Defense Grid

Defense Grid

Artifact

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

Browse Alters View at Gatherer

Trade

Have (3) Azdranax , gildan_bladeborn , metalmagic
Want (3) WoL , PawPawBear , ViRSneG

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

Legality

Format Legality
Modern Legal
Noble Legal
Duel Commander Legal
Canadian Highlander Legal
Oathbreaker Legal
Block Constructed Legal
Tiny Leaders Legal
Commander / EDH Legal
Magic Duels Legal
Unformat Legal
2019-10-04 Legal
1v1 Commander Legal
Leviathan Legal
Legacy Legal
Casual Legal
Vintage Legal
Highlander Legal

Defense Grid occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Defense Grid Discussion

plainsrunner on Hammer Time!

1 week ago

This is a toughie! A couple cards I'd cut right off the bat:

Chandra, Torch of Defiance There are better sources of draw and ramp for you, and her other two abilities don't really synergize with the deck.

Sparkhunter Masticore There aren't that many problem planeswalkers in our meta, and if you put enough into going wide, you should be able to take care of the ones that show up with combat damage anyway.

Fling the idea seems to be to go wide with a lot of small creatures, so fling doesn't fit super well

Lodestone Golem this is just a stand-in for most of the stax pieces here. As I understand it, the idea behind stax is to break parity, so things that seem to be bad for the whole table aren't as bad for you. It doesn't seem like you're really breaking parity here for most of these cards. Purph cares about creatures, not artifacts, so punishing everyone, including yourself, for not playing artifacts seems bad. The same is true for cards like Price of Glory and Defense Grid, given how many instants you have in here (though you might have a lot less instants by the time the deck is done).

Heraldic Banner and Altar of the Pantheon While these have good secondary effects, I always assume the main point of ramp in a deck is to get the commander out a turn early. These don't help with that, so I'd get rid of them.

Basilisk Collar You're playing red, you don't need lifegain-you need your opponents to die faster than you. I know it's a combo with Goblin Sharpshooter, so maybe keep it in just for that? But I've never been a fan of cards that are great in one situation and pretty bad the rest of the time.

Cut down on the card draw. I only have 4 cards that draw or tutor in my krenko deck, and while you'll probably want more than that, you don't need 15. I'd stick with repeatable sources of draw and impulsive draw, like Slate of Ancestry, Outpost Siege and Idol of Oblivion

Abrade You need to cut down on the artifact hate, and this is the worst of the bunch imo-remember this is a multiplayer format, and you should try to get your opponents to take care of threats for you. I generally only put 2-3 pieces of artifact removal in a deck.

Lightning Bolt Three damage just isn't worth much in a format where we start at 40 life and threats often have higher than three toughness.

This is obviously just a starting point, as you need to cut a total of 175 cards, but I hope this helps!

Masss on [cEDH] Krenko Combo [[Primer]]

3 weeks ago

Hi everyone. I play the same deck and I find it very strong :) I recently made some changes due to the new cards released, which are going to create a lot of problems for our beloved commander goblin. Let me know what you think ..

Changes:

Sanctum of Eternity out - in Strip Mine

Darksteel Citadel out - in Wasteland

Sanctum of Eternity is a valid card, but the fact that we can return our command to our hand only in our turn makes it a little less strong. Cloudstone Curio already replaces it at best. Strip Mine and Wasteland allow us to eliminate lands that create problems for us (for example The Tabernacle at Pendrell Vale) or protect Cavern of Souls or Homeward Path from other lands that destroy lands.

Mogg Catcher out - Expedition Map in

Mogg Catcher is slow and it is often difficult to make the best use of it. Expedition Map allows us to tutor land cards as needed: do we have to destroy a land? Tutor Strip Mine or Wasteland. Do we have to be immune to counters? Tutor Cavern of Souls. Do we have to get the commander back in hand? Tutor Homeward Path. No mana red? Tutor land for mana.

Goblin Chirurgeon out - Abrade in

Last Chance out - Deflecting Swat in

Abrade provides more combat flexibility (also to deal with the feared 3hp body Drannith Magistrate). Deflecting Swat is a must in every red mono both in defense and attack (you can delete some black tutors :)), unlike Last Chance which is unfortunately a bit slow since it is a sorcery.

