This spell can't be countered.
Counter target noncreature spell.
|Have (2)||Taki117 , TheAnnihilator|
|Want (2)||Etinifni , bryan93|
Printings View all
|War of the Spark (WAR)||Uncommon|
|Promo Set (000)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Dovin's Veto Discussion
4 hours ago
I don't like Glacial Fortress cause it isn't helping in any way. Ideal scenario is to have first 3 lands come into play untapped. When you have Glacial Fortress it's less likely to have optimal plays since you would need to play for example a hand with 2 lands, that would be 1 Glacial Fortress and one basic. If that basic land would be a Plains, and your hand would be full of blue creatures that you need to play turn 1, then you would be screwed. With Port Town that's not the case. With that said I want to keep the amount of non-Island and non-Plains lands as low as possible, so that's why I would play only 6 of them. If you want you can analyze the odds to optimize it as much as possible but I don't really have time or need since this works fine.
As for Karametra's Blessing it's really a no brainer... Gods Willing gives protection from colors which is much more versatile the maybe getting hexproof and indestructible from the Blessing. For example if you are forced by a bad mulligan to keep a hand with Alseid of Life's Bounty as the only creature you can make it potentially unblockable as well as protect it which won me games.
Counter spells are not needed for the main board since everything we would need to counter we can give protection from with our 11 protection cards and maybe the worst card that we would face could be Supreme Verdict which can't be countered. Ofc I would sideboard some counter spells but I tune make my decks to meta at my LGS, so I would need to test this deck more before I make any decisions. For now deck really struggles with burn decks which is understandable, but is really good with the rest of my local meta, for example dredgeless dredge, mono black zombies, orzhov zombies, mono green hardened scales, sultai delirium I have tested against and I won most of the games but burn demolished me. I won maybe 3/10 against burn... As for which counter spells I prefer, I would say it depends on what I want to counter. General counter spells are slow and should not be played outside control decks, and even they don't play them. Dovin's Veto is great, Mystical Dispute is great for counter wars or to defend the combo although I would also consider Swan Song as a combo protection, Stubborn Denial is also amazing in a lot of decks and if you don't play creatures Spell Pierce is also an option, Wizard's Retort could be a interesting if Wizards control deck would emerge in the future. Drown in the Loch could be amazing in a Dimir or Grixis if some bombs drop for those colors. Syncopate and Censor are also playable. Everything for 3 or more mana should not be played if you ask me, except in specific situations(Azorius control).
And good thing about this deck is that you don't need to play if as full tempo, you can wait and chill against deck that have a lot of removal since you got protection and unblockable creatures can always kill...
I hope that answers you questions. :)
2 days ago
2 days ago
Thanks for your comment wallisface
Of course this is a janky deck that tries to win some matches, but it is not even close to be even a tier 2 deck.
I agree that Remand does a poor job protecting the creatures, where Negate or more Dovin's Veto would do a better job. In the beginning I felt the deck needed more card draw, but I think replacing it would be a better option.
As for Gaea's Blessing, functions as card draw and allows to recover any non-permanent card that goes to the graveyard with Glacial Revelation. I hate when my counter spells end in the graveyard and I cannot recover them, any suggestion to replace this card?
As for Dead of Winter, I come across some decks with little amount of creatures, but I guess it depends on the meta, but it usually works in an awesome way.
6 days ago
That is a problem for such a large creature, but the number of times we can use him on an empty board (especially if you regard my theory about Sorcerous Spyglass and Dream Trawler) or use him for the ability is still staggering!
6 days ago
Sold on Thryx, the Sudden Storm over Destiny Spinner. I swapped those in the sideboard. I also buy Shatter the Sky over Time Wipe. I reduced my sideboard's Dovin's Veto count to add the fourth Shatter.
I think Shatter makes more sense tempo-wise with Dream Trawler as the big closer - you can wipe on turn 4 or 5, and then drop Trawler.
