Defense Grid

Legality

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

Printings View all

Set Rarity
Masterpiece Series: Kaladesh Inventions (MPS) Mythic Rare
Ninth Edition (9ED) Rare
Ninth Edition Foreign Black Border (9EDFBB) Rare
Eighth Edition (8ED) Rare
Urza's Legacy (ULG) Rare

Combos Browse all

Defense Grid

Artifact

Each spell costs (3) more to play except during its controller's turn.

Defense Grid Discussion

ToffMcSoft on Urza CEDH (Playing With Power MTG)

1 week ago

Kcucullen - To be honest, I wouldn't run Tabernacle as it's counter productive in this deck. The Construct + Urza (requiring tapping down for 2 each turn). I've got a very similar but more streamlined Urza build listed here w/o Tabby: Urza Feeling Lucky - cEDH Primer #1 Mono Blue

My suggestion for the OP is to cut the following:

A few suggestions on cards to include:

P.S. Something to add you your "win lines" Muddle the Mixture + Rings of Brighthearth : Copy Muddle the Mixture 's transmute ability and search for Dramatic Reversal + Isochron Scepter or Grim Monolith + Power Artifact.

multimedia on B/W ....angles??

1 week ago

Black can also be for reanimation and tutors. Angel of Despair is a good Orzhov Angel and Rune-Scarred Demon is a good Demon. With Kaalia you play a lot of high CMC creatures because her ability lets you cheat these creatures onto the battlefield. There's however a drawback when playing so many high CMC creatures, it can make your overall deck's mana curve clunky to play, but you'll have this problem with any Angel deck because many Angels have high mana costs. If Kaalia is getting to attack and you're getting to cheat creatures onto the battlefield then you're in a good position. This is however not always the case thus want back-up plans, other ways to take advantage of high CMC creatures without Kaalia. Build your deck in a way that you're not completely relying on Kaalia in a game.

Reanimation can be a back-up plan. Ways to get high CMC creatures out of your hand/library into your graveyard and then onto the battlefield. Or ways to reanimate your dead creatures or even Kaalia since she will be a prime target for opponent's removal. Some options are:

Another back-up plan is ramp especially Signets and Talismans. High CMC creatures have high mana costs which ramp can help with to cast them without needing Kaalia. Low CMC mana rocks (0-2 CMC) also help to ramp into Kaalia which is good. Some options are:

Other back-up plans can be other ways to cheat high CMC creatures onto the battlefield or combo finishers. Some options are:

With Kaalia you want lots of protection and haste enablers because you want to be able to attack with her the turn you play her and you want to be able to protect her so she can do this. Some options are:

Kaalia can provide a lot of value especially if you can successfully cheat a high CMC creature onto the battlefield the turn you play her then you're in a really good position in a game. For instance with Kaalia cheat Aurelia, the Warleader onto the battlefield. Aurelia gives you another combat phase thus another creature can be cheated onto the battlefield with Kaalia because she gets to attack again.

Daedalus19876 on Black Plague, On The Rocks: Yawgmoth EDH [PRIMER]

2 weeks ago

Shyachi33: Thanks for the comment!

It's... cute? Honestly, the real issue is that 1) I have no interest in running Triskelion in this deck, since he's utterly useless outside that combo, and 2) I have very few ways to protect that combo from counterspells or removal in mono-black, and if it's disrupted I'm SOL.

I suppose in this deck I could run a pile like Defense Grid / Contamination , Ashnod's Altar , Weaponcraft Enthusiast , Nim Deathmantle , Zulaport Cutthroat , with Yawg providing the method of draw... But then the question is whether it's actually NECESSARY, ya know?

hungry000 on Gob-Kin Frenzy

3 weeks ago

You definitely don't need that much artifact removal in the board. Stick to around 3 artifact hate cards, like 2 Ancient Grudge and 1 Nature's Claim (that's how I'd split it). That is, unless you play against a lot of affinity. You could also use a couple Guttural Response to help against counterspells, though it's pretty bad if you hit one with an Experimental Frenzy out so Defense Grid might be better. Dragon's Claw can give you some leeway against burn and other aggro decks. Probably only play at most 2 of those.

achilles777 on Lavinia the Warden

3 weeks ago

May as well lay into the stax effects with Winter Orb , Torpor Orb , Crawlspace , Defense Grid , Authority of the Consuls . The table is going to be miserable, so might as well add in Jin-Gitaxias, Core Augur and to Consecrated Sphinx .

Liquidbeaver on Ib Halfheart, Goblin Sac-tician [PRIMER]

4 weeks ago

Cyfer

Yeah it sounds like your playgroup is much more fitting for Lattice, and having Hellkite Tyrant would definitely help make it a lot more potent. I like it.

The biggest benefit of Goblin Goliath is being able to cast him off of Goblin Lackey / Moggcatcher / Warren Instigator to save on his mana cost, which is why I like him most out of all the damage increasers available.

Raid Bombardment really helped me shore up my games against the defensive players that could either chump block a lot of my Goblins, reduced all their combat damage to zero, etc. The fact that almost no fog can prevent the damage since it isn't combat damage is huge too.

Out of the 3 rocks, I definitely like Thran Dynamo the most. Good balance of CMC and output, and being all colorless is hardly a problem since it is so easy to get mountains out.

