Defense Grid


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

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

Combos Browse all

Defense Grid


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

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Defense Grid Discussion

Gwent on Waiting for Godo - cEDH primer

5 days ago

Hey gtoast99, are we using Defense Grid? Only have one copy trying to figure out what deck to put it in

Roryrai on Fast Mana is Fair and Balanced, We Promise

6 days ago

Defense Grid could be all right given how cheap it is. I'm also kind of toying with the idea of adding in things like Wheel of Fortune or Windfall for hand refills on the storm turn, I'm just not sure where they slot in.

If I were to include 0 cost counters it'd pretty much just be Pact of Negation, since you don't often have a blue card to pitch to Force of Will.

Revenantmike on Fast Mana is Fair and Balanced, We Promise

6 days ago

Yea i guess i misread jhoira.. Thats a shame. Something else i was thinking is maybe youd want to include the zero cost counters? Another thing i know is popular with some storm stuff is Defense Grid. Im so used to having acess to black or white with artifacts. Graveyard recursion is just easier with those colors. I agree we have alot still though. Also umm Duplicant and Spine of Ish Sah are decent removal in artifact centric decks. I know they are high cmc. Best to use goblin welder or master transmuter to get them out.

Bchong on Cracking a Hurricane

1 week ago

Jhoira is kind of an all in CMDR here are some suggestions in that all in route. Your mana curve is way too high you need to take out all of your mana rocks that are 3 and above. Take out all of your creatures except the mana reducers, 0 mana ones, Scrap Trawler, and Walking Ballista. Metalworker and Lotus Bloom is honestly way too slow. Take out Storm the Vault  Flip Power Artifact Alhammarret's Archive Thoughtcast Blinkmoth Infusion Wayfarer's Bauble Jaya's Immolating Inferno Cyclonic Rift. And go down to like 25 lands.

And then just put in Semblance Anvil Chromatic Sphere Codex Shredder Helm of Awakening Memory Jar Windfall Wheel of Fortune Chain of Vapor Mental Misstep Myr Retriever Frantic Search Gamble Riddlesmith Tormod's Crypt Artificer's Intuition Sensei's Divining Top Defense Grid Pentad Prism Junk Diver Force of Will Ponder Preordain Aether Spellbomb Pyrite Spellbomb Void Snare Red Elemental Blast Pyroblast and slot in any number of counter spells and bounce spells...

these are just a few suggestions think of them what you will. But just know that Jhoia is going to be targeted super hard. A lot of the cards are just win more cards but the things is that once you ever get to resolve a jhoria and play a turn it should be a guaranteed win. And your only other trouble will be taxes and or stax pieces like Blind Obedience and those will basically make your lose almost 100% unless you have removal which you don't have enough.

Revenantmike on Into the Storm with Jhoira - cEDH Historic Combo

1 week ago

So when drawing whole deck. Have you considered just playing labman and drop a zero artifact to win? Otherwise you have to call back jhoira to hand or command zone so you can cast everything, because you auto lose from her draw effect (which i assume is why you have all those bounce back spells and Command Beacon, though that step isnt mentioned). Then if countered you can continue with original plan. Have you considered Defense Grid? Could help protect combos.

TheNocholas on Fort Mizzix

2 weeks ago

One keyword: Proliferate! Should speed your game. There are only 16 cards with it, and of them 11 are legal in your deck. I recommend Inexorable Tide and Contagion Engine but any of the 11 could find a home in your deck. You might also consider small token generators, my red go to is Tilonalli's Summoner instead of walls or things cards like Defense Grid

tundraspalace on Selvala, Explorer Returned Competitive EDH

2 weeks ago

Orionxhavok For Gaddock Teeg play either Selfless Spirit or Glowrider. Linvala is kinda hard to replace but maybe put in Pithing Needle or Phyrexian Revoker. As for lands just play more basics and Ghost Quarter or Tectonic Edge, the hardest land to replace is cavern of souls and there is no replacement maybe play more blue hate like Defense Grid. Without cradle and cavern land search is pretty useless so I'd replace them with Paradox Engine and Staff of Domination. Any other questions feel free to comment here.

PookandPie on How can I bring Superfriends ...

3 weeks ago

Sure thing: For the Boros deck, I'd cut:

Lapse of Certainty. It's cute, but it appears like it's going to be too cute considering the sheer number of expensive X spells you run.

Urza's Rage. This card was great when I was younger, but it's usability is significantly lower in multiplayer and it seems odd to pay 12 mana to deal 10 to something when Banefire exists, let alone things like Blasphemous Act and Star of Extinction.