Regarding Mono-Red: I think that the deck is actually positioned fairly well to deal with it (acknowledging that the "Red Deck Wins" archetype is a perennial, loathable pain-in-the-ass that often, indeed, "Wins"). Spot removal through Banishing Light, early blockers through Meletis, Alseid (sacrifice block, setting up for Dance), and Champion, and a little lifegain to weather until the sweep. Side in the extra Shatter, Archons and Heliods for extra lifegain and board presence. Side out Elspeths, and some combo of Narsets and Teferis (2 and 1?). Watch the tide radically turn on turn 5. That's my theory - we'll see how it survives the real world.
1 week ago
To remove: Callaphe, Beloved of the Sea, Crashing Drawbridge, Empyrean Eagle, Expedition Raptor, Expedition Raptor, Peace Strider, Sephara, Sky's Blade, Serra Angel, Threnody Singer, Tome Raider, Victory's Herald
To add: Solemn Simulacrum, Silas Renn, Seeker Adept, Myr Propagator, Trinket Mage, Trophy Mage, Tribute Mage, Daxos of Meletis, Clever Impersonator, Burnished Hart, Magister Sphinx, Divinity of Pride, Hanna, Ship's Navigator
To Add: Mirage Mirror, Sculpting Steel, Spellbinder, Isochron Scepter, Wayfarer's Bauble, Sol Ring, Traveler's Amulet, Prying Blade, Explorer's Scope, Dimir Signet, Orzhov Signet, Swiftfoot Boots, Lightning Greaves
2 weeks ago
Looks fun! If you're looking for suggestions I think there's definitely some things you can change to make the deck stronger.
If you're looking to be able to activate & attack with tarpit or play a planeswalker AND hold up countermagic /removal, you're going to need to run more than 21 lands. For example - if you want to be able to slam an Elspeth and hold up Logic Knot for your opponent's turn, you'll need 8 mana - so you want to hit your land drops all the way up to turn 8 at minimum, which is going to be exceedingly hard to do with only 21 lands. I'd recommend 23 at MINIMUM, but you'd probably be better off with 24 or 25.
Enter the God-Eternals is a fun card for standard or even pioneer, but in modern it's probably going to disappoint. I'd recommend cutting them for some more hard removal- consider the 4th path, some copies of Fatal Push, or a Detention Sphere or two. Maybe even a Blessed Alliance if you're feeling spicy (personal bias, I love that card)
If it's in your budget, Wrath of God is a straight upgrade over Day of Judgement.
Render Silent is a fun card to cast, but modern gives you plenty of better options for counterspells. Mana Leak is a catch-all that counters pretty much everything until turn 4+, at which point it can still be used to disrupt your opponent's plans. Dovin's Veto or Countersquall help you in the combo or control matchup. Disallow can snipe things you couldn't otherwise deal with, like eldrazi cast triggers, planeswalker ability activations, and land destruction like Field of Ruin and Ghost Quarter. Spell Snare and Remand are also powerful options you could try, but they tend to be better in faster, tempo-y decks rather than the hard control you're running. Archmage's Charm is also a possibility, but since you're running 3 colors it's going to be immensely difficult to cast.
Since you're running black in a control shell, you should almost certainly be running 4-7 copies of hand disruption spells. The go-to options are Thoughtseize and Inquisition of Kozilek, but Collective Brutality is another good option.
And finally your lands - I assume you're on a budget here and that's why your mana is the way it is, but just in case you aren't on a budget I'll make some suggestions. Fetchlands like Polluted Delta, Flooded Strand and Marsh Flats help you fix your colors when you need to, and can trigger Revolt if you decide to run Fatal Push. They can grab non-basic lands too, so they pair extremely well with Shocklands like Watery Grave, Hallowed Fountain, and Godless Shrine. In a three color deck, any fetchland can fetch for any color you need by grabbing the appropriate shockland. With so many cards that cost double (or triple) blue or white, you might even consider a single Mystic Gate. Filtering white mana into blue or vice versa will make it infinitely easier to cast cards like Supreme Verdict and Cryptic Command.
Those are just some surface level suggestions - feel free to heed them or disregard them as you want. It's your deck after all! Whatever you decide to do, good luck and have fun!
2 weeks ago
I think running white would be beneficial. You get access to things like Dovin's Veto and Swords to Plowshares, and you can use Tymna the Weaver to draw cards. I have a feeling Tasigur, the Golden Fang is likely too slow for cEDH. At least, that's my experience.