Price of Glory out - Defense Grid in

Price of Glory is valid, but it does allow the enemy to play spells using mana ramps. This makes it immune from land loss. Defense Grid always complicates the opportunity life. And for this it is simply stronger.

I am currently testing the snoop - kiki combo. Stay tuned :) regards

Stephen

SideBae on That's a big nope

1 month ago

One card that I always thought was pretty good with Aminatou, the Fateshifter is Counterbalance. Since you can shift the top card of your deck without revealing it, you can stack a 1 or 2 on top and nail an opponent for no cards. It also makes Sensei's Divining Top really good.

Gilded Drake is absurd with your general. Because of her wording, you can flicker permanents you own even if you don't control them -- so the minus becomes "steal target creature." It is $170. So either be rich or play with proxies... I love proxies, and I think they're unduly rejected in EDH.

Preordain is good in addition to your Ponder and Brainstorm. Brainstorm is best with more free shuffle effects than you currently have... They usually come from fetches like Polluted Delta, but those lands can be expensive. Slow fetches like Bad River also work, and things like Evolving Wilds and Terramorphic Expanse are also good.

You have two Arcane Signets. Unless the rules have changed, that's not allowed...

Control decks -- which I think this is -- tend to like wipes. I think Toxic Deluge is really good, since it gets around cards like Gaddock Teeg. Damnation and/or Wrath of God are also good.

You could also do with more two-mana mana-rocks; three-mana rocks, like Commander's Sphere, are significantly slower and come down turn three, competing with your commander. I suggest cards like Talisman of Dominance, Talisman of Hierarchy, Talisman of Progress, Fellwar Stone, Mind Stone, Everflowing Chalice, Azorius Signet, Dimir Signet, Orzhov Signet, Thought Vessel...

I also think you have better options than Defense Grid, since Defense Grid is symmetric and hoses your counters, too. Teferi, Time Raveler comes to mind.

Narset, Parter of Veils is also really good, especially if you can pair her with something like Windfall.

Finally, Omen of the Sea seems like it could be good to flicker, though playtesting would be needed.

Right. I hope this helps!

NV_1980 on Avacyn's Angels of the Apocalypse

1 month ago

Hi,

In an Avacyn deck, the main problem you're facing is getting her on the board and then keeping her there. We would therefore recommend you think about the following cards:

  • Cavern of Souls: makes all your Angels immune to countering; very expensive though.
  • Silence: of course, this can be countered by itself, but if it isn't you can summon Avacyn next with impunity.
  • Defense Grid: tax on spells that counter; wonderful!
  • Mana Web: forces opponents to use up way more mana sources than they might want to during their own turns, making less mana available for spell-casting.
  • Grand Abolisher: we second vasarto77's suggestion; please mainboard this because it is so good.
  • Mother of Runes/Giver of Runes/Eight-and-a-Half-Tails: great protection in case the greaves/boots are unavailable.
  • Shadowspear: not for your protection, but to deal with theirs in case they have it.

We hope you enjoy this feedback. Have fun with the brew. In case you are curious, here is our Avacyn deck.

Regards,

Mrs. and Mr. NV_1980

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

1 month ago

Rasaru there is an Upgrade mention in one of the sections

  • Fetches:
  • Arid Mesa
  • Scalding Tarn

  • Ramp/Rocks:

  • Mox Opal
  • Chrome Mox

The great thing about this deck is that you can tweak it to be more aggro, control, burn-oriented, etc. I've been taking the control approach by adding Sphere of Resistance, Ensnaring Bridge, Metalworker (as more ramp), Defense Grid, etc

Dango on Tinybones Undertale

1 month ago

Thank you folks for your comments and suggestions! I'll be addressing both of you and each of your suggestions in order of appearance within this message for the sake of being concise.

theseax After much playtesting, I have made the seemingly controversial decision of cutting Cabal Coffers and Urborg, Tomb of Yawgmoth from the list. The pairing itself was a little too cute for my liking as I could never consistently boot it. Even then, on its own, Cabal Coffers requires three other land drops, specifically being swamps in order to net any sort of valuable return from it. Since the mindset of this deck is rather all-in, it often wants to pressure a win between turns 3 and 5, so I've personally opted in favor of a more consistent manabase by dropping the pair. As such, Manascape Refractor probably isn't for this deck I'm afraid. It sort of faces the same issue I had with running Urborg, making it rather dead outside of being used in conjunction with Coffers, especially since I wasn't on Mana Web either.

