Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic 2015 (M15) Uncommon
Duel Decks: Izzet vs. Golgari (DDJ) Uncommon
Innistrad (ISD) Uncommon
Mirage (MIR) Uncommon
Promo Set (000) Rare

Combos Browse all



Counter target spell. If that spell is countered this way, remove it from the game instead of putting it into its owner's graveyard.

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Dissipate Discussion

toastySmorc on Satyrs and Snipes

6 days ago

Hi there. Deck looks a lot more streamlined now which is always good, but there is still room to improve.

Cut: Insidious Will, Dissolve and Dissipate. Just run the OG Counterspell.

Cut: Searing Spear for Lightning Bolts. Bolt is just strictly better.

Cut: Magma Jet. From what I understand, you like this card for its ability to dump away bad cards, but Ponder and Preordain just does that so much more efficiently. They cost 1 less and replaces themselves.

Personally, I don't feel like the Satyr Firedancer does enough, because you only run like 6 burn spells. Would replace them with Nivix Cyclops or even Monastery Swiftspear. They trigger off of all your spells and have a lot more snowball potential.

Pieces of the Puzzle is actually really good and I'm not sure why it was cut over Divination. Seeing the top 5 cards is invaluable.

snotice on Vorel of the Simic

1 week ago

You have a good deck so far. Doubling Season isn't even worth it until it get truly reprinted. Anyhow, here are some suggestions:

- Everflowing Chalice
- Thousand-Year Elixir
- Thought Vessel
- Simic Signet

- Gyre Sage
- Walking Ballista
- Managorger Hydra
- Rishkar, Peema Renegade
- Champion of Lambholt
- Herald of Secret Streams
- Spike Weaver
- Deepglow Skate
- Acidic Slime
- Kalonian Hydra

- Sylvan Library
- Rhystic Study
- Inexorable Tide

- Nature's Claim
- Heroic Intervention
- Beast Within
- Krosan Grip
- Disallow
- Dissipate

- Cultivate
- Skyshroud Claim

Hope this helps :)

JuQ on Rafiq of the No Interaction

3 weeks ago

Hi, I have My own Rafiq deck and it actually works quite consistently (at least in my meta of kitchen table magic) Rafiq of the mostly himself.. Rafiq is an amazing commander because he needs really little help to destroy your enemies wich leaves you a lot of slots open in the deck to oil the engine of the deck. On top of that he has a really nice color identity.

I Use 39 lands which may be a bit more than enough, but at least you don't get stuck.

To pump Rafiq I focus mainly on evasion so they dont just chump-block him, Cartouche of Knowledge, Rancor, Shield of the Oversoul, Steel of the Godhead, Unquestioned Authority, Whispersilk Cloak Shroud can be a hinder but this card is just bananas.
When I find an opening or I have a counter in hand I use Might of Oaks (if he hasn't been blocked) or Enlarge to one shot a player (7+3+1)x2= 22.
All those auras you use that give Rafiq just a super big body are a bit overkill in my opinion. If you just give him +2/+0 and some evasion he will only need two attacks to kill someone. Leave you mana open and brag about all the counterspells in your hand.
Forgotten Ancient: Almost forgot about this guy. Gives no evasion, but makes anyone super big.

It looks like you are lacking serously in card draw. Card draw is crucial in Commander because you won't be able to kill and fend from all other players just with your starting seven cards. If you are the player that's drawing one card each turn then you are most likely not going to win.
Hunter's Insight will draw you 8 cards for three mana just attacking with a butt naked Rafiq that happens to be unblocked.
Hunter's Prowess is a heavier version of the previous, with a sexy +3/+3 and trample. I hope you draw the Reliquary Tower.
Snake Umbra: Up to two cards per turn and protection from death.
Pull from Tomorrow: instant braingeiser, nuff said.
Fact or Fiction, Concentrate, Secrets of the Golden City: just flat card draw with a moderate cost, gotta keep the cards comming.
Rush of Knowledge an underated spell. will get you easily four or more cards.
And seven more cards that are cantrips.

Reactions abound:
Counters: Stubborn Denial, Swan Song, Arcane Denial, Disdainful Stroke as cheap counters. Faerie Trickery, Hinder because there are stuff that you just don't want to leave in a graveyard. This spells should be Dissipate and Void Shatter instead, It's in my "to do" list. Bant Charm one of the most versatile card in the game, the three options are good.
Blossoming Defense: protection/boost, Shelter: protection/evasion, Valorous Stance: Protection/removal.

