Counter target spell. If the spell is countered this way, remove it from the game with three time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, remove a counter from that card. When the last is removed, the player plays it without paying its mana cost. If it's a creature, it has haste.)
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1 day ago
Probably drop your 3-CMC counters.
6 days ago
@budlaorf wouln't a hard counter with a different drawback be better? if x is more than 1 it just is worse than Counterspell or Arcane Denial, considering the amount of mana fixing in this deck. plus Delay is a better version, except for uncounterable spells of course
1 week ago
Praetor's Grasp is interesting. I feel like it is a stellar answer to Food Chain builds, and it hurts many different combo decks while also allowing you to see any anomalies in the build whilst searching.
Side thought: I was wondering the other day what makes Leo better than Notion Thief. Obviously, the cmc and the target abilities are major pros, but the pay-off from Thief seems astronomically better because the ability to draw a card still triggers (i.e. someone is playing a Padeem, Consul of Innovation, you get to draw an extra card). It would then operate as a pseudo Sphinx number 2 in a way.
2 weeks ago
saw your deck on the commander thread, here are some quick suggestions.
Arcane Denial and/or Swan Song over cancel and mana leak. Delay is a pretty decent 2 mana counterspell.
you are in 3 colors so running fetches could help your curve Polluted Delta, Flooded Strand, Marsh Flats.
if you want an even faster start, you could run the signets Azorius Signet, Dimir Signet, Orzhov Signet and some haste enablers/protection for zur Lightning Greaves, Swiftfoot Boots.
if you dont want a faster start, you could consider sitting back and waiting for your opponents to commit to the battlefield and then playing more boardwipes like Wrath of God, Day of Judgment, Planar Cleansing, Merciless Eviction, or Akroma's Vengeance. then after you boardwipe you can cast zur and start doing your stuff.
as far as your enchantments go, i am not so familiar with a lot of them. but as it looks like you dont really need to cast spells once zur is online, you could get Standstill - kind of a funny card. also Imprisoned in the Moon is another way to deal with commanders or other troublesome permanents.
hope this helps!
2 weeks ago
Reading 'budget' as one of your hubs, I'll try not to make any suggestions over $2.
Concerning counters: these draw hate from opponents and are generally weak in multiplayer formats. I'd suggest lowering the average CMC and reserving them in game to protect your combo/off suspend cards, or fizzling opponents combo pieces like Grave Pact. I'd suggest Swan Song>Cancel and Arcane Denial>Spell Crumple. If you really want Disdainful Stroke in, I'd suggest cutting Dismiss for it, but I'm not 100% sold that it should get in as the CMC4 limitation is pretty damaging. I'd suggest Delay or Muddle the Mixture are better at the 2cmc slot.
Concerning removal: Chain of Vapor>Reality Strobe and Chaos Warp is an awesome catch all too. Your abundance of copy spells will give you a chance to double down as necessary. Pathrazer of Ulamog is an awesome budget friendly suspend target with annihilator 3. Maybe cut Timebender for the pathrazer as it is the weakest suspend enabler.
Concerning ramp/mana: you need more of it. I'd suggest dropping Looming Spires for Kher Keep as it generates chump blockers, gives you a place to use mana you held up for counters, and makes polymorph effects like Synthetic Destiny all the more powerful. I'd also drop High Market, unless I'm missing some special utility for the sack outlet, and bring in 3xIsland and 1xMountain. 37 lands and 7 rocks adding Mind Stone and Worn Powerstone looks like a good balance given your curve.
utility cards: I'd suggest playing around with Brain in a Jar>Sphinx-Bone Wand. Casting a sorcery at instant speed is not to be underestimated and this way you also begin to accrue mana efficiency on turn 3 instead of 7.
2 weeks ago
NeunviertelFair enough. I think that keeping the pieces to counteract your very reactive meta is probably more important (ie: Delay, Spell Pierce, Mental Misstep, etc.) than a grindier approach. I find that Counterbalance has been very effective in my meta and my playstyle naturally favors a more control-oriented role, so the strategy works for me.
If I had to pick a card in your list that you could test Counterbalance in place of, I would choose either Delay or Spell Pierce since Counterbalance performs the same role as these two cards, albeit in a less controlled manner.
How has Power Artifact performed for you? I have one that is sitting in my binder currently and I've frequently had mental debates about adding it in. It adds another infinite combo, of course, but it seems fragile in my opinion.
2 weeks ago
I'm looking to pick up these things:
1x Barren Moor
1x Gilded Drake
1x Tainted Wood
1x Toxic Deluge
I want to go to the Open on March 11 and play side events, so I'd really like to get this list together for it. You can check out my binder here, and also know that I'm willing to put cash toward some of these cards (would have to be cash; can't do PayPal).
3 weeks ago
i figured most the suggestions wouldnt be any good but i was bored, but this time i think i actualy have a few good ones, to start off with, Jace's Phantasm at worst it's a 1/1 flyer for 1 blue, next, Deprive is a definite add in this deck, i'd suggest replacing Hydroblast with it, also Delay is a good addition and Annul is really good, i would say use Remand over Unsubstantiate but you already have enough draw, and Unsubstantiate doubles as a Boomerang, Chain of Vapor could be very good over Disperse especially in a multi player game because often ppl will not target you back with it becuase you have mostly 1 drops, they will target someone else and it ends up being basically a 2 for 1, Gemstone Caverns for some good early game ramp, Cavern of Souls if you can afford it, it add protection 4 your commander and hits about 7-8 creatures if u call elves and about 5 if you call rogues, Merfolk Spy, Jhessian Infiltrator, Surveilling Sprite, and Faerie Impostor increase the rogue count all though i doubt any of your creatures will get countered, your better off adding to your faerie count with Zephyr Sprite, Surveilling Sprite, Faerie Impostor, Mothdust Changeling , Scryb Sprites and Cloud Sprite for Spellstutter Sprite, Signal Pest is good, has evasion and is kinda like an anthem,Notorious Throng is real good if you get your rogue count up, take an extra turn and get some 1/1 flying faeries, heck yeah, also almost forgot, Spellskite is pretty good its cheap adds a decent blocker plus additional protection for edric and it can shut down/slow down many deck types and commanders, slows down tron builds, meren builds and flicker builds,