Counter target creature spell.
Printings View all
|Ikoria: Lair of Behemoths (IKO)||Common|
|Mystery Booster (MYS1)||Common|
|Core Set 2019 (M19)||Common|
|Duel Decks: Merfolk vs. Goblins (DDT)||Common|
|Magic 2014 (M14)||Common|
|Magic 2013 (M13)||Common|
|Duels of the Planeswalkers (DPA)||Common|
|2010 Core Set (M10)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Essence Scatter Discussion
2 days ago
I have to agree with JKRice and matti_4_4. You need more Gifts piles, the most obvious one being Languish/Ritual of Soot/Day of Judgment/Supreme Verdict/Damnation/AEtherize. I think 4x Path to Exile and Lingering Souls is perfectly fine, but you may want to supplement them with more removal. Especially with removal that helps make more Gift piles and has lifegain. Unfortunately, since this is a budget deck, you're not playing a fourth/fifth color for stuff like Lightning Helix. You may have to use something like Oath of Kaya.
Your hardest matchups are Burn and Tron. Other decks you can just 1-for-1 them and then bamboozle their deck with a single Gifts Ungiven. Burn eats away quickly at your life total, while Tron is the same speed as you but it has much better cards. The easiest way to deal with both of these decks game one is Inquisition of Kozilek. You take away those Goblin Guides and Expedition Maps before things get too out of control. You also need a sideboard to further help deal with these two archetypes. Kor Firewalker dumpsters Burn, while you'll need stuff like Disenchant and Rain of Tears to deal with Tron.
Blood Baron of Vizkopa is super-secret tech. It can't die against most of the decks in Modern and helps you play around graveyard hate when they can eat your Unburial Rites. It's not a card you need in game one, though. You don't want to have too many win conditions between your maindeck creatures and manlands. You probably don't need 2x Grave Titan for similar reasons. I'd suggest cutting at least one of them.
Lastly, if you're having trouble deciding what removal to use, go with silver-bullet hard counterspells. Stuff like Dispel, Spell Snare, Absorb, and Essence Scatter can go a long way. The only issue is that you're already really strong against other control decks, which is where these cards usually shine. They do, however, make Mystical Teachings more appealing as a "fifth" copy of Gifts Ungiven.
2 days ago
If you are playing Lurrus of the Dream-Den purely as a Companion, he starts the game outside of your core deck and you can cast him at any time. This would actually work well with this deck, but I would want something like Keep Safe available to protect Lurrus.
Then comes the mill cards that you can keep recasting from the grave with Lurrus: Merfolk Secretkeeper (for Venture Deeper), Maddening Cacophony (instant mega-mill), Sweet Oblivion (more instant mill) and Ruin Crab (Landfall mill).
Thieves' Guild Enforcer works well with the theme. Then comes your supporting cards. Essence Scatter is, to me a good side-board card for 2 reasons: firstly trying to keep a balance between colors in the deck, and secondly if your mill is fast enough you may not need it against anything but control decks. Archfiend's Vessel will be suggested by all in sundry, but also detracts from your mill theme (you won't win games with creature damage). I like Heartless Act but you might also want Blood Beckoning or Omen of the Dead to support Lurrus and bring your Thieves' Guild Enforcer and/or Ruin Crab back from the dead (could also work on Merfolk Secretkeeper). The final non-land card in the deck (assuming 4 of each card) is less easy. I personally like to use Mind Carver in any deck with , but Village Rites or another creature kill card will be just as good. There - I think that I have made enough suggestions to also get a side-board going.
As far as lands go, I would keep things as simple as possible. Fabled Passage and Evolving Wilds let you search for the color land you need and also give a double landfall for Ruin Crab a dual colored land that enters tapped may just slow you down a bit. I would stick with 7 Swamp and 9 Island.
3 weeks ago
Yes - you can exhume/reanimate it. While it is any zone other than the battlefield, it is a creature. I'll reference another interaction that hopefully helps to add clarity to the situation. If I go to cast Heliod, Sun-Crowned but I do not have devotion to white for it to enter as a creature, an opponent can still counter it with Essence Scatter while it is on the stack. Cards like Heliod or Arixmethes can be reanimated, tutored from your library with Worldly Tutor effects, and for all intents and purposes be interacted with as creatures as long as they are in any zone other than the battlefield.
3 weeks ago
Determining just how broken a card is depends on how well it can be interacted with. Omanth is very easy to interact with. However I do believe Genesis Ultimatum or Escape to the Wilds should have seen the axe
The other problem is that so many players are playing it just to win.