Definitely confused Ghirapur Orrery with Vedalken, haha. Sculpting Steel would be for copying Illusionist's Bracers to kind of make up for the fact that Rings of Brighthearth is so expensive, but the fact that it can also copy mana rocks, or anything when Lattice is out fits pretty well with the deck you have right now.

I wish I got to utilize Goblin Welder more than I do, but my playgroup hates on it more than a lot of my other Goblins because a Daretti deck used to be in the playgroup, and my original deck had a lot more artifacts. Being able to recur things like Spine of Ish Sah would be a welcome change.

I am leery to run any more anthem effects like Door of Destinies , mostly because of things like Ensnaring Bridge being common in my meta, and getting to cast Raid Bombardment so frequently. I definitely like Door more than something like Coat of Arms though, haha.

For Sundial of the Infinite , I think if you had a bunch of effects like Final Fortune or Glorious End it would be a lot more useful, but almost all the board wipes you would be worried about are sorcery speed, and you can turn people off to the idea of instant speed removal with a Mana Web or even a Defense Grid .

Kazuul really is insane. I'm questioning why I took him out and I really don't remember. Crawlspace would be what I add first, but Kazuul would definitely be next in line.

SideBae on I Play For Free, You Don't Get To Play!

4 weeks ago

The first thing I notice when looking at this list is that you run 41 lands. I strongly advise against this. In my experience, unless you’re a green landfall deck like Azusa, Lost but Seeking , there is little utility in running more than 34, maybe 35 lands. There are budget options for fetching, such as Evolving Wilds or Terramorphic Expanse , which you might find helpful for color fixing. Also, you might consider running the shock lands in your colors ( Hallowed Fountain , etc.). These can be grabbed by slow fetches like Flood Plain , and add a level of consistency to your mana base without breaking the bank. Hall of the Bandit Lord is also a consideration, though it can be pricey. Temple of Epiphany , Temple of Enlightenment and Temple of Triumph may be helpful to find more/fewer lands early, before Narset is down, and remove ‘dud’ lands from the top of your deck after she is ready to attack. Command Tower , Mana Confluence and City of Brass are also good additions.

My second piece of advice is to add top deck manipulation. While many of these kind of cards are expensive, like Jace, the Mind Sculptor , Scroll Rack and Sensei's Divining Top , card’s like Ponder , Brainstorm and Preordain are very affordable. I especially advise the first two, as they permit stacking up to two spells on top of your deck before attacking with Narset, where Preordain only stacks one. However, all three are great in an opening hand looking for lands or action cards, and I would run all three in virtually all blue decks. Telling Time and Serum Visions are also contenders for this slot, though I don’t think as highly of them.

Mystical Tutor , Enlightened Tutor and Personal Tutor are also great ways to stack cards you need on top of your deck before a Narset trigger resolves. These are in the $20-$30 range though, so they may not be super accessible.

Strionic Resonator copies your generals ability... just sayin’.

If you don’t want to run counter magic, you should at least consider counter counter magic measures like Defense Grid or Price of Glory . These will make it way more difficult for your opponent to counter your general on her way down, or your free spells during the resolution of her trigger. Silence is also a good card from that view. Some interaction is always good, though. Here, I recommend Wrath of God , Supreme Verdict and/or Swords to Plowshares . The first two are board wipes that will hold back wide decks and give you time to cast your general; Swords is just the best spot removal in the game. Wear / Tear is another great piece of interaction in RUW.

With respect to your ramp: I see you’re running all three cluestones. I think the signets ( Azorius Signet , Boros Signet and Izzet Signet ) are better. In my experience there is a tremendous difference between 2- and 3-mana rocks in EDH. Similarly, I advise Talisman of Progress , Mind Stone , and Thought Vessel as ramp options. Coldsteel Heart is also a good idea.

Depending on your board presence during each game, you might consider Restore Balance , as a Narset trigger allows you to cast it immediately. This may be helpful if you can’t go off that turn, and just want to keep opposing boards in check.

If you want to get SUPER spicy, Mind's Desire and Volcanic Awakening are also good options to hit off Narset triggers. Temporal Manipulation is an extra turn card you may have missed.

Card draw and selection is a premium in EDH and decides most games. Chart a Course , Faithless Looting and Dack Fayden all come to mind when viewing your list. Ancestral Vision is about $10 these days, and is a fun flip off a Narset trigger, though Concentrate may be just straight better, as you can cast it from your hand as well. Mystic Remora is a good enchantment for drawing cards. If you choose to run a counter counter magic package, Dictate of Kruphix or Howling Mine may help; however, be weary of playing them when you have no counter protection, as they are symmetrical effects.

Finally, depending on how mean you are, Ravages of War , Armageddon and Cataclysm are possibilities. Nuke-ing all the lands means that Narset is very likely to take over the game, and resolving one of these spells may win the game on its own. Cataclysm is, in my experience, even more brutal than the other two, as it kills walkers and removes armies of blockers.

I hope you find this helpful; let me know if you need clarification on any of my comments.

Good luck with deck building!

pungethu on Oathbreaker Estimated Tier List

1 month ago

Stefouch we play with sideboard so i would board in Red Elemental Blast , Pyroblast and Active Volcano , maybe even a Defense Grid , but yeah its risky.

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Defense Grid occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%