|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
1 week 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.
4 weeks ago
Hi, I love the deck and I think that a few copies of Spreading Seas could be very beneficial as it shuts down man lands like Celestial Colonnade or Creeping Tar Pit who are instrumental in many decks win conditions in addition to shutting down multicolored decks. It also works with Disrupting Shoal to counter Snapcaster Mage, Thalia, Guardian of Thraben, Dark Confidant and many more important cards. In addition to drawing a card. I really like mono-blue control and maybe Jace, the Mind Sculptor can make it work well in modern!
1 month ago
I don't think you need that one copy of Redirect in here. I love Redirect as a card--it's a fun little Gotcha! card that feels very Blue to me. Unfortunately, it's also not very good. For it to be worth using, you (a) have to have mana open, (b) have a targeted spell cast that (c) you would rather redirect than counter, while you (d) have a more beneficial target for that spell. That's an awful lot to have going on.
If redirect effects are important for your meta, consider Spellskite instead (likely for sideboard). You can use it to redirect burn, removal spells, enemy auras, pump spells, etc., all without having to leave mana open.
Anyway, this is quite a fun deck. There's just a simple elegance to mono-Blue counterspell decks.
1 month ago
The sad truth to tuning a deck is that until you play an event (or a few) in paper, it's hard to know what needs changing. And once you play it in paper it becomes clear what isn't working, but by then you've already acquired the cards and now it's more expense to get the right cards for the second try. That's how my grixis delver worked - I didn't know that I shouldn't be playing Disrupting Shoal until after I'd acquired a playset.
What 3-drops do you Shoal? Maybe stuff out of Jund (Pulse, Lili, K-command) and Etched Champion, but I can't think of any others.
3x Remand seems like a lot in this meta (it was a much better card in 2016) and no Spell Snare makes me a little sad, but I would keep Remand for testing for now. The card is amazing for this style of deck.
My approach to tuning is that I have a copy of most of the decks in the meta on tappedout. I semi-regularly update them and when I have 5-10 minutes I'll pull up my deck and some meta deck and play both sides of a game. Most of them are in this folder. I'll add the rest of them now. It's a slow approach to tuning and can only do so much, but it will at least give you an idea of which matchups work and which ones are problems. If you take that route, I recommend the v1 playtester for computers, but the normal playtester for mobile. Just personal preference.
1 month ago
Damnation is an easy sideboard include in almost any u/b mid range or control deck. not a huge fan of Disrupting Shoal could probably shave that and go up a cryptic. I also think Negate is a much better sideboard card to bring in for certain matchups. Hero's Downfall could also be another good piece of removal.
2 months ago
There are some packages that can help
3 months ago
Nice to see snap delver thing out and about again. Some spells I'd consider that have done well with this deck in the past.
Those aside Commandeer is almost a must have for tron.
Jace, the Mind Sculptor is easily castable in this deck and would help fuel your hands to flip your thing in the Ice.
3 months ago
I've been playing Jeskai Harbinger/Walkers/Control in Modern for over a year now, so I'd like to offer my advice on your list and the Modern Metagame in general.
This looks very light on actual answers to Modern's popular threats. It might be dependant on your meta of course, but with no Path to Exile, Lightning Bolt or Lightning Helix curving into Supreme Verdict or at least Settle the Wreckage I don't see you living very long against a lot of tier 1/2 decks. Jund, Aggro, Burn, Affinity and Metalcraft decks will be reporting their wins to the TO before you even see your first 'walker hit the table I expect.
You say you have "a lot of draw", but it's largely from the 'walkers and frankly anything over 2 mana is not good or consistent draw in Modern, and running 3 Serum Visions and 3 Opt is redundant; you're drawing into more draw and nothing else, so just stick with Opt as it's better being Instant speed. Ancestral Vision doesn't happen until T4 at the earliest and even then at the moment you're not really drawing into anything in your deck that is an 'answer' for popular Modern boardstates.
Counter magic is weak in Modern at the moment, and even the straight UW lists are running light on them. Most decks are running threats between 1-3 mana that can take you down quickly without you doing something to stop them; anyone who's faced a T1 Monastery Swiftspear followed by a T2 Lightning Bolt & Lava Spike & attack slapping them down to 10 life will tell you.
Removal and proactive threats of your own are where the format lies now. Cryptic Command is amazing of course, and look at Logic Knot, it's WAY batter than Disrupting Shoal which IMO is almost unplayable. Why risk needing the perfect mana-costing spell to discard and 2-for-1 yourself on purpose, or have to tap out to stop even a smaller threat when you can just delve away your fetchlands and stop them using only UU?
Remand in any kind of control deck is just bad, you want hard answers not tempo plays. Sadness ensues when you are forced to Remand a Tarmogoyf only to draw a land and then they replay their 2-drop 5/6 beater that same turn anyway.
I don't see what Narset Transcendent brings to the table, given that Modern right now is an insanely creature-heavy format, by the time you get her Emblem other decks will shrug and/or have killed you already anyway. Her -2 for Rebound is great if you have access to Supreme Verdict in the main, or even a Cryptic Command for bounce&draw twice in a row, but that's not likely to happen. Bringing her in from the sideboard for certain matchups I can get behind, for example UW would find it harder to deal with her resolved & ticking up while Jeskai or Jund would burn her out easily and still be able to attack you via a creature too.
Chandra, Torch of Defiance; I don't see anything in your list that you'd be using the 2 red mana in your own turn for, exiling the top card is pointless in what should be a reaction-heavy deck, and her -3 is not much more than an overcosted-Lightning Bolt after which she'll likely die to anything left anyway.
Oath of Jace is garbage. Search for Azcanta Flip is where it's at, you want 2/3 of those so you can flip one and then cast another for double advantage. Card selection is better than mass-draw, and card filtering every turn is insane advantage over your opponent, plus the discard fuels your later-game Logic Knot as a 2-mana hard counter without tapping out.
21 land is NOT enough to be consistent. Control/midrange/superfriends etc. you want 23, minimum, probably 25. You're casting costs may curve out a 4, but you actually need at least 6 if you're gonna resolve a 'walker and then protect him/her as well, and that's if you even have low-costing removal available. You're also trying to get UU for counter on T2, but still wanting access to RR, UW and WW all on T4 as you've no way to know what 'walker you will be looking to cast. Some boring math to make a point; if you've taken a hand with at least some land, and used a Fetch twice before T4 you're down to around 14 lands left in your 48-card deck. Your odds of drawing further lands are now 1 every 3.5 card draws. Not exactly in your favour, especially when you're deck is revolving around 4-costing 'walkers.
I'd advise taking a look at something like mtgtop8 Modern decklists and asking yourself "what could I do on T1/T2/T3/T4 against this?". If the answer is nothing, or at least, nothing proactive or interactive, then you're not gonna have a good time.
I hope that my advice is useful, and please do feel free to check out my current decklist. I've been having a lot of success with it lately in a meta as divided as Tron, Metalcraft, Naya Burn, Eldrazi Taxes, Jund and Abzan Combo.