|Commander / EDH||Legal|
Printings View all
Combos Browse all
Failure / Comply
Return target spell to its owner's hand.
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Choose a card name. Until your next turn, your opponents can't cast spells with the chosen name.
Price & Acquistion Set Price Alerts
Failure / Comply Discussion
2 days ago
MB. I guess chat was disabled or something dude. I'm new to online MTG sites. I have played Simic fish at my local FNM Standard swiss tournaments 3 times now. Keep in mind my brew of this tribe is very different than yours however I like the BUG constrictor strategy a lot. If I was to say my top two cards I know I'll keep in my main based on how good they worked for me in comparison to so many other cards I've been using.. It's easy to praise my decks super hero removal spell has been Unsummon which I now main 4 because it's that awesome. And the number two favorite card of mine in this strategy Is surprisingly the Armorcraft Judge. I only recently desided to test(online) this card in my build. The Judge worked perfectly to refill my hand and gain me that reach I despitely needed before when I would start to run out of gas. I feel so much more confident returning to my regular standard locals with my fish deck Friday. I'm actually gonna play my newest update of my build on this coming Monday night somewhere else just to make sure I won't get slaughtered like I did Friday. Check out the Armorcraft Judge as a closer, and consider main decking Unsummon in UG Build's similar to mine that is. I dont have access to as good of removal in simic colors as u do in black. But I know when Hazorit attacks and I put him back in there hand it make's me smile at least. lol I deal with the uncounterable hexproof tyrant by side boarding in a two drop instant spell simular to that UR-thermo\thing's bounce spell called Unsubstantiate. The one I use is not as good because you can only bounce a spell on the stack but IMO I prefer it to the higher cmc one Commit / Memory most others use. I use the top half of Failure / Comply. I'd say one last thing on my frustating configuration with Ixalan fish.lol To many other's playing UG merfolk tribal the card's impact is probably so obvious. I'm embarrassed to admit this but after casting it so much only to watch it get killed before my next turn I lost sight of the value of the shapeshifter lord.. even if the first copy only eats a removal spell like shock, push, strike stomp.. ect unfortunately I now must obtain my copies of Metallic Mimic again because without any it my fish deck was so much less effective. that lesson I learned the hard way this past FNM. not sure if the black blue green fish build uses it since it relys on a simular impact on board state by the constrictor at the two slot. if u ever use the mimic be sure u keep urs broseph. Pepsiwilliam you have fun and message me anytime bro. add me if u want. Metallic Mimic makes the less powerful merfolk powerful. I traded mine to help me finance buying other cards I needed for my brew.. this past Friday I tried it without any and it was awful dude.lol click on my name if u wanna see mine dude.. its something like (you could always use Gilly-Weed.) k later
1 week ago
Ayyyyy, I have an approach deck too, love the card. Failure / Comply and Spell Pierce seem pretty weak, even in the sideboard. Negate seems better than pierce, the one mana difference will rarely be a big downside, and the fact that it's a hard counter will almost always matter.
Failure / Comply just delays your opponent from casting the thing that they want to cast, but it won't actually eliminate a threat, that is unless you counter it the second time. Still, if you really want a bounce effect, Commit / Memory is probably better. It bounces a resolved spell, so you don't have to have it up when the spells being cast. It's sort of your get out of jail free card if you let your opponent resolve something too threatening. But again, it needs to be followed up by countermagic.
I see that you're not running Aether Meltdown. I would recommend that you do, and here's why. It's basically a 2 mana instant speed removal spell for most creatures. If there is a creature with more than 4 power, chances are, your opponent sunk a lot of mana into it. If you can use 2 mana to almost blank a 5 mana spell, that's pretty good for you. Also, if you do this to a few creatures, your opponent might be forced to commit more to the board, making your Fumigate and Settle the Wreckage much better.
Aside from that, I think this deck is dope. Hope this helps, good luck at fnm!
Mr0bv on UW Belcher
1 week ago
@Subject13412 If you would like an idea of how the deck pilots, I can add it to the OP in a bit. Its fairly straightforward.
I'd like to bring back Detention Sphere but as of this moment I do not know what to cut.
As far as counterspells go. You obviously want to protect the combo vs. trying to use counterspells to enable it. I'm focusing on 1 drop counter spells since the blue sources in this deck are already stressed enough. Failure / Comply is something that seems to fit well into the sideboard. Again I don't know what to cut since Dispel and even Mana Tithe has had some uses in the counter battles.
