (Stasis)

1 week ago

I don't think Daze is a very good card since your opponents need to be out of mana.

iemcd on 10-Land Green

1 week ago

For the MB, I get an average CMC of 0.88 for all my non-land cards. Keep in mind that Vine Dryad , Bounty of the Hunt , and Land Grant are all free, and Revenge of the Hunted is effectively CMC 1.

In general, I am not worried about these calculations, because the mana curve is effectively flat. If I have an opening hand with one land and a couple creatures, and some pump, then I'm good to go. This deck does require aggressive mulligans though. For example, I am not in the habit of keeping a Land Grant as my only "land" unless I am sure the opponent has no Force of Will or Daze . Even double Land Grant is risky.

ToolmasterOfBrainerd on Azorius Control

2 weeks ago

Okay, I think I'll start by asking: what is this deck meant for? Is this a deck you're building in paper/online or is it just a decklist you're working on? And if you're building it, what are your budget restrictions?

After that, I highly recommend fetchlands. With 8 plains you'll draw too many white sources of mana. And without fetchlands, Brainstorm becomes pretty bad.

Only 2 copies of Delver is pretty crappy. Either play the card (4 copies with some support, such as Daze ) or don't play it at all. If you want this to be a control deck, then I'd advocate for not playing Delver.

If building on a budget, then Force of Negation is fine. If not, then Force of Will is way better.

The sideboard in legacy is tricky. You can't go wrong with 2 Disenchant and 1 Pithing Needle . You should have some form of graveyard hate. Surgical Extraction is probably the best. Teferi, Time Raveler , Gideon, Ally of Zendikar , and more Narset are options for the mirror and other grindy decks. I've always liked having 2 counterspells in the sideboard, Flusterstorm being the default choice. Supreme Verdict can be great against creature decks, even if a little hard to cast.

BodhiQL on

1 month ago

First of all, this list has been retired for a few months. If I was still updating it, I would for sure take out Mox Amber , Copy Artifact , Snapcaster Mage and Daze , as well as most of the card draw stuff like Dig Through Time . However, there are cards I stand by that you listed to cut. The fetches don't matter, except I have them and I can flex. There may be no reason to run them but there's also no reason not to. Power Artifact is a backup plan with the monoliths and Walking Ballista , in case Arcum gets shut down. Strip Mine is actually fine, and Merchant's Dockhand is just a 1 mana sac target, one that just so happens to have an ability that isn't useless if it gets to that point. Guardian Idol is a rock that can be a creature of necessary, and Everflowing Chalice is just a rock, it doesn't need to be searched, and I don't see why it would ever need to be. Metalworker is very good, it can get a ton of mana to hardcast your combo pieces if they get stuck in your hand. I don't see why you say the creatures are slow, the main sac targets are 0 and 1 mana, which is what most decks usually play. I used to play Darksteel Forge and Mycosynth Lattice but I took them out because I found that it's useless to tutor for them. I would rather win then durdle around with indestructible. In most cases your stuff wouldn't be destroyed, rather countered which indestructible doesn't help with much. On the contrary, Delay and Flusterstorm are both must haves. A combo that wins on turn 1-4 90% of the time is useless if you can't protect it. I don't know if you've played in a real cEDH game, but if you haven't, I suggest watching a few videos on the YouTube channel Laboratory Maniacs. They play cEDH games. Most of these games don't end on turns 1-4, as everyone has some kind of response to the other's important spells. If you can't protect your stuff or take out your opponents key pieces, you lose.

Codex Shredder , Aetherflux Reservoir , Junk Diver , Tolaria West , Hall of the Bandit Lord would all be played though.

