Feroz's Ban

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
Seventh Edition (7ED) Rare
Fifth Edition (5ED) Rare
Homelands (HML) Rare

Combos Browse all

Feroz's Ban

Artifact

Creature spells cost (2) more to play.

Price & Acquistion Set Price Alerts

7ED

5ED

HML

Ebay

Recent Decks

Feroz's Ban Discussion

cdkime on Atraxa Reprint

1 month ago

IMMG54

It was not ever a reserved list card--Mark Rosewater made jokes about not wanting the card reprinted, but there was never an official statement that could reasonably be relied upon. As such, there was never any issue reprinting Mana Drain.

The only cards from Legends that were placed on the initial reserve list were Rares that had not yet been reprinted with a white border--Mana Drain was uncommon.

Wizards has only removed a few cards from the Reserved List, all when it would be fairly insignificant to do so:

  • Commons and Uncommons from Limited Edition (likely due to strong public support, and the cost/risk of a lawsuit over these cards being negligible)

  • Feroz's Ban, which was reprinted by mistake and subsequently removed from the reserved list. Seeing as the damage was already done, there was no reason to keep the card reserved.

Coward_Token on Gahiji: Forever War

6 months ago

Very well, here's my latest jank for your consideration (take your time)

Orzhov Advokist: Boosts one of your creatures and tells you ahead of time whether or not someone is planning on attacking you. This potentially lets it both replace one card from Conflict Escalation and another from Deterrence, which would free up a slot for something else. On the downside, it takes a player turn cycle to become relevant and it's more about quality than quantity (although you could use things like Tetravus, Murder Investigation and/or Hangarback Walker to alleviate this, see also about Elemental Mastery below). Another problem is that it doesn't reward people for attacking each other and it's arguably anti-synergetic with Mystic Barrier.

(Invasion Plans/Angel's Trumpet/Total War): Weird group slug cards, dunno if they're too weak compared to e.g. Warmonger Hellkite and/or too prone to backfire.

Ramp:

Harvest Season/(Growing Rites of Itlimoc  Flip): More powerful yet less reliable alternative to Cultivate. (Although instead of Itlimoc you could just spend hundreds of bucks on a Gaea's Cradle I guess)

(Burgeoning): Cheap and obviously triggers frequently in multiplayer, but conflicts with Oreskos Explorer.

(Thornscape Familiar): The only one in the cost reduction Familiar cycle which affects more than one of the colors in your commander's identity. Aside from Gahiji himself, it works for 33 out of the 99 cards in the current deck (assuming no shenanigans like Celestial Dawn or Feroz's Ban). I dunno if you cast those 33 cards frequently enough per turn to make the cost reduction worthwhile compared to land-based ramp, especially since you got some land matters cards like Mirari's Wake.

Continuing my quest of exhausting every possible card advantage option known to beast, god and man:

Elvish Harbinger: Complement or possibly even a replacement for Wood Elves. Ramps and elf Imperial Seal:s from a pretty diverse pool consisting of Rhys the Redeemed, Reclamation Sage, Wood Elves, Knight of the Reliquary, Mirror Entity, Selvala, Explorer Returned & Oracle of Mul Daya. Since it doesn't have flash, unplanned shuffling is my biggest reservation towards this one. (As an optional bonus, it can form the middle of a threefold creature tutor chain with either of the Recruiters and any elf.)

Green Sun's Zenith: Banned in modern and probably something you've already considered. Puts green critters directly onto the battlefield and is self-recurable. It can pick from a pretty diverse pool that includes (among other things) Den Protector, Oracle of Mul Day, Reclamation Sage, Tireless Tracker, Wood Elves, Knight of the Reliquary, Mirri, and Selvala.

Worldly Tutor: Creature Vampiric Tutor, might be a bit slow without an available draw source. (Congregation at Dawn) takes things further, but with the presence of other (shuffling) tutors and a lack of great draw power it seems questionable. Eladamri's Call is the Demonic Tutor equivalent, dunno if it can compete with Green Sun's.

Captain Sisay: Repeatable fetching of Kor Haven, Gisela, Iroas, Rhys, Fumiko, Kazuul, Michiko, Mirri and Selvala. Nothing from the Recon group but I think Kor Haven and Selvala alleviates things.

(Evolutionary Leap): Unsure about this one, but could be nice with things that give a benefit upon death (be it naturally or trough Skullclamp with 2 or more toughness) and/or are disposable (especially cheap ETB creatures that can be recurred with Sun Titan).

(Defense of the Heart): Obviously very powerful if it goes off, but I assume that it's too conditional & vulnerable to removal to be worth it.

Magus of the Wheel: Complement to the classic wheel that's already present. I prefer the Magus over Wheel of Fate & Reforge the Soul due to not requiring you to have all the mana at once and/or because it's more predictable for something that discards your hand (although slower without haste). As a bonus, it's recurable with Sun Titan (and tutorable with either of the Recruiters).