Meessee Chain of Smog is interesting, but I feel like it could often backfire onto me rather than being a comparable mass discard outlet. Arterial Flow seems solid, although I'm tending to favor permanents like Necrogen Mists and Bottomless Pit that can continuously accrue and churn out card advantage for me in the presence of Tinybones while disrupting my opponents. Tasigur's Cruelty is a rather high top end in the presence of Dark Confidant when I'm already running a risky top end on my curve with him.

Since I'm on Shadowbag, I greatly value the cleanup step at the end of my turn to serve as a sort of discard outlet in case I don't have Skirge Familiar or Zombie Infestation in play to do it for me. Anvil of Bogardan is probably not for my list.

Plain and simple, I like Karn, the Great Creator. Will consider.

For Geier Reach Sanitarium, I think my playgroup is going to appreciate me giving them looting effects a little too much, so I'm going to have to pass on that. I'm also not a huge fan of how Nezumi Shortfang  Flip targets a single player and I don't get to see their hand and choose which card they discard.

I don't feel as though I have enough creatures to sacrifice consistently to Contamination in order to keep that sort of effect around, and through a similar vein, Infernal Darkness becomes heavily taxing on me with its cumulative upkeep trigger. I want the stax pieces I'm running to not heavily impact my lines of play while also being able to stick on the board once they resolve without any sort of maintenance conditions associated with them if that makes sense.

Conqueror's Flail is a little too dicey to run in my opinion. It's a bit expensive to boot for a Grand Abolisher effect, and I'm often sacrificing creatures on my board to Razaketh or fast mana outlets so that would be an added layer to play around and pay attention to. I like Defense Grid in here though, considering in conjunction with Shimmer Myr I could play it as a sort of interruption at instant speed to protect my combo from folding to interaction. It's just one of those cards that I should only play when I think I'm going to win and not play it just because I have to mana open to play it. The table often relies on interaction so I could otherwise kingmake if I'm not careful about it. Lastly, Boseiju, Who Shelters All probably won't get enough traction in this deck considering most of my instants and sorceries are either tutors or disruption. A protected Goryo's Vengeance or Shallow Grave would be nice, but if I was on more impactful instants like Ad Nauseam my answer might be a bit different.

Hope I addressed everything fully. Thanks again!

Meessee on Tinybones Undertale

1 month ago

Hi, very nice deck, thanks for sharing it. I'm working on my own build of Tinyboy aswell, so I wanted to bring you some cards you may consider for yours:

  1. Chain of Smog, Arterial Flow, Tasigur's Cruelty are some mana efficient discard spells that you may use on your turn to get card advantage, since the other engine cards only function during opponents' turn.

  2. Anvil of Bogardan is an efficient artifact that makes your opponent discard a card every turn, drowning you in card advantage. It also has a weird synergy with Chains of Mephistopheles.

  3. Karn, the Great Creator is an asymmetrical Null Rod that we can tutor for with Wishclaw Talisman.

  4. Geier Reach Sanitarium and Nezumi Shortfang  Flip are some nice repeatable effect that you may activate at instant speed.

  5. Contamination or Infernal Darkness are some very strong staxy effect that can lock your opponents out of the game.

  6. Conqueror's Flail, Defense Grid, Boseiju, Who Shelters All are some anti-counter cards.

I hope to be of some kind of help to you, keep up the good work.

TheOneKiko1337 on [cEDH] Krenko, Mob Boss |PRIMER|

1 month ago

Hey Fran_RuGu, when you''re in a control heavy meta I'd consider cards like: Stranglehold, Defense Grid, Blast Zone, Homeward Path, Sanctum of Eternity, Artifact Blast, Magus of the Moon, Mogg Salvage, Burnout even cards like Alpine Moon are an option if they're running things like The Tabernacle at Pendrell Vale or pillowfort cards like Glacial Chasm or get them with some poke damage with things like Mutavault. There are alot more cards that can go inside your 99 in control heavy metas.

Your suggestions with Deflecting Swat and Sudden Shock are quite viable. From my experience the card which gets countered the most is Krenko, Mob Boss and in this case the Deflecting Swat is kinda expensive but in a control heavy meta I'd say still viable.

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