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Return target spell to its owner's hand.
Price & Acquistion Set Price Alerts
3 months ago
Thank you for the suggestions! There are so many counter spells, it's been rather difficult for me to decide which one to pick. It's definitely a help to know which are the best options. I also rather like Supreme Verdict. It would be a great option since I have methods of spamming token creatures later in the game.
One other idea I had was to include Delaying Shield. It would be a great way to way to get counters on Luminarch Ascension. I would also be able to use Failure to bring the card to my hand, thus removing the delay counters. However, my deck would no longer be modern unfortunately...
4 months ago
I dig the janky idea of the deck. xD Brain in a Jar could be another way to cast a free Approach but it takes a bit more work than the As Foretold. There's also Bounty of the Luxa as an engine card for building up to the finish. And don't forget about Unsubstantiate as a way to stay alive longer and combo in place of Failure
4 months ago
All right, since Approach of the Second Sun was casted, using Failure would put to the stack that Failure goes off first making Approach not resolve. Since it had still has been cast (Approach), you win the game if you either Failure resolves and you take back Approach and live the opponents turn to play it or draw another Approach. Thank you for the explanation
4 months ago
To cast a spell means to take the card from where it is (usually your hand) and put it onto the stack. A spell is a card on the stack.
Once a spell has begun resolving, it resolves completely, without any player being able to do something during that process.
So, what happens is this:
- You cast Approach of the Second Sun.
- Before it resolves, you cast Failure, targeting Approach.
- Maybe other stuff happens...
- Failure resolves and returns Approach from the stack to your hand.
- The stack is now empty. Approach didn't do anything, because it never started resolving.
- In your next turn, you cast Approach.
- When it resolves, it checks whether you cast it from hand (yes) and whether you already cast a spell named Approach this game (yes, even if it didn't resolve). Both conditions are true, so you win the game.
4 months ago
New to Magic so trying to figure out Interactions with certain cards.
Will the interaction be:
- You play Approach of the Second Sun and just bounce it back into your hand with Failure with the effect of Approach going off.
- You can play Approach of the Second Sun into a Failure without Approach of the Second Sun casting because of stacking.
- You can use it as a response and bounce spells and use Approach of the Second Sun and then bounce it before putting it into the 7th slot of your deck.
Reason for asking was someone told me I was able to cast Failure to return a spell right after you cast it meaning I can Cancel and return Cancel with Failure without it bouncing the effect. How I originally read the text is someone plays fumigate and in response, I play Failure to bounce it right back in his hand before it ever casts/goes off.
Also have another example, not just with Approach mechanic. Can I Immolating Glare an attacking card and then Failure it to return it to my hand without using it or will it bounce my own Glare and fail to go off?
4 months ago
I agree with him.
I'm planning to remove white control in my second sun too, for more blue. Winds of Rebuke and Failure could be strong. Failure makes another Unsubstantiate (to get your 1st Second Sun back), and provide defense vs a supposed negate or disallow your opponent have been keeping.
And what about Commit ? I think you can recast "Memory" thanks to the Gearhulk (to be confirmed). Wich could be totally OP in the deck, even with only one copy.
There are actually so many options :p
5 months ago
yea 32 lands is overkill, control decks only run ~26 and your an aggro-midrange deck with an average cmc of 2.44 ... 23 lands should be more then sufficient (especially with no real demands for leaving mana open) but you can get away with 24 if you prefer ... (i would drop 6/5 islands and 3 plains)
that being said, it feels like you have a main goal, then alot of filler cards that seem redundant or dont really do what you need them to do.
cards like Aerial Guide, Aven Wind Guide, Mighty Leap and Cartouche of Knowledge give flying to an already mostly flying deck, and Slither Blade, Fan Bearer and Cartouche of Solidarity are okay but feel like they belong in a different deck, with a different goal.
[dauntless aven] does feel like a good fit for the deck, and you can shift the deck to make cards like Aven Wind Guide more useful with cards like Oketra's Monument to make the ability more relevant, and Glyph Keeper as a solid finisher.