|Commander / EDH||Legal|
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|Betrayers of Kamigawa (BOK)||Rare|
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Instant — Arcane
You may remove a blue card with converted mana cost X in your hand from the game rather than pay Disrupting Shoal's mana cost.
Counter target spell if its converted mana cost is X.
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Disrupting Shoal Discussion
3 weeks ago
I see what you're saying about Reap Intellect. The main reason I thought it would be ok is that I actually don't really know a lot about modern. It's probably a good one to drop.
Unmoored Ego looks fantastic! I'll definitely put it in once the site updates. I think I may actually cut Infinite Obliteration for it, rather than Memoricide, since that one can still hit more general targets. Unmoored Ego can also be pitched for Disrupting Shoal which is super nice.
1 month ago
Blue mages unite.
So there's a couple things you should consider when making a list like this. The biggest thing is: Why are we playing mono blue and not splashing a color? What does mono blue let us do that we couldn't otherwise do with a splash? Currently you don't have a very good answer to that question, honestly. You're not actively benefiting from only playing 1 color, you're just nerfing yourself by limiting your options to interact.
There are a couple things you can do to make use of mono blue cards and mono islands. The first is making use of several copies of Disrupting Shoal. HIGHLY recommend this one. Excellent excellent card, but doesn't really have a home in modern. It fits best into this kind of shell naturally. Really catches people off guard.
The second thing is playing a couple copies of Vedalken Shackles. Honestly not the best suited card in modern right now (what with k commands and crazy fast clocks) but still a super solid card, at least deserves a place in the sideboard probably against goyf decks and such.
Tempest Djinn is also kind sweet as a finisher, but it's super unproven and probably too clunky.
..I'm about to just list off a bunch of random suggestions, feel free to ignore whichever ones you don't like.
I think Ancestral Visions is a trap in this deck. At least main. As a 4 of. At the end of the day, this is a tempo deck, and WILL struggle late game against decks that play more inherently powerful cards, so all this card is doing is trying to slow the bleeding. It's a very weak turn 1 play when you could be casting a delver or setting up with a serum visions or holding up spell snare, and it's an absolutely atrocious topdeck. I'd avoid this one in here. Just my own two cents.
Spreading Seas is a good card, but I don't like 4. They makes delvers harder to flip and you usually have to commit to tapping out on turn 2 to make the best use of them, which I personally don't like. Wouldn't be the worst thing ever to keep them, but its not like its filling the same role that it is in merfolk, where it gives your guys evasion and you can still be playing guys with vial while you tap out to cast spreading seas.
Psionic Blast is worth a consideration. Colorshifted Char is pretty sweet, and gives you some good interaction / game-ending potential. Alternatively I think even a Dismember or two would be kinda nice.
Embracing tempo, Vapor Snag is a card you probably want. It's like extra copies of remand but it's 1 mana, only works on creatures, and pings them instead of drawing. Super solid. Can also be used to save your own guys in a pinch.
Every creature you have right now is a wizard. You could consider trying Wizard's Retort and just getting to play the card Counterspell in modern. You might want to play a few more wizards to enable this plan, in which case you could consider playing Mutavault as a manland, and then stuff like maybe Nimble Obstructionist or even Baral, Chief of Compliance to give you a few more wizards. Baral is actually kinda sweet, he lets you cast Cryptic Command on turn 3, and then you even get to loot off of him.
Commandeer is absolutely hilarious in the sideboard. I know it looks like a weird edh staple or something, but try laughing at it when you steal a Karn and then exile their tron land with it. Absolutely silly card, definitely worth a slot or two imo.
Since you're playing fetches and stuff anyway to help enable JtMS, I feel like splashing a single Hallowed Fountain could actually be very nice. Gives you access to things like Stony Silence and Geist of Saint Traft postboard, which can give you a chance in your bad matchups. You could play Rest in Peace over relic as well.
And uh... I think that's all I've got. Hopefully there's some helpful stuff in there. Best of luck my blue brother
1 month ago
Just saw mission briefing from guilds and almost lost it.... it might take my budget U delver to the next level. It fills the snap role (hopefully cheaper) but also goes well with Disrupting Shoal
What do you think?
1 month ago
So heres my evaluation of the colors:
- has the best card value, from Dark Confidant, Liliana of the Veil, Thoughtseize, Gurmag Angler, Death's Shadow to stuff like Ad Nauseam - but if you takd a step back and pretend that you forgot the decks that are built to abuse these cards, all of them habe some significant drawbacks. They are often the best core cards but need support to be viable. Black is also the second best color for hate cards.
- best hate cards. Rest in Peace, Stony Silence, Rule of Law... etc. Its also the king of "symmetrical" (and crippling) effects and exile - exiling creatures is VERY underutilized at the moment, just consider what Declaration in Stone does to hollow one...