Yes, right now aggro-based decks are the biggest problem, which isn't a surprise. From my testing, without 'walkers, sphere of saftey is underwhelming. Sure, Turn 5 I could make them pay X to attack with each creature (That X would be huge mind you. 5+) or I could go for a Goblin Charbelcher activation and potentially win. So far in my testing I found having two Ghostly Prison on the field is enough to slow down most creature based decks.
If I missed anything let me know, had to type this twice since I accidentally deleted the first one.
2 weeks ago
Thank you for posting this, and thank you to everyone who's provided good advise for helping this type of deck develop. With the release of Ixalan I'll be plunging into standard for the first time, and this deck has made me the most excited to get started right away!
Now, I'm currently leaning heavily towards the three-color splash for my own build, as Esper is one of my favorite combinations. I want to make it work really badly, but I don't want to sacrifice viability to do so. I'll try to compare running WUB over just UB, since Grixis isn't the current direction I want to take. (Though, I'm certain someone else could make a compelling argument for it.)
Debates to Support:
Excellent pool of SB options which include better answers against artifacts/enchantments, plus Authority of the Consuls/Kinjalli's Sunwing to provide further stabilization against aggro, and Consulate Crackdown/Hour of Revelation to check against mirror matches/similar decks.
Debates to Oppose
Three colors instead of two. Color balancing will be necessary. (Treasure and Etherium help to rectify this con.)
Greater risk of inconsistency.
UB already provides everything needed to control the board (except for when enchantments/artifacts manage to get past counterspells and resolve).
Too many options to choose from and not enough space to squeeze into 75.
Tldr; am I hyping myself up too much for esper when I shouldn't try to change what isn't broken, or do you truly believe it could still make for a viable build?
Additionally, I'm all for Mechanized Production being included at least in SB for faster and more consistent wins. I was thinking a 2:3 split between it and RiR somewhere in the 75; especially if any Gearhulks are being used.
Further Thoughts on Specific Cards
It would shut down several land-fetching spells/abilities. (Which if I'm understanding correctly, many ramp decks in standard run).
Flash. You are able to keep mana for counterspells available if needed, and can cast it in response to relevant spells/triggers on opponent's turn.
Fairly sizeable CMC to consider, with counterspell slots it has to compete with.
Another card I'm interested in is Merchant's Dockhand.
A turn 1 drop if you've got nothing else in hand. Chump blocker that trumps 1/1's and trades with any other X/1's.
Ability which provides utility for Treasures, Etherium cells, excess Dockhands, and Gearhulks to dig through library for win-cons, and can be used during opponent's end step if counterspells weren't necessary.
Cheap artifact for artifact matters.
Another creature in a control deck.
Dead draw late into the game when nearly any other card would make for a better draw.
Ability costs 4 CMC and tapping to activate, so it can't be used the turn it's drawn.
Again, thank you for posting this and thank you for your time! I plan on buying cards within the next couple of days, so if you get any updates let me know! I'll also post my deck when it's created and keep updates with it.
Let me know if you'd like any advise on specific cards you're debating over! I'll give my (admittedly naive) input if requested. Cheers, and good luck!
2 weeks ago
Thanks, I swapped Failure / Comply out for Unsummon (I also hadn't noticed it was Spell, not Permanent), and swapped the Spell Pierces out for Negate to keep them relevant later when I want to protect my enchantments. I wanted to avoid energy as I don't have Aether Hubs, but Glimmer and Servant of the Conduit might be worth it - Pirate's Prize is a sorcery, which sucks, but the treasure is also useful ramp. I think I'll probably end up swapping it out for Glimmer at some point.
2 months ago
Those are both good suggestions, thank you! At the moment I'll stick with Failure / Comply and Mystic Speculation, however, since the fact that they each involve multiple cast triggers on just one card, which is useful when considering Prowess.
2 months ago
3 months ago
I have to agree with LittleBlueHero that Unquenchable Thirst is an all-star. I played 2x Unquenchable Thirst, Compulsory Rest, Cast Out, Lay Claim, bounce spells like Galestrike, Unsummon, Consign / Oblivion, Failure / Comply, and some of the white burn spells. Keeping their creatures on the battlefield is a really mean way to tease your opponent hahaha