Other misc. cards which you've probably already considered and rejected, but just in case:

(Luminarch Ascension): On one hand, Ant Queen on steroids. On the other, draws a lot of hate and/or takes at least four turns to become not-useless (assuming no helpful proliferation) which makes it more and more of a dead draw over time. (Sacred Mesa is a weird compromise.) There's also Emeria Angel/Retreat to Emeria for if you want to expand on the land subtheme, but it doesn't have the same explosive potential as the aforementioned manasinks (although Hazezon Tamar might be a decent compromise).

Elemental Mastery: Channels a quality creature (e.g. a beefed up Knight of the Reliquary or just Gahiji himself) into a quantity of tokens which better synergizes with Gahiji's ability. On the downside, since the tokens only lasts one turn you can't increase their power on the long term with e.g. Curse of Predation. The card also has the two usual problems associated with Auras in that it requires the presence of an appropriate creature to be useful and that single-target removal against said creature becomes a two-for-one deal (and this is further exasperated by the fact that you're encouraged to increase the power of the creature by e.g. putting counters on it). Also too expensive for Sun Titan. Dragon Throne of Tarkir gives somewhat similar quality-to-quantity conversion in a more resilient equipment form.

(Path of Ancestry) vs one of Temple of Abandon/Temple of Plenty/Temple of Triumph. Less reliable scry that only works with Gahiji & the changeling, but taps for all the relevant colors. Dunno how frequently this is relevant for you.

(Rith, the Awakener): Token generator alternative. I'm guessing you've rejected it because the tokens lack evasion and/or the token generation is too conditional. (But hey, at least it's a combat damage effect for Duelist's Heritage to interact with)

(Marton Stromgald): Potentially explosive token amplification but hard to keep alive.

Mass Hysteria: In case you're not getting enough haste from Slayers' Stronghold. Also works with the group slug aspect, but I dunno if it will backfire by e.g. letting powerful tap abilities come out of nowhere. (There's also Concordant Crossroads if you're not worried about it being replaced by another World Enchantment.) Samut, Voice of Dissent is another option that has quite a few other features as well, but I fear she'll come in a bit too late. Got similar feelings about (Urabrask the Hidden), who's also kinda detrimental to the group slug theme and/or will draw too much hate. ((Akroma's Memorial) is even worse in the lateness department.)

Mogg Infestation/(Settle the Wreckage)/Fell the Mighty/(Righteous Fury)/(Sunblast Angel)/(Angel of the Dire Hour): One of the Token Beatdown variants favors board wipes, but all of the listed cards have a tendency to kill your fatties and leave your opponent's weenies alive. In case you want a source of emergency non-targeted creature removal in the main deck and/or the variant, here's some additional options that can leave your own creatures alive, even if they're a bit more expensive than e.g. Wrath of God (or, in the case of Settle the Wreckage, potentially profitable for an opponent). Special mention to Mogg Infestation for still keeping the group slug going by being Beast Within on steroids & Angel of the Dire Hour for bypassing indestructible in addition to shroud, if that's relevant in your meta (although a plain (Arcane Lighthouse) might be better then).

(Elesh Norn, Grand Cenobite): Saving the most prominently obvious card for last, I assume the reason you've rejected it is because it's not explosive enough to act as a 1v1 finisher, while being detrimental to the overall group slug strategy when there's more than one opponent alive.

Eiti3 on IAmTheWraith

1 year ago

Glad to help once again.

Grand Arbiter Augustin IV stax deck? I usually stay away from stax because I think the format should be about fun, but in cEDH, it has proven to be effective.

First, I'd start off with a subtheme to the stax. Either (completely or near) creatureless, activated ability-less, or etb-less. Here are some examples for the subthemes I'm pitching:

  • Feroz's Ban - I recommend a deck like this, because soooo many decks and combos rely of creatuers. If you can lock out the creatures, then you lock out much of what your opponent can do to actually win.
  • Null Rod - Honestly one of the best decks I've seen. The main combo is Null Rod + Mycosynth Lattice to basically lock everyone's lands away. You, yourself, can essentially play things for free with cards like Grand Arbiter Augustin IV and Urza's Incubator.
  • Torpor Orb - This kind of stax can be found everywhere, but now with Panharmonicon being a thing, that beautiful orb absolutely rekts tokens, aggro, and combo decks.
  • Once you have that the subtheme set, you need to figure out what cards you'll need for that. Obviously start with the most similar cards and then ways for you to either get around those effects or syngergise with them altogether.

    I don't want to give recommendations because the subthemes are so diverse and can be focused heavily on that play. If you want a more round game-play that basically consists of all three subthemes, then I'd like to know that as well before suggesting.