- is the color of counters, stupid stuff with spells (Snapcaster Mage, Gifts Ungiven... etc.) and nearly great cards, like Vapor Snag, Reality Shift, As Foretold, Disrupting Shoal, Delver of Secrets Flip and the list goes on. Its also USED TO BE the undisputed king of card filtering and card advantage but that got banned (Ponder, Brainstorm, Treasure Cruise) we have Search for Azcanta Flip, Serum Visions - the draw package is much more intact than filtering (sadly it was weaker to begin with). Problem is that red is arguably better at filtering with its loot effects - scry is good for miracles if its preceeded by a draw, while looting supports any strategy that is willing to get its hands dirty with using the grave (lets hope surveil makes blue better). (And black has plenty of good draw engines.) So its basically counters + stupid support cards for instants & sorceries.
- is a pretty good color that is pretty nice all around, but gets little to no credit as burn is an easy cop out answer wjen asked "what does red do?". Yeah it has reach, but it also has Blood Moon, Koth of the Hammer, Faithless Looting, Through the Breach all great quality cards that need no introduction. And it has some of the best 4 & 5 drops (Hazoret the Fervent, Stormbreath Dragon) - which are great in the push + bolt meta (and not that bad when you got the help of path to be able to play them early), and the vest 1drops - yes Goblin Guide is not bad - but its no Grim Lavamancer. Oh and it has all the mana acceleration you may want - Vessel of Volatility & Infernal Plunge are absurdly underappreciated cards - the former is basically a fixed Seething Song that can't be abused by storm, the latter is frickin Dark Ritual if you have cheap creatures in your deck - which is an achievable goal (not for storm though, apparently Wotc hates storm).P.s.:if you have run the old squee, all the loot effects becom card advantage engines.
During my recent excursions into mono red hollow one land, i relized that there are stupidly powerful lands like Nephalia Academy or Scavenger Grounds that simply don't fit into 3 color decks. Am i the only person who sees these cards a very good reason to not get greedy with color splashing?
2 months ago
Other cards to consider: Cryptic Command, Disrupting Shoal (probably not worth it), Field of Ruin (at least 2, I'm tempted to say the full 4), Remand (also probably not), Shadow of Doubt (lol, but still had to say it).
2 months ago
I think you need a few more creatures - about 11 or 12 total. The reason is, that you really want one on your opening hand, and you can't really be sure of that until you have 11 or 12 creatures. If you don't have a creature, you have to hold out, while waiting for one, and could easily have spent a lot of you cheaper cards waiting 3 or 4 turns... and then neither delver, nor TitI are any good.
My suggestions: Add 2 Nimble Obstructionist, and 2 Judge's Familiar. A Faerie Conclave wouldn't be bad either. To make room for them, you could drop the 2 Insidious Will (I know, they have a secondary function in being pitched to Disrupting Shoal, but still 4 mana is awfully much for a 17 land manabase, also when counting in cantrips), a Remand and a Flood of Recollection. I'm not so impressed with Remand in modern - spending 2 mana on sending a 1 cmc discard or removal spell back to hand just doesn't feel like a winning move, not even with the cantripping. And Flood of Recollection just isn't good. You spend 2 mana in your turn, to get a card back in hand. My guess is that you'll rarely have more than 4 lands in play, so playing it and keeping up mana for more than one counterspell is going to be a challenge. Most cards in modern cost 2 mana or less, so most opponents can drop one semi-important spell after your flood of recollection, and threaten to have one more... if you counter the first one, you're out of mana, and they play the next spell. If you let the first spell go, no more spells will follow. You could exchange one of them for an Isochron Scepter, I guess.
Have you considered Spreading Seas for mainboard? It does give a pretty solid tempo-advantage against a lot of possible opponents, and some are really wrecked by it (getting 1 or 2 extra turns against tron can be really important).
Curse of the Swine can be a pretty surprising card out of the sideboard. goodbye goyf, hello piglet. Single copy only.
3 months ago
So this is my version of the vieren brothers UR Pyromancer, you can find their list here.
I put my own twist with a main board Vendilion Clique and Disrupting Shoal. Shoal is a very build around me card and limits the amount of red spells we can play BUT being able to interact with our opponents after slamming TiTi or young peezy is huge and throws our opponents game plan way off. Hovering free counters over there head slows the game quite a bit.
This is also kind of a mix of Arthur Fusco's SnapDelverThing found Here.
I'll build my mono U version first (Mono U Delver) and then later test variants.
But the reason we dont play delver, or other burn spells in this variant that this is a very reactive list. It sits backs and takes it time and then explodes. It's not quite control or tempo but something in the middle.