Counter target instant spell.
|Have (5)||NineNotesKnives , goldshot20 , rockleemyhero , , DudeMan1031|
|Want (3)||Zelpoke , Grimsh , BritStick|
Printings View all
|Mystery Booster (MYS1)||Common|
|Battle for Zendikar (BFZ)||Common|
|Return to Ravnica (RTR)||Common|
Combos Browse all
|Commander / EDH||Legal|
Dispel occurrence in decks from the last year
All decks: 0.04%
Commander / EDH:
All decks: 0.06%
1 day ago
5 days ago
I love Mausoleum Secrets as a hella cheap instant speed tutor, and I think Aid from the Cowl provides nice extra-extra fancy scrying with a super easy-to-meet requirement, and Captured by the Consulate is fun to force an opponent to waste a removal spell or something of the sort. Seeker of the Way is a great creature to drop all your buffs on, and Center Soul is an interesting protection spell that you can use the next turn to get some damage in. Congregation at Dawn is awesome for cheating things off your deck, and Dispel is I feel the most underused actually-good counterspell ever. Destiny Spinner can make some massive creatures and keep your unresolved spells of all sorts safe, and Refurbish is super cracked at getting massive artifacts back onto the battlefield cheeaap (think Cataclysmic Gearhulk-type cards) and finally, Looming Altisaur is the best voltron commander I’ve ever seen.
1 week ago
This deck is definitely moving in the right direction in lots of ways, but just needs special attention in others.
I would start out by replacing the cards that protect lands specifically (I understand why) with counterspells, because they can still be used to protect your lands equally efficiently when used correctly, (in almost all games/scenarios, not quite all, but almost all) as well as protect you from things other than having your lands destroyed (which could potentially be even more devastating). (I personally would especially recommend the 1 mana counterspells, as they seem to be the most effective, the good ones are Flusterstorm, Swan Song, Stubborn Denial (Noyan Dar fits it perfectly), and Dispel.
Then, what could make this deck very good would be re-evaluating your win condition. Rather than swinging with your land creatures, you could attempt to play more cards that allow for "big mana" and use that to force a win. With more cards like Mission Briefing to go with cards like Call to Glory, you could use your X spells to draw, and repeat the process of using mana to reuse and pump the strength of your mana creating spells and then drawing more cards with said mana. This would then lead to your win condition: Brain Freeze. After playing a ridiculous number of mana producers and draw spells, eventually you would draw this and be able to take away someone's entire deck in one go. Lastly, you could finish off the others with simple cards like Stream of Consciousness to Brain Freeze the others.
1 week ago
1 month ago
Providing budget alternatives is not that simple because the deck is balanced as is and changing any single card would alter its equilibrium. I will try my best, but do keep in mind that with the following changes you will need to play the deck a lot slower than before. Without free counterspells you will need to wait for when you can leave mana open, and so on and so forth. Hopefully, the fact that all the decks in the tournament follow the same budget restrictions can make up for this. Here are my budget changes:
These are all direct substitutions. I took the cards you mentioned and replaced them with their budget counterparts. If you think some of them aren't good enough (and in most cases they are not), then you can consider including something completely different instead. I'm thinking about cards like Propaganda, Torpor Orb, more removal, more card draw, more ramp. You have the privilege of knowing the decks you will be facing, so you can tweak the deck according to your matchups.
If you want to be prepared against a token deck, try shaving some single target removals or counterspells for a few extra board wipes. Just be extra careful against Meren because they tend to play a lot of Fleshbag Marauder-like effects, which is something this deck really struggles with. Make use of your haste enablers to kill your opponent during the very first turn you play Lazav, before he or she has the opportunity to play those cards.
I wish you good luck for your tournament, and let me know about your results!
1 month ago
My recommendations :
I think most people will tell you that Oloro offers little competitive advantage to you compared to other esper commander like Zur (who can fetch Necropotence into play) or even Aminatou (who is a combo piece in the command zone). I think upsides for Oloro would be that he can do larger ad nauseam and possibly can even run Humility which few decks can win while it is on the board.