    And lastly, before I go, I got the perfect hard lock for you.

    oh yes... Show

    Smokestack + Chronatog

    Simply get smokestack up to several soot counters and then start skipping your turns while all of your opponents are forced to sac everything until they have nothing.

    Boza on endless one

    1 year ago

    The card works like any other X spell. You first declare the value of X (lets say 6) and when you go to the step to calculate mana costs, figure out any additions and deductions to mana costs. For example:

    You declare the value of X to 6. You have an Eye of Ugin in play. You only have to pay 4 mana to get an Endless One with 6 counters.

    Feroz's Ban is in play and you declare the value of X to be 6. Now, you have to pay 8 mana in order to have a creature with 6 counters on it.

    You have a tapped Centaur Omenreader, a Geist-Fueled Scarecrow and a Eye of Ugin. You declare the value of X to be 6. You have to pay 6 - 2 + 1 - 2 = 3 mana to get an Endless One with six counters on it.

    Harashiohorn on Magic Story: In This Very ...

    1 year ago

    Okay so first real fast, no we are probably not going back to Mirrodin/New-Phyrexia anytime soon, there are just too many problematic mechanics and design elements to those blocks, also Phyrexias MO is to invade other planes so I would expect more of that.

    Anyway, so for Tezzerets mind being Jace immune there are a lot of potential reasons, given that he was rebuilt by Bolas and had extended contact with the Phyrexians, that could just be clever design by someone who doesn't want their operant to be found out or turned, it doesn't mean Tezz foresaw the coming of Jace, so much as Bolas was like, "You know what would suck? If Jace stole my master plan from Tezz's head, I should make sure that won't happen."

    As to Tezz being in league with Dovin and the others, I think Tezz has certainly helped them with maintaining control, and they have helped him get access to the inventions, but beyond that I don't think they have the slightest idea that Tezz is in cahoots with the Phyrexians and/or Bolas.

    Now Vraska is the interesting part of the puzzle. To my knowledge there are 4 "banned" planes, and 1 additional place nobody would see you walk to , and those are Dominaria, Old-Phyrexia (or whats left of it), Kuldotha, and Ulgrotha for the planes, and the Blind Eternities for the other place. Now of these places Old-Phyrexia is by far the least likely, but the most functionally intersting. The Blind Eternities is probably the most likely, and could provide the Ugin tie-in before we go fight Bolas next plane, but it is also by far the least interesting option. Also doesn't Jace know at least a little bit about the Blind Eternities by now? If Vraska went to Dominaria that would be great, and set up a ton of wonderful directions for the story to go, but its also really open ended which makes it only likely if the Vraska walk was a long term plot device being introduced. The final possible place Vraska could have walked is Kuldotha. That would be odd to me, why would a gorgon want to go to the inner layer of Machine hell? but would best support the theories that Phyrexia is on its way to returning soon.

    And finally, of planes we will return to soon I would probably put the top 5 most probably as Alara, Lorwyn/Shadowmoor, Theros, Dominaria, and Kamigawa (I mean it was just included in a story)

    On Ulgrotha, yeah apparently this is the place Feroz's Ban protects, I'm not sure anything else about it.

    acbooster on Shoot that Adamaro: Adamaro EDH Primer

    1 year ago

    Since Adamaro likes it when your opponents have cards in hand, maybe consider cost increases like Feroz's Ban and Sphere of Resistance. I run a D&T EDH deck and taxers are effective at slowing your opponents enough to keep their hands full of stuff they can't play. Defense Grid is a great play against control decks, especially since red doesn't have too much to protect their spells with.

    FWulf on Mistress Nin and her Toys

    2 years ago

    It does become difficult to win when everyone always has a lot of cards and can play haymaker after haymaker. That's why I decided to go the denial route. You can't counter every threat that comes down when your opponents always have a full grip. I'm playing Arcane Laboratory and Feroz's Ban to make it harder to play spells, Dissipation Field and Propaganda to make it harder to attack me, and all the bounce and Rhystic Study to punish playing spells.

    The idea is to accept that you will be giving cards to your opponents. They will always want to tap out to play all the goodies so they won't counter your things. Then you can attack their hands with Vicious Shadows, Stormbreath Dragon, Molten Psyche and the like.

    This deck leads to very hectic and very fun, swingy games. It's a blast to play, even if I don't win all that often.

    fragmento on Narset Control

    2 years ago

    first off, I like the deck concept. I've never build a Narset deck, I'm not sure what the best build would be, but here's my 2 cents: Narset's ability isn't activated, it's triggered, so the Illusionist's Bracers don't work for her. I think you'd be better off with Loxodon Warhammer since her first strike + the trample is always nice. Feroz's Ban makes Narset cost 2 more to cast as well.
    I'd also add Seize the Day, Savage Beating (especially since I think you can still pay the entwine cost), and Waves of Aggression to get additional combat phases.