Disallow

Legality

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

Printings View all

Set Rarity
Aether Revolt (AER) Rare

Combos Browse all

Disallow

Instant

Counter target spell, activated ability, or triggered ability. (Mana abilities can't be targeted.)

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Disallow Discussion

Argy on Kumena Risen: Zombie Merfolk

1 day ago

It looks like has been jimmied into this deck because it has a few good cards.

Those cards aren't the be all, and end all.

Only two copies of The Scarab God can easily be dealt with by the likes of Vraska's Contempt.

Fatal Push is very good against some decks, but weak against things like Dinosaur decks.

Ravenous Chupacabra is OK, but you can achieve a similar result with Essence Scatter or Disallow/Cancel.

Hostage Taker is good, but not always that effective as most decks pack copies of Abrade.

If you got rid of some of these cards for copies of Blossoming Defense, Heroic Intervention, Essence Scatter/Cancel, and Vizier of Many Faces, I think you would end up with a stronger deck.

You could also then streamline your lands to make your mana more efficient.

FancyLadies on The Locust Army: A Day of Wrath

1 day ago

hey carpecanum, I don't play Kindred Discovery unless Laboratory Maniac is on the board or I have Disallow, Pongify or Rapid Hybridization in hand.

Throne of the God-Pharaoh would be good against Edgar Markov decks where they have ridiculous life each time.

Thanks for your input!

stensiagamekeeper on b/r/b Zombie Deck

4 days ago

I commented on the first version of this you posted and I like the changes you've made so far. BTW I'll comment on the deck shown not the one you reference in the description because I've already given my opinion on it last time.

A couple of cards I think might be helpful in your deck are Plague Belcher and Festering Mummy. PB is a 3/2 menace zombie with evasion that can be a 5/4 for three in a pinch plus has zombie synergy. FM is surprisinly good against fast aggro and both have incidental synergy with The Scorpion God on top of being zombies. Also if you where going to include a sideboard you could save FM for exclusively aggro matchups as you desperately need spells to play on your early turns.

Speaking of sideboards my suggestions would be Negate and Duress for combo and control, Moment of Craving and Festering Mummy for aggro and auras and Harsh Scrutiny or Aether Poisoner for stompy a.k.a. dinos.

Now on to the more nit picky suggestions: Impale is certainly not a bad card but the fact is there are just better options in standard right now such as Never//Return, Walk the Plank and Daring Demolition even. And, while exile is a nonbo with The Scarab God and The Scorpion God, Hour of Glory and Vraska's Contempt are irreplaceable in getting rid of your opponent's Gods, Rekindling Phoenixs or Angel of Sanctionses. I'd suggest swapping a Mountain for Island so your opponent can't cut your on blue with Field of Ruin. Also I'd use Supreme Will over Disallow as because it'd be easier to cast with your budget manna base and the restriction isn't that big a deal. If your opponent can pay it is late enough in the game that you should probably wait for something big enough that they can't or just use it's second mode to dig for Bolas or something.

Anyway, that's all from me. Have fun testing.

Agusdakilla on U/R Drake Control

4 days ago

Thebiggalactus of course I'm going to keep the main strategy of the deck, which would be "cast lots of instants/sorceries"; the only thing that would change would be the tempo of the deck, and the kind of spells I'd be casting. I'm going to try and test this on XMage before I buy anything though. If it works, there I go.

Bloodwater Entity is a sure choice, and, much as I'd love Soul-Scar Mage, it's too expensive for my taste. Riddleform it is then. My new sideboard would look like so: 3x Bloodwater Entity, 3x Riddleform, 3x Invigorated Rampage, 2x Crash Through, 2x Negate, 1x Essence Scatter, 1x Cancel. I'm not sure about the combat tricks yet; if you know any better ones please let me know!

By the way, I'm going to try and get my hands on a few copies of Admiral's Order, since they will not rotate this year, and will come in handy. If anything, they'll be a good investment for the time when Disallow rotates.

magicsheep on Grixis Energy- The Alternative To Temur Energy

5 days ago

Probably Grixis Energy has become more powerful with the banning of Attune with Aether. But this deck feels slightly weaker against control decks and aggro/burn decks. A (probably horrible) idea is to add As Foretold, then use Disallow or Admiral's Order to put pressure on your opponent to act. If your opponent can't remove As Foretold, it can turn the tide of the game. Great deck, definitely worth an up vote.

multimedia on U/B Control

6 days ago

Hey, you have a good starting build here, but the numbers on some spells are off as well as not enough lands in the manabase. The main thing you recognize that's good for Control is Torrential Gearhulk. Gearhulk only works with instants meaning sorceries are not part of the plan. If you can build a main deck of completely instants than it will be better with Gearhulk.


Lots of main deck discard with Gearhulk is not good. In fact the only discard I suggest you play is 3-4x Duress, but only in the sideboard. Speaking of sideboard if you want to play this deck at FNM and do well you'll need a sideboard. You currently don't have one.