I think the bigger problem is that it forces a player to interact with it so early which throws off an opponents game plan, that and players don't want to put more removal in their decks.
Bloodchief's Thirst, Giant Killer, Mutual Destruction, Feed the Swarm Heartless Act Legion's Judgment Murderous Rider Mythos of Nethroi Dirge Bat Hagra Mauling Flip Drag to the Underworld Smite the Monstrous Triumphant Surge Angelic Ascension Dire Tactics Epic Downfall Necromentia Deny the Divine Eat to Extinction Banishing Light Skyclave Apparition Redcap Melee Thundering Rebuke Charge of the Forever-Beast Flame Spill Soul Sear Channeled Force Mythos of Vadrok Rumbling Rockslide The Akroan War Concerted Defense Anticognition Essence Scatter Jwari Disruption Flip Lofty Denial Cancel Convolute Deny the Divine Didn't Say Please Mystical Dispute Mystical Dispute Memory Drain Rewind Agonizing Remorse Memory Theft Pelakka Predation Flip Shatter the Sky Storm's Wrath Extinction Event
That's a whole lot of cards that can deal with Omnath decks. So its not so broken that it can't be dealt with. Does it mean you have to add more than 4 removal cards or change colors? You might have to. Does it mean you might have to change some strategy? Possibly.
Mono White has at least 12 solid answer cards for Omnath and you can still play aggro. Blue has counterspells though you might have to pair it with another color. Red has a few options as well, and the only color that is lacking is if you play mono green. With that many cards you really can't say it's so broken it's unbeatable. You have to play around it. You have to anticipate the strategy. These cards can easily be maindecked, and if youre a player that goes 38 creatures and only 22 lands then I'm sorry for you.
But I wholey disagree with the term Broken. Ive often seen Omnath players quit when they lose Cobra and Omnath. I've also seen a lot of them pass the turn and pass several turns. If you cannot answer it, its out of lack of trying, preparedness, or just a bad game which happens. Also, its not Omnath doing broken things. Omnath only produces the mana to do really really good things. IF Wizards bans Escape and Ultimatum players will have to switch to Lithoforming and while it won't kill the deck it will slow it down and I think that's a more fair approach. But yeah... as above, you don't have to limit yourself to just what's being played. Think outside the box.
3 weeks ago
The reason I said I would go down 1 Spell Snare is because, just in my personal opinion, I think it is best when used as a one of when you run 4 copies of Snapcaster Mage. You also have another copy in the sideboard so running 2 in the main is just a lot overall and could get you into trouble in certain matchups that coincidentally don't have many 2 CMC cards worth countering.
I think I would also consider running Aether Gust or more copies of Ceremonious Rejection in the in the sideboard in place of Mystical Dispute and Essence Scatter. I believe Essence Scatter in particular can be replaced with really anything because it doesn't seem super relevant to counter creature spells when you have 4 Lightning Bolt, 1 Abrade, 1 Izzet Charm, 1 Magmatic Sinkhole, and 1 Flame Slash for removal and you can easily flash those back too with Snapcaster Mage. Essence Scatter just seems super redundant.
1 month ago
Scallywallwest Totally agree! And it's a lot of fun to pilot too. Guess Ugin, Omnath and friends haven't completely crashed the party yet ^^
I could see Vantress Gargoyle do things, hadn't thought about that one. As you mentioned, I'm concerned about it not being a rogue, but the stats just might make up for it. Definitely have to try that one.
Thanks for the suggestions!
1 month ago
Seeing as there is a lot of mill here, it's rogues--duh, I think a Vantress Gargoyle might work here. While it doesn't have the rogue type, it does put up a big body. Also, would Essence Scatter work for you? The meta is currently very creature-heavy, so I feel like this might be a good add-in. Otherwise, very cool deck! I love Dimir Rogues, and I'm so happy it's finally viable!
1 month ago
Ah. I see what you're trying to do here.
Here's my suggestion. Drop Channeler. I love the card, it just doesn't do what you're wanting it to here. Add 1x Dream Trawler and 1x Inspired Ultimatum go up to 4x Shatters if you can. Drop Brazen B. Go up to 3x Essence Scatter 4 may be the right number, just currently unsure. This gives you answers to both early drops with Rogues and Landfall decks as its a creature heavy meta. Basically you're stalling every turn to go, Trawler Ultimatum on turn 7. It's a 14 point swing, on both sides giving you enough life to survive for the win.
I do not know if sweeper into walker or Whirlwind is going to be a thing. But you have fairly consistent turn for turn responses. Without a full set of Shatter a faster aggro deck will just go straight under you as you're only reacting in a 1 for 1 manner.