Disallow

Disallow

Instant

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

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Trade

Have (3) TheAnnihilator , metalmagic , Azdranax
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Set Rarity
Aether Revolt (AER) Rare

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Legality

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

Disallow occurrence in decks from the last year

Latest Decks as Commander

Disallow Discussion

LostAlgorithm on Illusory Transformation - *Advice Wanted!*

1 week ago

Kasmina, Enigmatic Mentor is in solely for flavor, since the theme of the deck is illusions and transformations and Kasmina is the transformation magic Planeswalker. I'm going to keep 1 copy of her in regardless. Again, not trying to be 100% optimal, just want to be as effective as I can while maintaining the flavor I want.

I can see pulling out the 2 Dragons for sure. Repeal I'm a little more hesitant on removing repeal. Unsure what the best options would be:

Mana Leak is a little more expensive, but seems pretty powerful and sends card to the actual graveyard.

Negate is powerful too in a similar way, but no good against creature spells.

Cancel works on anything, but is more expensive yet. Though, most of my other cards are pretty cheap, so maybe there's room for a more expensive counter?

Didn't Say Please is expensive as well, but has the added benefit of more cards into the graveyard to support Drowned Secrets and Jace's Phantasm

Disallow is 3 mana too, but hits a wider range of things.

Dissolve is 3 mana, but with Scry.

I'm sure there are others. Posting this as much for my own reference as for input.

Daedalus19876 on Araumi of the Dead Tide

3 weeks ago

I'm happy to see other people building Araumi, I think she's a fascinating commander which can be taken in many directions...

Given that you're going for the BIG BEATER approach, have you considered Grave Titan, Gyruda, Doom of Depths, Archfiend of Despair (he's a one-hit kill in this deck), or Unesh, Criosphinx Sovereign (who gets NINE triggers immediately upon entering)? Stifle, Trickbind, Disallow, Tale's End, and Discontinuity can also let you keep the encored cards if that interests you.

This is my list, I went for more combo-tempo-value-jank. I'd love to hear your thoughts (and feel free to leave me a +1 if you are inspired!)...


To Drown the World in Death: Araumi EDH [PRIMER]

Commander / EDH* Daedalus19876

SCORE: 12 | 2 COMMENTS | 179 VIEWS | IN 1 FOLDER


Barbarian_Sun_Pope on Erayo, Soratami Filibuster

3 weeks ago

Glacial Fortress and Temple of Enlightenment are a nice budget replacements for Evolving Wilds depending on whether you want speed or scrying. Cancel is not a good replacement for Counterspell (there really isn't one if you think about it) because there are plenty of counters with the same converted mana cost that does more, i.e. Faerie Trickery//Dissipate, Disallow, Dissolve, Hinder (personal favorite), etc.. If you're looking for 2 mana counters I'd suggest Negate/Psychic Barrier (simple and to the point), Rune Snag (better with time), Remand, or Familiar's Ruse/Deprive. As far as a replacement for Shield Sphere goes, there are cheap defenders out there. While not at the same cost Wall of Omens and Wall of Denial does a fantastic job of keeping attackers at bay, you could also double up on Fog Bank with it's slightly bigger cousin Guard Gomazoa. Lightmine Field/Archangel of Tithes/Ghostly Prison also does a pretty good job of keeping attackers at bay. Hope this helps.

NinjaKitty778 on Fight With The Power Of Ten (Exalted)

1 month ago

Hello! Thanks for the comment on my deck! I'll see what I can do.

Ok so I see a lot in the way of aggro and not a lot of answers to problems. Don't get me wrong, dedicated aggro decks can be devastating; but they need to be quick and those cards are almost exclusively in red. This deck looks like it kicks off around turn 3-5 so we want to be able to do stuff in the early game. Bant is a color scheme that lends itself well to defensive tactics rather than harming opponents; this can take the form of protection, buffing creatures, or stalling until our game-plan can get off the ground. Now at the end of the day that game-plan is still "turn creatures sideways", so we want to make sure that the creatures we select are aggressive; but, the control colors in our deck (white and blue) can provide us with a fair amount of answers to problems that we can use both early and mid game to ensure our victory.

So what we want from the deck is:

1) Board Control/Stall Tactics 2) Protection 3) Card Advantage 4) Aggressive creatures

Often times these categories can overlap. For example: a creature with hexproof. That fills the "aggressive creature" and "protection" categories so that means we're getting more value out of just that one card, which is what we want. Variety is both the spice of life and the answer to our deck-building conundrum. So we want to make sure that our card selection is refined. So lets break each category down.