Removals, if I'm not unblockable I will open a way myself!. My phylosophy with removals is "exiling matters" if I use a card slot in a deck in a removal, I want that thing gone for sure, gone forever and not triggering anything:
Bant Charm, Selesnya Charm, Crib Swap, Reality Shift, Curse of the Swine, Valorous Stance. Also Snakeform and Polymorphist's Jest get the job done against indestructible creatures. Provoke is a pet card of me, you gotta see their faces when you meddle in combat between opponents getting one or both of the creatures dead.With the naturalize effects I also want stuff exiled, too many gods and indestructible artifacts. Sylvan Reclamation, Return to Dust, Forsake the Worldly and then those that don't ecile but are too good not to use: Acidic Slime the ooze with deathtouch is quite unwelcomming for big attackers, Qasali Pridemage too on theme with the deck, Trygon Predator reusable naturalize and can destroy two each attack.

My decks are usually low on board wipes, they are boring because they set everyone back, you included. They are only a last resort for me, it works better for me removal of strategic targets but I still run three of them Cyclonic Rift as you, AEtherspouts set one player back to stone age and he'll become the punching bag of the table, Tragic Arrogance board wipe that you lets your main guy live and the worst creature of your opponents.
I have a card slot in the deck (I think I lost a card somewhere), one of the cards I may put is Cataclysmic Gearhulk

For big final play I don't need more than Finest Hour (same as you, no brainer for the deck), Medomai the Ageless to play three turns in a row every time until they kill it.

What I think you are doing wrong:
Yes, you land count is low, it is not 35 but even lower: Maze of Ith doesn't give you mana and Serra's Sanctum in your opening hand wont give you mana either. Then you have the three fetchlands that will take another land from the deck you may need to draw later. The moment you play first time Rafiq everybody will have have their hand overflowing with removals and there will be fewer targets more deserving of removal than him, it will take you forever to get back on your toes.

You lack awfully on card draw, you only have Rhystic Study, Betrayal, Enchantress's Presence, I you don't happen to draw one of them or they get detroyed, the deck will lag and you will lose. In a blue and green deck is a crime to be low on card draw, you need many cards to be sure you get to draw some of then and then they will call to each other, the more you draw the more draw cards you'll get to keep the drawing going. About ten to fifteen cards to draw is a nice number. If you put too many you will find yourself drawing only draw spells, not good either.Rhystic Study is a great card, works on its own and in the worst case slows your opponents, keep it.
Betrayal unless you find a card with a crazy ability that may get abused untapping several times, this card is a bit weak, It's better in a control deck that is already tapping the opponents' creatures.
Enchantress's Presence You have to make up your mind, is this an enchantress deck? because if it is you better be including all the enchantress (Argothian Enchantress, Femeref Enchantress,Mesa Enchantress and Verduran Enchantress) Eidolon of Blossoms, Kor Spiritdancer, Sram, Senior Edificer, and swap several of the cards for enchantments that do something similar (I.E. mana rocks for land auras like Wild Growth). Then you will have a decent card engine.

Eldrazi Conscription big flashy card that's more than Rafiq actually needs, it will be a dead card in your hand until you finally get some way to cheat it to the battlefield. You may at one point be able to cast it but you will run out of mana and expose yourself to removals. You could wait until you have 10 mana, but do you really want to? I would take it out of the deck unless I could consistently cheat it to the battlefield (like having Bruna as commander).

Flickerform Tried this card a lot of times, 90% of the times you won't have four mana available when you need it, that's a lot. also it gives nothing else to Rafiq.

Ghostly Prison and Propaganda: You said you want to kill your oponents as soon as posible, yet you keep building a pillow fort around you. Make up your mind!

Tooth and Nail: The same, you say you want to push voltron to the limits, but you can't help but including the nine mana cost spell that puts the combo in the battlefield.
The point of having a voltron commander is that he is the win condition.

Your deck want's to be too many things (a voltron deck, an enchantress deck, a control-combo deck), but at the end of the day is none. Try to focus on your game plan, you can't just fill a deck with good stuff and expect it to work consistently.

enpc on Menstruating Mind Masters

1 month ago

I have never been a fan of bannign a particualr play style. I get that some players do not like combo, however banning it rather than forcing other players to adapt seems counter porductive to developing each player's skillset. But this is also an ongoing arguement that I don't think will be reseolved any time soon. So working within these guidelines:

  • I would look into cards like Runechanter's Pike nad Cranial Plating in conjuction with commander Damage. The benfit of a commander is that they are recastable and that commander damage sticks around. While volton isn't the strongest strategy in the world, you can devote a small card pool to making your commander do a lot of damage, which closes out games very quickly.