First lets look the manabase. 20x lands is not enough land for Control; 26x lands is the normal for Control decks. The reason for this much land is Control thrives on making a land drop each turn because the more land you have the more opportunities you have to cast spells. Being able to cast two spells or more in a single turn is a goal that a Control player is going for. Glimmer of Genius is the jumping off point for blue Control you want to cast it turn four because this gives you a huge advantage in a game. The only way to consistently cast it turn four is to play a lot of land. You want to make a land drop each turn for the first four turns minimum. In some instances if you miss a land drop in the first four turns then that's it, you'll fall too far behind in the game and lose. It's better to have more lands, draw more lands than not having enough.

Lands I suggest you add depend on the budget. What is the budget you're going for? High or low? For instance Fetid Pools is the other good dual land to add, but it's for a high budget. An alternative to this is Submerged Boneyard which is bad compared to Pools, but is low budget. Either way I suggest adding 4x Pools or 4x Boneyard.

Before I continue here's a list of cards to consider adding:

Obviously if you have a lower budget then you will not being able to add all these cards such as Scarab, Azcanta and Contempt. This list is meant to give you an idea of how to improve the deck with a higher budget, but I've also added some low budget alternatives.

Cards to consider cutting:

  • 4x Duress move it to the sideboard
  • 4x Scrutiny possibly move it to the sideboard
  • 3x Rot
  • 4x Pierce
  • 4x Opt
  • 2x Gonti move it to the sideboard

On the basis that you should consider adding 6x more lands you need to cut 6x spells from the deck. I suggest beginning with cutting the discard spells.


Good Gearhulk Control main deck core:

  • 4x Push
  • 4x Censor
  • 4x Disallow
  • 4x Glimmer
  • 3-4x Gearhulk

The core are cards that are played as 4ofs and the only cards other than lands in the main deck that I recommend be played as 4ofs. You want to draw multiplies of them in a game and in some instances you want some of them in the early game such as Push and Censor therefore it's best that they're 4ofs to consistently draw them in the early game. Disallow is the best mid to late game counterspell and Glimmer is the cornerstone, the draw engine of the deck.


Support removal to consider adding:

Vraska's Contempt is a very good instant spell right now in Standard. It's unconditional creature or Planeswalker exile with adding lifegain. A spell like this is currently unmatched in power in Standard especially when you can flash it back for free with Gearhulk. Contempt or it's budget alternative Hour of Glory are very much wanted with Control because of the domination of the Gods: Hazoret the Fervent and The Scarab God. These creatures can only consistently be killed if they're exiled. The Gods are not the only reason to play Contempt there's a lot of just very annoying powerful creatures and Planeswalkers that are better exiled then put in the graveyard.

Hour of Glory is the best low budget Contempt because it's also four mana, instant and unconditional exile. It can't however exile a Planeswalker only a creature and it doesn't gain you life, but these are the reasons that it's low budget.

The fact of the matter is creatures dominate Standard, more specifically red creatures. Red creatures usually means aggro and preparing the main deck to combat aggro is the build direction I suggest. Craving not only can potentially kill something, but also gain you life which is what you want in aggro matchups especially red where you have to also deal with burn spells to the face. Commit is a fun card as a 1of with Gearhulk. You can flash it back and cast Memory for free refilling your hand at instant speed because you're casting it from the graveyard this interaction works even though Memory is technically a sorcery, but Commit is an instant.


Support counterspells to consider adding:

Censor and Disallow are the two most important main deck counterpells third is Essence Scatter and fourth is Supreme Will. You're already playing 3x Scatter that's good it's a good number. I suggest adding a couple Will because the card is never really dead because of it's modes. It can counter something in the mid to late game or if you don't need that you can use to to dig for an answer, Glimmer or Gearhulk. I don't think Spell Pierce is a good main deck card for Control because it can't in anyway interact with creatures and creatures much more than spells are the problem cards for Control for game ones. 3x Negate however should go in the sideboard because it's amazing in Control matchups or matchups where you know that a certain noncreature card is going to be a problem such as a Planeswalker, artifact, enchantment or Approach of the Second Sun, etc.

If this advice was helpful I have more suggestions and advice about the sideboard. Let me know if you like me to continue.

Good luck with your deck.


magusoffarts on PPTQ Good Stuff

6 days ago

Take a look at these decks. Lots to watch out for this PPTQ season, and probably some better starting points in there.

The white splash is very ambitious. I recommend checking Karsten's tables for mana-base construction. You are basically not casting Settle the Wreckage in this deck with only 12 sources. Not to mention that you need on 3 and for Disallow. This mana is adding a ton of variance for not much payoff.

einee03 on I'm the reason people hate Child of Alara

1 week ago

Hello, nice deck.But I have a question. How you deal wiht exile one of your Gates or Maze's End?Cars like a Strip Mine, Wasteland or Beast Within with exile cards like a Bojuka Bog and more? Do you rely on Disallow and Voidslime ?And what do you thing about replacement of Gift of Tusks for Sudden Spoiling? It can help you against hexproof generals like a Urin and Narset and also can safe your ass, if you are playing against mass token decks, like a Lotus God. + split second is badass on that.

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