MANA COST TOO HIGH
I would first add better ramp, better draw, potential Stax, tutors and then other win cons.
Verity Circle (good against dorks)
Plunge into Darkness (a good Impulse)
CONSULT COMBO Demonic Consultation
AD NAUSEAM COMBO Angel's Grace
Ad Nauseam (draw whole deck, can Windfall and make everyone die while AG means you can't lose
Heliod Walking Ballista
Rocks that produce at least three mana total (outlet is extort with blind obedience or crypt ghast) If have pristine Talisman gain infinite life, which is infinite draw with commander
Didn't look at landbase
1 month ago
The deck looks good and it should be fun and effective to play, just a couple of observations:
is Swiftfoot Boots meant to protect Niv Mizzet from removal? Maybe I am missing something, but it does not seem like a necessary card in this build. Also, Spellbook costs 0 but takes a spot for an effect that you already can benefit from Thought Vessel and Reliquary Tower: I would rather replace it with a good old Izzet Signet to get some extra ramp instead.
there are many lands that ETB tapped, almost a third of your landbase and some of them without providing any additional benefit (cycling and scry are a good trade-off imo): I'd take out Highland Lake, Izzet Guildgate and Swiftwater Cliffs and replace with something more effective but still affordable such as Shivan Reef and Steam Vents or even some extra basics. Also, with a two colour deck very colour intense in the mana cost, Evolving Wilds, Terramorphic Expanse and even Ash Barrens would be in my opinion better replaced by some basic lands - unless it is the shuffling effect you are looking for.
your commander is a wizard, but you have only 4 wizards in the deck, meaning that more often than not your Wizard's Retort will be just a Cancel. Staying budget, I'd honestly rather have a Negate or Dispel if you want a hard counter or Mana Leak if you prefer more flexibility.
1 month ago
So, if you are looking purely for win-cons,
Vigor is amazing but Asceticism will protect your creatures better and be harder to remove.
Stroke of Genius can kill a target player with infinite mana or you could target yourself for something like 50 and grab your win-con + counterspell. You could also throw in a Thassa's Oracle and/or Jace, Wielder of Mysteries to just win on spot. I also like Demonic Consultation since it can also win you the game with above cards if you name Mountain or it can be an emergency tutor.
You may want to add a few counterspells to specifically protect the turn you win. The best would be cheap ones such as Swan Song, Dispel, and Ertai's Meddling. Ertai's meddling stops even un-counterable spells and only needs 2 mana spent if you are going to win that turn. There are also the x-counterspells but they are more mana intensive which you may not have yet if you are casting your infinite mana pieces (though they are flavorful and on theme).
Your very creature heavy (personal bias) with several not the best option. You'd want Kalonian Hydra with the number of creatures you have but not Capricopian. Basically, I would try to remove any hydra that doesn't have trample, built in removal or card advantage. This should work out in your favor since you'll be making a generic hydra practically every spell you cast. Also, a lot of your ceatures are specifically there to boost the number of +1/+1 counters and none of them are bad but this strategy is going for a combat/aggro win. It is easier to win on the spot with an instant or something like Torment of Hailfire (which yes you have)) but you don't currently support this as much as your creature based win-con. If you just want to win with giant hydras, try Concordant Crossroads and Crashing Drawbridge to give your (hopefully infinitely large trample-ly) hydras haste to win the turn they come down.
For speed, you'll want faster ramp. Any of the 1-drop mana dorks can help along with cards like Harrow, Nature's Lore, Burgeoning, Exploration and Wild Growth. The 3 and less ramp options (especially 2 and less) will help get your commander out turn 3/4 and possibly at the same time with your infinite pieces while your opponents are tapped out. Though, with cards that like Burgeoning you may want to up your land count to at least 36 to better take use of it if you use it.
So all of these suggestions are assuming you simply want to win fast. The deck looks good right now but can be sped up fairly easily from my point of view.