  • In addition to voltron effects, cards which let yo ugo wide are much more valuable than a single (non commander) beater. They are harder to remove and single cards let you buff your entire boardstate. For example, 10x 0/1 tokens (from say an Avenger of Zendikar) with a Dragon Throne of Tarkir lets you output 50 damage. that's two cards. There aren't many two cards big fatty combos that let you do that much damage. Not to mention wide is harder to block, gives you more options when blocking and is more resilient to removal. Obviously you can't run Avenger of Zendikar, but you can run Hangarback Walker, Myr Battlesphere, Myr Turbine as well as some of the other token producing cards you already have. Thopter Spy Network and Sharding Sphinx are both awesome here, I would keep them in the deck.

  • when it comes to counterspells, unless the spell is THAT good (Mindbreak Trap), cheap cost is generally better than lots of flash. Having to make the tradeoff between being about to play this turn or leaving mana open for counterspell sucks. So cheap spells are good. 2 CMC is the goal (for your meta at least) but ther are some good 3CMC ones. Dissipate, Void Shatter, Disallow are all awesome.

enpc on Menstruating Mind Masters

1 month ago

Your deck is lacking a win condition. A few big creatures a dedicated win condition does not make. And attempting to steal other people's to use as your own is a gamble. You might get some value, but chances are you won't get that much. Especially with how much hate Sen Triplets brings.

As a general rule, control beatdown is much weaker than combo, purely off card slots alone (not to mention that combo just finishes games). Control decks obviously need a good control suite in the form of counterspells and removal, a solid amount of card draw to ensure that removal keeps flowing and ramp to make sure they can play multiple spells per turn. This doesn't leave much space for beaters. On top of that, you should be running efficient counterspells - Desertion is an example of an inefficient counterspell. Sure you get a counterspell + something else but A) at five mana it prohibits playing multiple pieces of removal and B) Subconsiously you'll want to save it for something big to get lots of value off it and so can inadvertantly let a spell which needs countering slip through. Counterspells like Swan Song and Flusterstorm are good because they're cheap and even things like Dissipate are a good balance between an extra effect and mana cost.

Your card draw feels lacking. Yes, you have some effects but a lot of them feel quite slow. And with very little mass card draw, you'll really start to feel the pinch around turn 5-6. Windfall, Mystic Remora, even Day's Undoing are all really strong and help slingshot you back into a full hand.

You already run Sharuum the Hegemon and Phyrexian Metamorph, so why not include a Disciple of the Vault and actually just run a combo.

Sendaran on I Wish I Had A Win Condition

1 month ago

While I like Kazandu Tuskcaller as a card, I think it needs a different color shell as a combo win condition. Temur would be the best choice with Intruder Alarm. The key thing is that you need to win on the turn you play Alarm, and the tokens don't have haste. So you either need a haste effect or an ETB trigger like Impact Tremors or Warstorm Surge. Without haste you have lethal on turn 5 and you'll let your opponent untap with the symmetrical Alarm effect online. That will backfire more often than not without extremely heavy counter backup.

Adding more mana dorks doesn't feel plausible. All the creatures already count as mana dorks, and playing more would cut into interaction slots, which are extremely important for protecting the inevitable combo explosion. (More on that later.)

3 vs 4 Alarms is a bit more complicated matter, so I'll try to explain my brewing choice. As mentioned earlier, you mostly want to win on the turn Alarm hits the field, so you generally don't want to draw more than one. It's also mostly a plan B, Azor's Gateway  Flip being the original starting point. There are two different scenarios for playing Alarm:
1) You have Gateway + Kiora's Follower or Fatestitcher already on the field and a creature or Forbidden Orchard in hand. You play Alarm to flip Gateway or spin the looting wheel to dig for Mastermind's Acquisition and win.
2) The nut draw. T1 Watery Grave (or just a fetch for it)), Inquisition of Kozilek for taking out fast removal, pass. T2 any green source, play Follower, pass. T3 tap lands, tap Follower targeting a land, tap untapped land, play Alarm, play Orchard, get infinite mana of all colors, cast Acquisition, win game with Banefire to the face. T1 sequence is sort of optional. You essentially only need GU mana T2 for Follower and T3 Alarm + Acquisition + Orchard. Not the most unreasonable scenario, but still pretty much once or twice in a lifetime.

Current board state has a heavy impact on whether playing Alarm is a good idea or not, so playing 4 seems overkill. Drawing one is still rarely a complete dud, since it can be looted away with Gateway as the 3-drop, leaving our interaction in hand. 3 copies gives a good chance to draw one and a reasonable chance to draw a second one if the first was thrown through the Gateway.

