Dueling Grounds

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Invasion (INV) Rare

Combos Browse all

Dueling Grounds

Enchantment

No more than one creature can attack each turn.

No more than one creature can block each turn.

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Recent Decks

Dueling Grounds Discussion

SufferFromEDHD on Estrid, the Masked EnBantress

2 weeks ago

Seotin: Dueling Grounds and Sphere of Safety are stronger versions. Recently cut Pendrell Mists maybe I will add it back upon your observation. Any other issues or concerns?

ForTheOldFrame on The Abzan Enchanter's Essential Style Collection

1 month ago

Philigan87: Thank you! I feel vindicated to know that some of the old cards impress you; you clearly know the modern game very well, and I think that if you like a card, it says something!

For Omnath (and related threats), I'm planning to run Circle of Protection: Red, Slaughter, and Deathgrip. The catch is that they're all very expensive to use; I can see the point of Armament of Nyx, if you don't expect too many Wraths or have a good way to get cards back from the graveyard.

Spectra Ward: I like the abilities but not the casting cost. I'd definitely prefer Flickering Ward, especially since it's a card-drawing engine with Enchantresses in play.

Silent Sentinel: use Monk Idealist.

Agreed that Broken Fall is unnecessary with Karador. It gives you some more draw with Enchantresses, but you don't need that if you're making efficient use of your graveyard.

Definitely drop the Boon Satyr. What do you think of Brilliant Halo or Fallen Ideal in his role?

I agree that Dueling Grounds isn't the best card here; it's one of those cards that either you build the whole deck around, or you don't use at all...

Some other cards I think you'll find interesting:

  • Light of Day is a one-card win condition against most Zombie decks.
  • Allay. (Note, Shred Memory can tutor into it.) I think Allay has a place in almost any deck, but it's something to worry about once people who splash white discover it. As answers to it, there are three white counterspells in Future Sight (there's a "List of Color Pie Bends/Breaks" that mentions them) -- and there's Null Brooch, from Exodus, the same set as Allay itself.
  • Sacred Mesa. At first I was stubbornly running it because I liked the flavor; but I'm starting to think that it's a really strong card. Look at Black Market + Sacred Mesa + Twilight Drover , especially!
  • For mana ramp: Carpet of Flowers and Priest of Titania. Priest of Titania is one of those cards that breaks the game completely if she sticks around -- and I think she's on-theme for this deck, too! (Imagine getting away with Priest of Titania + Soul Foundry .)

Philigan87 on The Abzan Enchanter's Essential Style Collection

1 month ago

ForTheOldFrame Wow a lot of these cards are amazing. I've never head of most of them!

I'd be reticent to unclude Dueling Grounds as sometimes I get to swing big in all directions with angels.

Gossamer Chains and Cessation are the ones that appeal to me the most. Flickering Ward and Broken Fall are both amazing too, but I have a hard time casing auras considering most of the time I have Greater Auramancy in play.

I'll need to have a good hard think about what to take out in order to include some of these, but thanks for the tips! I'm really happy to see those cards! =)

ForTheOldFrame on The Abzan Enchanter's Essential Style Collection

1 month ago

You're in-color for Gossamer Chains, Flickering Ward, Broken Fall, Cessation (semi-removal) and Dueling Grounds. Do you think any of these have potential, while being close enough to the theme?

BMHKain on Change of Direction for Jodah ...

2 months ago


Jodah, The Walker that Never Was Returning Alive

Commander / EDH* BMHKain

SCORE: 1 | 48 COMMENTS | 675 VIEWS | IN 1 FOLDER


This deck is made with walkers in mind, though it does need support in addition. Please give me some feedback for ideas please, if you wish...

Ral Zarek (Taps & Untaps permanents at one time, burns, & can net a lot of turns via Oath of Teferi & Rings of Brighthearth.)

Samut, the Tested (Gives a token Double Strike, Deals Damage (Good with Humility.), & can search for 2 walkers. Works good with Doubling Season & Deepglow Skate.)

Ajani, Wise Counselor (Gains life, Buffs, & Uber Buffs a creature of your choice.)

Daretti, Ingenious Iconoclast (Creates Tokens & replicates Artifacts, even from the grave.)

Jace, Architect of Thought (Can halt an opponent alongside Humility.)

Jace, Memory Adept (Can draw, Mill, & draw a lot.)

Nissa, Voice of Zendikar (Creates Tokens, Buffs them, & allows mass Life Gain & Card Draw equal to the number of lands you control.)

Ob Nixilis Reignited (Can do a Phyrexian Arena, Murder, and forces an Opponent to lose life when anyone draws.)

Sarkhan Unbroken (Draws while giving you mana, & can give you a Dragon Token.)

Phyrexian Arena (Superfriends staple. No other reason to put it in needed.)

Rhystic Study (See Phyrexian Arena.)

Counterflux (Can't be Countered, & can be Overloaded for an additional generous colorless mana.)