Board Control/Stall Tactics

I love the options Bant gives us for board control. Green has a lot of artifact/enchantment removal, white has a lot of good spot removal in the form of "exile" which gets around that pesky indestructible ability, and blue often bounces things off the board or counters things. So what options are best? Honestly, its up to you. But remember that the more options that a card gives you the more value you get out of it. Here are a couple of my favorite board control cards in Bant:

Authority of the Consuls Bant Charm Cryptic Command Detention Sphere Disallow Dromoka's Command Exclude Krosan Grip Path to Exile Qasali Pridemage Remand Spell Pierce Unravel the Aether

That should give you enough options to play with and see which ones you like best.

Protection

Protection spells are many and can come in many different forms, but ultimately it comes down to making sure our permanents stay permanent. For us this is most likely gonna be about protecting our creatures. Some of my favorite protection spells in Bant are:

Fog Gods Willing Grand Abolisher Heroic Intervention Mark of Asylum Shalai, Voice of Plenty Simic Charm

The longer our creature(s) stay on the field the more likely we are to win.

Card Advantage

This can either mean card draw, digging through our library, or just straight up tutoring. Some good options are:

Ardent Plea Brain storm Curiosity Eladamri's Call Gaea's Blessing Impulse Serum Visions Wargate

By giving ourselves card advantage, we can find solutions to problems a lot faster.

Aggressive Creatures

And finally we get to the bread and butter of the deck, the creatures. Now the mechanic we're working with is the Exalted mechanic, which states that if the player attacks with exactly one creature, then each card with Exalted (including the attacker) will grant that lone attacker +1/+1. This aggro tactic minimizes casualties in battle but doesn't reduce the armies strength during the attack phase. So the more instances of exalted we have the more powerful our lone attacker is. Here are some cards worth looking at into for this combat style:

Finest Hour Invisible Stalker Knight of Glory Noble Hierarch Rafiq of the Many Sublime Archangel

With these creatures at our disposal, opponents will often find it hard to outgrow our aggressive playstyle.

Now keep in mind that the exalted mechanic itself is very aggressive and simultaneously acts as the "buff" aspect of our defensive tactics that mentioned near the top. So we need little in the way actual buffing spells like Giant Growth; that leaves much more room open for including a lot more control and card advantage spells. Ultimately what you pick is up to you but try using the cards I've listed above as the basis of your card selection and go from there. Cross reference which cards fall into multiple categories for the best options possible. I don't want to just straight up give you a decklist, I want you to choose the cards yourself and make a deck that's entirely your own. I hope my longwinded advice helped LOL happy deck building.

Neotrup on What is considered a spell?

1 month ago

Activated abilities are not spells. Stifle can counter bloodrush, but Counterspell cannot. It's why Disallow has to combine the text to do either.

Eckat on THE Praetor

1 month ago

Okay did it, Removed Personal Tutor and added Triumph of the Hordes

And also replaced Disallow with Miscalculation

Mortlocke on The Queen's Egg

1 month ago

Doombeard1984, sorry for taking a little bit to get back to you. My life situation has changed dramatically in the past few months - my family and I moved to a different country - so I haven't been able to play as much Magic or be on Tappedout as much as I've used to in the past. I'm definitely doing my best to keep safe. Thanks for the kind words, I hope you and yours are doing well.

As for Survival of the Fittest, I must admit that i've never had the pleasure or displeasure of playing a deck that used it. But I think I see some synergy between it and Dregscape Sliver. Ideally, you could pitch some Slivers that you can recur onto the battlefield to form a combo - (i.e. Heart Sliver, Gemhide Sliver, Basal Sliver, and Sliver Queen) - you could avoid having to pay each creature's CMC due to the replacement cost of Unearth. As an added bonus, Unearth and SotF being activated abilites, counter magic would be at a loss most of the time, unless you're dealing with a meta running spells like Voidslime or Disallow.

Oh, and in case you're wondering "You may activate the unearth ability of a card in your graveyard no matter how it wound up in your graveyard." I'll admit that I needed to look up some rulings on Unearth, as I didn't fully understand the conditions for it to trigger.

Massacar on Bant Enchantments

2 months 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

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