Disallow

Disallow

Instant

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

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Set Rarity
Aether Revolt (AER) Rare

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Legality

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

Latest Decks as Commander

Disallow Discussion

Massacar on Bant Enchantments

1 day ago

I would personally recommend running some counterspells and removal in the deck as it's currently very fragile to interaction.

Counterspell, Cyclonic Rift, Disallow, Swords to Plowshares etc.

Also I think some ramp (land and/or artifacts) could help as well as your progression is going to be very linear with this deck and could easily be outpaces by someone with a more aggressive mana base.

Cultivate, Kodama's Reach, Arcane Signet, Simic Signet, Azorius Signet, Selesnya Signet, Chromatic Lantern etc.

See also, Argothian Enchantress, Archon of Sun's Grace, Destiny Spinner, and Hanna, Ship's Navigator

NoSoyYucateco on Saheeli Pre-Con Upgrade

1 week ago

Silumgar's Scorn and Broken Concentration are poor counterspells for this deck. You have two dragons, and very few instant speed effects that make you discard. I recommend swapping these for Arcane Denial, Stoic Rebuttal, Disdainful Stroke, Tale's End, Disallow, or Spell Swindle.

DragonSliver9001 on My New Custom MTG Format …

2 weeks ago

TriusMalarky: who said the removal had to be less than 3 mana? this isn't modern or legacy. the standard for "good removal" changes depending on the format. same goes for counter spells. counter spells in rare do exist, like Disallow. also keep in mind that many enablers are common or uncommon as well, things like Faithless Looting and Manamorphose. without enablers to help people get their big win cons fast, cheap removal is less important. and one final point, Tron wouldn't exist in this format because it wouldn't have its lands. so you can't really judge this hypothetical format that nobody has played, based on the same standards you would judge formats like modern or legacy.

JonnyG21 on Oona, Queen of the Fae ::: cEDH Primer

2 weeks ago

Why not Grim Tutor if you're running dozens of others, many of which are worse?

Why not Pongify since you're running rapid hybredization and reality shift, which is worse?

How are tale's end, trickbind, and windfall? I read that the first two are for flash hulk, so I guess that makes sense.

Why not replace windfall with Consecrated Sphinx or Recurring Insight?

I see swan song and spell piece, what about Spell Pierce or Miscast?

Additionally, Disallow could replace trickbind.

FatMonkeyNutz on Zaxara, The Infinite

3 weeks ago

The land base was my next real target for improvement to be honest. I'm still running most of the lands from the precon Otrimi deck. I figured it gave me a decent base to start with and plenty of room to improve. Any land suggestions would be great.

I really like Disallow. However, I'm equally as fond of Hinder. To the bottom of the deck is a really powerful mechanic and a lot harder to retrieve than if it were to go to the graveyard. I do intend on getting a Disallow eventually. I skipped Green Sun's Zenith as it only fetches green creatures, and I wanted to be able to search for Laboratory Maniac or Thassa's Oracle more consistently. As for my rocks... I'm partial to any rocks that draw me cards. I planned on swapping for lockets and Cluestones on my next purchase.

I appreciate any and all feedback. Everyone plays differently and you might see something I simply do not.

Massacar on Zaxara, The Infinite

3 weeks ago

Nice to see another list on this. I just "finished" drafting a Zaxara deck myself.

If I may suggest some things. I would try to clean up your land manabase a bit. Personally I don't like running tapped lands unless they generate some real advantage, otherwise you're just losing initiative. Path of Ancestry is one tapped land that might be worth the include here since you'll get the scry when casting hydras, as well as its manafixing. But I would drop the guildgates and the bounce lands. Also some potential cuts/swaps: Hinder for a Disallow or Dissolve, swap Chord of Calling for Green Sun's Zenith or Finale of Devastation, swap Bonder's Ornament Everflowing Chalice and Golgari Cluestone for Dimir Signet Golgari Signet and Simic Signet.

Let me know if you'd like feedback or not.

Devouver on Rayami, First to Fall

4 weeks ago

You are too dependent on your commander. Once it's is cared of, you have no way to win. Controls, decks with lots of responses will deal with this easily. If you want to play this successfully, you should consider to throw in some kind of slow downs like:

To be able to protect you commander against uncounterable spells:

Spells to change:

Try a way to throw in a Ashnod's Altar. It will speed you up.

zapyourtumor on Controlling and Thieving Rogues

1 month ago

Alright I did some digging, here are some other options: Dimir Charm for flexibility also dimir = sneaky rogue so passes flavor check; Admiral's Order because rogue attac; Ceremonious Rejection for sideboard; Disallow might be a bit high curve for this deck but its a good counterspell; Disdainful Stroke for sideboard again; maybe Overwhelming Denial following a Thieves' Guild Enforcer?

Summary: I think the best ones to replace Quench with are Admiral's Order and Spell Pierce

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