Z4k16 on

1 month ago

I play an Arcum Dagsson list that combos off between 1 and 4 in 90% of games. I would ditch the fetches, you don't need to thin the deck as you aren't topdecking you are searching so you don't need to thin out the lands you draw. I run Codex Shredder in mine as a way to A. Infinite mill when the deck goes infinite any way and it's a safeguard for Paradox Engine . Ditch some of your spells and focus more on combo as earlier as possible, I feel this is split between a control edh and combo edh and you want to focus it as much as possible, I would ditch Strip Mine because it's a dead draw if you topdeck and pretty dead in start hand, you want your land base mostly blue as most arty ramp is colourless, ditch Mox Amber as it's mostly useless to you, ditch Snapcaster Mage as it's not worth it, it holds up an opponent but will mainly hold up you more. Tolaria West is definitely worth running as is the land that gives a creature haste, Hall of the Bandit Lord or something (the name escapes me), Flusterstorm isn't worth running, Power Artifact isn't worth it - that's not the direction the deck is going, I'd ditch Daze , Metalworker , Merchant's Dockhand , Guardian Idol , Everflowing Chalice , Copy Artifact , Dig Through Time , and Delay . The creatures are too slow, Everflowing Chalice can't be searched for with Arcum Dagsson so is a waste, Copy Artifact is neat but too slow and uses your precious blue mana, Dig Through Time is slow and clunky, and you likely won't have enough stuff in the graveyard to cast it cheap. I run Mycosynth Lattice in mine, Arcum Dagsson can sac himself if desperate, you can remove all opponents critters, and sac any of yours, also stops blue mana being an issue, and Darksteel Forge protect all your stuff then. I run an Eldrazi titan in mine (ramp into it early most people will freak) and it's useful to shuffle your grave if stuff gets hard, surprised not to see Junk Diver as a backup combo piece, and Aetherflux Reservoir is your biggest asset and yet wasn't in the list, I'll add a link to my list in a moment.

buffalowildkale on Pauper Grind

1 month ago

I thought that Daze and Gitaxian Probe were banned?

MTGplayer00 on Pauper Grind

1 month ago

I think this is a really original concept for a Pauper resource denial deck. The inclusion of Fade Away I especially like with this kind of setup. That being said, I think there are a few basic things you can do, a few bigger things you can do, and some sideboard shenanigans you can get into to make this deck truly primo.

First, there are a few basic card subs I would make. First off, you can straight up cut Street Wraith for Gitaxian Probe , it just fits better in this deck and does the same thing but strictly better. The other main cards I would sub would be to add in Daze for Force Spike . I was skeptical of Daze 's power over Force Spike at first, but I was converted very soon.

That's it for basic changes, but here are some important structural changes. Firstly, the main problem I see here is keeping your hand full and repeatedly denying resources. I have no idea how competitive your local meta is, but all I can say is that higher-level Pauper is 100% Legacy-Lite, meaning it plays a lot like Legacy. This means lands don't matter that much to the average deck. Many decks are perfectly fine with you keeping them at 3 lands, so the trick is going to be denying multiple lands per turn rather than just playing 1 or 2 bounce spells at best.

So how do we get repeatable effects? Well Capsize is pretty good but also pretty expensive. One way we can do this is to play Snow-Covered Island s and Rimewind Taskmage . You can also add in the artifact lands (and maybe Tumble Magnet ?) to use Vedalken Certarch .

These are really the only halfway decent repeatable land denial cards in this format. Thus card draw is going to be key to drawing some of the one-time denial spells. Without the Pauper fetches (because this is a mono color deck) Preordain is probably your best bet. On top of this, you may want to run Gush to keep your hand full. Trading cards for lands that can just be replayed is not a very sustainable model in the long term, so these powerful draw spells can help you get there.

Finally, as far as finishers go you can run AEthersnipe as just a big boy that gets a blocker out of the way or Stormbound Geist as a flyer that's hard to put down. Canal Courier is also a big body that will net you a bunch of card draw, which will be useful to grind out your opponents.

Finally, in the sideboard, I would run Hydroblast to destroy red decks, Aura Flux to destroy Bogles, and maybe some Foil s to protect your cards from tricky tempo and control decks.

Anyway, I really like this deck, keep working at it!

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Daze occurrence in decks from the last year

Legacy:

All decks: 1.13%

Commander / EDH:

All decks: 0.01%