Deep Freeze

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Common

Combos Browse all

Deep Freeze

Enchantment — Aura

Enchant creature

Enchanted creature has base power and toughness 0/4, has defender, loses all other abilities, and is a blue Wall in addition to its other colors and types.

Price & Acquistion Set Price Alerts

DOM

Ebay

Deep Freeze Discussion

Stelmeiria on Mono-Blue Tempo

3 weeks ago

I think you have an excess card draw, would take out a couple of Opts or Chart a Course and add another Curious Obsession, Dive Down and/or Mist-Cloaked Herald.

I also think your Sideboard is not well made, seems like you wanted to strap the cards you wanted inside the deck in there. think about what cards you want in an aggro matchup and a control matchup, you will see then that maybe only the Negates are right and maybe the Spell Pierces, which I would at least change for Syncopates. I would change the creature cards in the sideboard for some combination of Diamond Mare, Sleep, Deep Freeze or Entrancing Melody

Bxbx on [GRN] Mono Blue Drowned Secrets Mill

4 weeks ago

Thanks for the input, Kizmetto.

You're probably right that aggro will be a tough matchup. My idea behind playing no creatures at all was to make all the opponents' removals useless. But if only one creaturespell manages to slip through my counters and I can't find a copy of Deep Freeze, then I'm in a lot of trouble. So either I should add another copy of Deep Freeze or play some creatures for blocking. Considering creatures, I'd probably choose Wall of Mist over Murmuring Mystic because of the lower cmc. I already play two cmc5 cards and more cards with a high cmc don't fit well with playing counters.

I'm not worried about the control matchup that much, because my deck has a lot of counters and intends to play a long game. But you're maybe right that 8 counters are too much, although the high amount of card-filtering helps with this. One more thing about Murmuring Mystic is, that I imagine it to be useful against aggro and against control, so maybe you're still right to maindeck it. I guess I'll have to see how playtesting goes.

Thanks alot!

Iehovah on I Made a deck but ...

1 month ago

Sideboards are where you put your more narrow answers that might be good against a few decks.

Aethersphere Harvester against aggro

Sleep Against tokens

Also it could be handy to have different removal like:

Deep Freeze, Ice Over, Expel from Orazca, Select for Inspection, or Spell Pierce.

Good luck

cdkime on Ezuri Claw of Counters

1 month ago

Sylvan Library is a pretty solid card, helping smooth your curve with the option for additional cards if needed.

You mentioned one of your issues is how to win--Champion of Lambholt can help with that some--you make it bigger with your commander's ability, making your other creatures harder to block.

Hardened Scales, Doubling Season, and Pir, Imaginative Rascal all go well with your commander, but not sure you have enough other +1/+1 counter enablers to make them worth it. Doubling Season, of course, can be run with some planeswalkers for instant ultimates.

Since you're running Protean Hulk and are in Blue, its worth adding an auto-win combo with Flash.

I would cut some of your destruction spells and perhaps replace them with Song of the Dryads, Imprisoned in the Moon, and Deep Freeze. Each can remove a commander without a zone change, so they are stuck on the field crippled. Song of the Dryads has the added advantage of removing any permanent.

Since you have pretty decent ramp and a low curve, Genesis Wave is a solid option, dumping creatures and adding some lands.

kysg on

1 month ago

I have adjusted the deck.

Wincons should be Adeliz, the Cinder Wind for damage due to flying and haste.

Banefire for damage once enemy is 5 life and below.

Enigma Drake as a potential finisher since it gains power off of the graveyard of spells. This is for games get really grindy. It isn't a wizard but he is an exception.

Have spells lined up for certain jobs mainly to do creature/non-creature removal. I'm considering adding Anticipate to help smooth out draws. Siren Stormtamer is in sideboard but may go to mainboard to help smooth out counters. Also need a replacement for Deep Freeze

Cloudius on Tuvasa the Sunlit

2 months ago

Glad you found the suggestions useful.

Dominaria has a new card Deep Freeze which you can consider too.

cdkime on Nekusar Wheel Deck

3 months ago

I would recommend cutting Temple Bell, Master of the Feast, Dictate of Kruphix, Howling Mine, Kami of the Crescent Moon, and Jace Beleren. On paper, these cards seem to work well in a Nekusar deck--after all, more card draw means more damage. In reality, I have found this not to be the case. Cards are the most important resource in MTG, and paying a few life for extra cards is generally a pretty good deal (which is why Necropotence is on Vintage's restricted list). The problem gets even worse in multiplayer--after all, you're drawing one extra card, and thus have one chance to receive something you need, while your opponents collectively draw three cards, increasing the chances one might receive their answer to your strategy.

Focusing on explosive plays with wheels tends to be the best bet. Here are some cards to consider adding:

  • Curiosity goes pseudo-infinite with Niv-Mizzet, the Firemind providing you a strong way to end the game. It also is pretty solid on Nekusar, providing you incredible card advantage.

  • Helm of the Ghastlord produces redundancy for the Niv-Mizzet combo. When enchanting Nekusar, your opponents are forced to discard the cards they do manage to draw.

  • Sigil of Sleep turns wheel effects into mass bounce spells, helping provide protection.

  • Phyresis ends games, but infect is generally seen as a highly toxic mechanic. I would be weary of running this, as it could make individuals not want to play against you.

  • Imprisoned in the Moon and Deep Freeze provide solid removal without causing a change in game-zone. As such, you can use them to remove a commander without it being returned to the command zone, ensuring it sits uselessly on the battlefield for as long as it is enchanted.

Load more