What does Braid of Fire do? It gives you red mana for instants on your upkeep, but you have no real high cost instants. It's not like that mana stays in your mana pool into your precombat main phase so you can cast a big X sorcery with it. The only thing it's really good for is untapping Grim Monolith or Mana Vault, but I don't see you running Voltaic Key just for that purpose so it's one of those, "Synergistic" combo cards that doesn't really have that great of an impact even when the cards that make it useful are brought together unless significant time has passed (Orrery + Braid + X spell), and all the rest of the time it's just mediocre.

Manabarbs seems terrible. This is for CEDH, yes? There's only one deck I know of that cares about tapping lands repeatedly to go infinite, and that's Worldgorger Dragon combo decks. Otherwise, you'll just see people casting spells to get Protean Hulk, Doomsday, Food Chain, etc., and lands aren't going to enter the equation. It wrecks no one, the card will largely be useless (it will wrack up damage on opponents but it's not like you're Gisela who can use this card to push into the red zone) unless this is a meta choice of some kind.

Is Galvanoth really worth using a card slot on? You have 31 spells it could hit, so roughly 1/3rd of the time it'll reveal something worthwhile (not counting the X spells for obvious reasons), but that's still one in three reveals. Two out of three times his ability triggers, it won't do anything. Meaning, he needs support from Sensei's Top to even do that reliably, lol, in which case you could replace him with a mana rock or cut him altogether and get the same benefit, really.

Fateful Showdown seems kind of mediocre in most cases (7 card combo or not lol).

Elixir of Immortality also seems a little useless. It lets you reshuffle your instants into the library after Sunforging, but you should aim to wrap the game up without needing to do that.

Mirage Mirror doesn't seem all that useful. 9/10 times it's going to copy a mana rock as you get very little value by copying your enchantments or creatures.

Citadel of Pain is practically useless unless it's anti-control deck tech, which if it is, Defense Grid does the job far, far better. It also somewhat nonbos with Mana Web. It'll only get 1-2 damage here or there, and players in CEDH will have the good mana rocks available so it's not like they can't just tap their lands on their turn and then counter your spells using their plethora of mana rocks on your turn.

Karmic Justice seems slow, and won't help against any exile spell (and some of the most commonly played removal spells in CEDH, like Swords/Path, Anguished Unmaking, Toxic Deluge, etc., don't destroy). It interacts with Beast Within, but that's among the few it'll help against (though I guess it helps against those tier 2 sweeper tribal stax decks fwiw).

Those are my most obvious cuts and my reasoning behind each.

For the rest of the cuts, you need to decide which direction you're going to take this deck in. Scepter + Final Fortune + Sundial is a cute combo, but it's just that: Cute. In colors with very few tutors and card advantage, a 3 card combo that doesn't utilize the Commander is going to be difficult to assemble. Notwithstanding, only one of these cards is even remotely useful on its own (being the Scepter), with Final Fortune and Sundial being either terrible or useless if drawn alone. That's why most CEDH decks don't even bother with this combo, is because 2/3 of the cards are really, really bad on their own. Your goal should be to minimize the card slots utilized by the combos in the deck, or dedicate card slots in the deck to the decks that stop you (or cards that stop other decks if they're faster).

For example, consider Chant of Vitu-Ghazi or Hallow for infinite life with Firesong and Sunspeaker (Hallow needs you to target Sunspeaker while he's on the stack, though, and then play another spell to trigger the second ability once he resolves, as per rule 400.7b, this works). That + Aetherflux Reservoir is a lot more reasonable for a win condition than Final Fortune on Scepter + Infinite Sundial (which requires 3 cards, none of which are your Commander). This takes 1 less card slot than the Final Fortune combo, and while it is still a 3 card combo, one of those 3 cards is your Commander. It's slower than FF + Scepter + Sundial (which could be done as early as t3 with minimal acceleration), but the odds of you putting this together without the God of the Topdeck assisting you is extremely slim, so you can't call it consistent.

I don't know why you dropped Aetherflux Reservoir but I do feel it should have stayed in. Your Commander makes it ridiculously easy to gain life, and you can snap kill players that might threaten you (let alone win outright if you resolve Blasphemous Act/Star of Extinction/Earthquake/Disaster). That's pretty huge.

Orim's Chant is not as good as Silence on your combo turn. Chant only stops one opponent, Silence stops all of them. That's why a lot of CEDH combo decks in white run Silence instead of Chant. I would make that swap, honestly.

Also, if you've got Mana Web, run Urborg, Tomb of Yawgmoth in your mana base. That'll force multicolor decks to tap down in one main phase only, basically (because otherwise someone could tap their Ancient Tomb to play a rock on their turn, then tap their Underground Sea to Spell Pierce one of your spells on your turn).

I don't have any more easy cuts and this took me longer than I care to admit to type up, so I'm going to jump off here for now. Hopefully this mess helps, lol. I'd be more than happy to further justify any cuts I recommended though.

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