The interaction package is a bit unconventional, but there's method in this madness. Since win conditions take away slots from the sideboard, mainboard interaction needs to be flexible, even at the cost of some efficiency. Gateway also requires several different mana costs, so spreading out action to different costs is another key point. Remand is the main counter before sideboarding. No restrictions and does not cost a card, which is important for efficient looting. The downside is the recast opportunity given to opponent, but just buying that one more turn is often critical. Into the Roil is the catch-all for threats that evaded counter protection, the kicker is relevant for keeping your hand full. Hero's Downfall gets planeswalkers and creatures too big for Fatal Push, instant speed is the deciding feature when comparing to other similar effects. Evacuation is the board wipe of choice for two reasons: instant speed and the ability to get our own key dorks back on the field afterwards. Could also be used as very inefficient protection against opposing removal. Cyclonic Rift is on double duty as early game critical spot removal and late game asymmetrical board wipe, just one copy for flexibility since Roil is preferable in early game. Dissipate is the hard counter for things that need to go away and stay away.

When I'm looking for some wiggle room in the list, the two cards I'd like to play as 4-ofs are Remand and Acquisition. The possible cuts could be Cyclonic Rift or a Forest, since the deck does not need many lands to operate. Acquisition is the trickier nut to crack. While it's essential for firing any of the win conditions, it doesn't really do anything if the mana engines are not online. Four mana to tutor a combo piece is likely too expensive. Then again, there's still the pitch-to-gateway option.

Sideboard is pretty simple. Hate for opposing combo decks and graveyards, more counters against control and some enchantment/artifact removal that is a bit lacking in the main. Land based shenanigans like Tron and Valakut could be tough, so countering the real threats is key.

Final disclaimer: I don't currently have the full deck. I have most of the cards, but I'm missing some of the more expensive ones and while I have roughly all of the manabase, the lands are all over other decks. I'm a deck hoarder, not a competitive player, but this is something I'd like to put together at some point. The idea came from an attempt to transfer a working standard idea from MTGGoldfish into modern with some extra layers of insanity.

AllhydeNoJekyll on Jhoira, Master of Suspense

1 month ago

I'm not entirely sure what theme you are going for, but I think some of your categoriesneed to be more focused towards a set of win-cons, and about half of each be able to functionwithout Jhoira explicitly.

  • I'm fairly certain Matt had said that the Chance Encounter with Frenetic Efreet doesn't work, but I'm not sure about that. Even if that's not the case, why this particular combo? I feel as if there are stronger ones to go in Jhoira

  • Usually people use Firemind's Foresight to search up specific win conditions, or powerful X cost cards. I'm not seeing a whole lot for you to search for in this matter.

  • On that note, I think you should be really careful about your optimism with suspending things with your commander. Average Case Scenario you will play her with five mana up, suspend one thing in response to someone immediately trying to kill her, or she won't hit at all due to counterspells. A lot of your spells take for granted the fact that she will always be on the field like an enchantment you start with (see your draw category). Our meta usually consists of heavy boardWipes and consistent counterspells you can thank your boyfriend and Luke for that.

|Cards that must be cut|These are cards that are bad enough they shouldn't be in the deck at all or they have an equivalent card that is also on theme. - For example, there are a wide array of counterspells that are infinitely better/cheaper than Cancel, but Delay is one mana less and lets you control the board in your favor while being incredibly on theme (Delay a Board Wipe and remove the suspend counters, or add more as you need, etc other uses). In any case there are a wide variety of cards that should replace Cancel. Eg., 'strictly better Dissolve, Dissipate, Disallow, Izzet Charm etc.

- Thirst- Izzet Cluestone- Reduce to Dreams- Divination- Nevinyrral's Disk    - I've sort of brought my grade for this card down a little bit in recent times, the fact      that it can't save you on a draw really hurts the card and the purpose of boardWipes.       Still a great card, but not as powerful in decks that aren't focused on recurring       artifacts.
  • You have Mana Geyser listed under Ramp, when really this effect is called a 'Ritual', named for the card Dark Ritual. Besides semantics, it's a great card, but shouldn't be considered when determining how much Ramp you have in the deck. Without it, 8-9 should be more than enough anyways. As a side note, consider Reiterate, it can go infinite with Mana Geyser.

  • You have several components to Mill Combos, which is a set of great of powerful effects, but to devote to the strategy itself of mill would require a subset of 15-30 cards in that nature. Unless that is your desire, it would be best to remove non-combo pieces such as Fraying Sanity.

  • Sphinx of the Final Word is not a counterspell, but is under the category of 'counters'.

|Cards I do not understand the purpose of, but are neat|- Sphinx of the Final Word- Clone Legion- Control Magic- Eternal Dominion- Telepathy

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