Cryptic Command (Multi Mode Counterspell that Multi Taps, does Card Draw & can even bounce an opponent to its owners hand.

There are several others, but they have yet to get past TappedOut's security or whatnot.

Goals:

  1. Add basic lands to counter land destruction.

  2. Update Walkerbase

  3. Wait For Core 2019's Pre Orders

  4. Find a better 5 color Legendary tailor made for walkers.

I hope these ideas are of some help for what I want to see for my deck, as I'm revising it. Any suggestions I missed out? What to replace for even some of these? Let me know, as I am taking this deck to a new direction; using walkers as the base strategy. Hope this helps! ^-^

Maybe you guys have ideas? Thanks so much for this. 0-^

Cellran on Aura Uril

2 months ago

So I have a Uril deck that I have been working on for a while so I am going to make some suggestions to take out, the reason why, and then will give some cards I feel you should use if you can get ahold of them. So some general suggestions is to avoid fieldwipes that also hurt you a lot, secondly run very few creatures. Honestly mana dorks and the enchantress' are all that I really run so the major suggestion I would say is to cut down on the creatures and mostly leave dorks/enchantress' like Mesa Enchantress or things like Herald of the Pantheon which make auras cheaper. Another thing are instants and sorceries, the majority of those should be targeted removal and mass removal or land grab spells like Swords to Plowshares, Day of Judgment, or Rampant Growth. Some specifics on those are Titanic Ultimatum isn't awesome if you only have one creature, which is all you generally need to win. (Uril, the Miststalker) Including the other pump spells i would say aren't great with Uril because he pumps so much anyways. Predator's Rapport isn't a terrible one as it can get you some life if you need but their might be a better option if you really want to keep that in. Alright, on to the enchantments. I would say that out of auras, Ancestral Mask and Bear Umbra are your best two, the others I like are Dryad's Favor and Indestructibility and finally Rancor. Other than those three I would say most of your aura's are just a tad weak. Out of normal enchantments I would almost avoid these with a fiery passion, other than protection of course. I would say Oblivion Ring is the only one I for sure would say to keep in (yes I know it's an aura but you don't target uril with it.). Other than those I would say that you mostly want auras, other than removal or extremely powerful cards. Alright, on to suggestions: The major suggestions I would make for auras would be these Armadillo Cloak, Ethereal Armor, Flickerform, Runes of the Deus, Scourge of the Nobilis, Shield of the Oversoul, Spectra Ward, Spirit Mantle, Unquestioned Authority, and finally Vow of Wildness along with any of the umbras. (boar, spider, and hyena for example.) Some normal enchantments I like are: Burgeoning for ramp, Dueling Grounds and Ghostly Prison for protection. Also, Mayael's Aria and Sigil of the Empty Throne for alternate win cons and finally Sterling Grove for search and protection. The artifacts should be general ramp or mana fixing with maybe a Helm of the Gods for boosting. The wipes I use are Austere Command for when you really run into crap and Winds of Rath and Divine Reckoning because they don't normally hit uril so he doesn't die. I use Retether and Open the Vaults for recursion and Enlightened Tutor and Three Dreams for tutor and my two targeted removal is just Swords to Plowshares and Path to Exile. Those are just my general suggestions. If you want to look at my deck you can go to Uril the miststalker

Spirits on Arahbo, Xenagos... for Cats EDH

2 months ago

Hi SynergyBuild,

I definitely use that strategy. I have many, many creature tutors, which I use to pull Mirri, Weatherlight Duelist. Because enchantments are harder to tutor for me, and I always tutor Sylvan Library or Duelist's Heritage or Greater Good (unless situation calls for Aura Shards or Rancor), Dueling Grounds wouldn't get tutored. Mirri, Weatherlight Duelist does the same thing (and better, doesn't restrict my attack), so if I have a Rhonas the Indomitable or an enabler like Silverblade Paladin I'm still free to attack with everyone.

I really need Sterling Grove back in for an additional Sylvan Library tutor. I only played 3 cat games this past FNM/Weekend, and didn't find I needed the Mirri, Weatherlight Duelist in any of those. So I think it can be situational. For example, vs. Kess, Dissident Mage or Mizzix of the Izmagus it's actually going to hurt me. There was a Gisela, Blade of Goldnight but was able to take that down with infect/doublestrike before it would get aggressive. If I do (rarely) get some cat tokens going, they wouldn't be effective either.

I'm adding to my maybeboard for now, have to think about it more. Initially I don't need the duplication of Mirri, Weatherlight Duelist ability, whose killing a 6/5 first strike attacking cat. At CMC3 it is quite viable though. Hmm. Great suggestion, under consideration. Still feel more creature tutors is still better as it gives Modularity to pull different solutions/offense (like an Eldritch Evolution or something)

SynergyBuild on Arahbo, Xenagos... for Cats EDH

2 months ago

Would most definitely recommend a Dueling Grounds.

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