Counter target instant or sorcery spell unless its controller pays .
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
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1 week ago
@Human_Wizard - I'm just going to go ahead and ignore your blatantly confrontational tone and respond to the points you raise one at a time.'The first thing you wrote about was a response about the "turn 7" I mentioned. I apologize for not not being more clear about this before. What I should have said that I believe Arcanis really comes into his own in the later stages of the game. Unlike the common mono U options, Arcanis doesn't need the 99 to operate in specific ways when he comes out to generate insane value. Arcanis is greedy, but he's got inevitability. That's the reason you play him.
When I mentioned turn 7, I didn't mean this was the turn you could finally activate Arcanis. I'm familiar with how ramp works in the game. I brought that number up as a time you could legitimately look to start doing great things with Arcanis. The turn 7 here was used completely anecdotally and should not be taken as anything more than that.
As far as the stax goes, the deck only sports a light package. If you really wanted more opportunities to interact outside of those pieces, you could drop the orbs. The hate pieces don't actually turn off the deck in the manner that you imply, however. You can still combo out with Mana Maze on the field. Worst case scenario, you wait to Zenith someone on their upkeep. Cursed Totem is annoying at times, but it's not impossible to get rid of via things like Chain of Vapor, Transmute, Reshape, etc and its effect is strong enough to warrant inclusion. Finally, I think it's fundamentally wrong to criticize stax pieces as being meta-dependent. If you're making your own list to suit your group, you're surely going to take a look at all narrow cards in the list. Take Flusterstorm, for example. Great card, but it's feasible that it doesn't do enough work for you to want to include it in your meta. Given how limited mono-U's access to good stax pieces is, I included pieces here that work against a wide range of strategies in cEDH.
Although I advocate for greedy Arcanis lists, I think Pemmin's Aura goes too far. It's just not reasonable to expect to be able to play a 6-mana general, enchant it using a 3-mana enchantment, and then start sinking even more mana into the guy to draw cards. This is also dead in hand if you can't get to a position to use Arcanis. Minamo, School at Water's Edge does this fine with very little downside.
As for Laboratory Maniac, if you can draw your deck, you can get the pieces to kill the board anyway. What's the purpose behind Lab Man? I'll be honest with you, if I'm just playing the game, I'd rather be staring at Zenith than Lab Man in my hand.
Finally, if you can make improvements on any list, be it mine or someone else's, you totally should! I think it would be awesome to have a more open discourse about cEDH. I'll be honest, I'm not in love with a prevailing attitude here and on cEDH where people seem to accept grandfathered ideas as the best options.
3 weeks ago
@Winterblast spot removal is a necessary evil, I agree. I tend to play a bunch in my decks - mostly staples like Swords, Beast Within and Vindicate/Anguished Unmaking. The best spot removal is the one that covers the most card types.
All your points are completely valid and that brings me to another thing - that countermagic is often essentially just that, spot removal that happens to deny ETB triggers. For this reason, unless your deck expressly rewards stuffing itself full of countermagic, I don't think one should run counterspells.dec. In my Jenara's Bant Enchantress deck I run 2 counterspells and around 4 pieces of spot removal. Less so in my Teysa deck (http://tappedout.net/mtg-decks/little-teysas-value-town-1/), but that is justified by the commander who has built-in removal.
With that being said, proactively controlling the game by stealing opponents' stuff and stax is a better strategy for Sen Triplets than reactive counter-based gameplan, although they obviously won't hurt. If I was building a deck such as this I would include 6-8 of the following:
Muddle the Mixture mostly for transmute
As for spot removal, Esper is one of the best colours for it giving access to:
And for board control:
3 weeks ago
I would strongly recommend cutting all the counterspells with mana cost 3 or more. There are plenty cheaper and better counters, also for a lower Budget. You want to cast Muzzio AND be able to protect him, so every counter that is either free or only 1 or 2 mana is fine.
There's absolutely no need to use any of the worse Counters, especially because the cheap ones can wreck the acceleration of the other Players and the expensive ones can't. Just imagine someone keeps a hand with sol ring, 2 lands and spells with mana cost 3 and more. they are on the play and in their first turn you counter the sol ring with Mental Misstep - you've just put one player out of the game for 3 or even more turns! Enough time to set up your own tricks...
3 weeks ago
I don't get what you mean with the lack of green, because speed is definitely not the problem in an artifact deck like Stax. Being able to use mostly colorless mana means having access to Mishra's Workshop, Ancient Tomb, City of Traitors and Crystal Vein and the accelerating mana rocks get better as well. It's not quite as reliable as in Vintage with 4 Workshops in only 60 cards, but it's still a lot faster than having to use mostly colored mana.
As for Propaganda, I have cut and added that card numerous times, always thought I don't need it for the same reasons you stated. Can't protect planeswalkers, people will find a way to pay or destroy it...that's all correct and it works without it, until there's a need to slow down aggro, for example stuff like Kaalia of the Vast, which ignores the Moat and mostly also Ensnaring Bridge or when elves are on the table. I always felt it was unnecessary to make someone pay 2 for attacking but it brings aggro to a full stop after Armageddon and with The Tabernacle at Pendrell Vale or Pendrell Mists it's the same, because it's easy to pay the upkeep alone, but not upkeep and attacking. It feels weak but it has always worked, both with White Stax in legacy and in commander. The classic Stax builds in vintage and legacy always had a better matchup against Combo and control (Trinisphere, Chalice of the Void, Sphere of Resistance, Thorn of Amethyst, and Lodestone Golem are a threat to storm on their own for example) while having to protect extremely well against aggro. Having 40 life available is a good reason for not needing 3 or 4 Ghostly Prison like in Legacy, but it should still be at least possible to stop creatures with a land wipe imo.
I will try Spell Snare, Mental Misstep and Swords to Plowshares tomorrow. I'm not so sure about Karn Liberated because his removal ability is a minus, so he's not the late game saviour I might need. restarting the game is interesting, when you can hold for like 2 or 3 more turns but see that the system will be going down then. It's too situational and a 1 mana counter is probably better in his slot. However, Ugin, the Spirit Dragon can take out single targets with plus and clear the board with minus, while leaving most stax pieces intact and he's colorless, which means it's rather easy to cast him early.
Is there a reason why you don't play the cheap or free counterspells in your deck, although you have blue available? You probably have too little blue for Force of Will but Daze, Spell Snare, Flusterstorm, Swan Song or Mental Misstep would be fine I guess.
1 month ago
I would use a lot more counterspells for the early game because you lack the speed (I don't see any mana artifacts here except one random sol ring). You have to prevent the other players from going faster than you, which means countering and destroying the shit out of their acceleration so you can even get as far as profiting off your cost reduction stuff. I would strongly recommend for example Spell Pierce, Daze, Mental Misstep, Stifle (for fetchlands and important combo pieces), Muddle the Mixture, Isochron Scepter (for all these spells), Thwart and with a higher budget Mana Drain, Force of Will and Pact of Negation, maybe Flusterstorm.
1 month ago
No, they trigger separately. You can't sac 1 creature to fulfill both costs. It's comparable to how you have to pay 1 mana for each copy of Flusterstorm on the stack, not just for one.
1 month ago
1 month ago
99% Preordain mainboard is always better than having any copies of See Beyond and sideboarding Preordains. Preordain doesn't actually do anything as a sideboard card since it doesn't realistically improve any matchups more than a tech card like Propaganda or Flusterstorm would.
Also not quite sure about the creature selection here since polymorph just puts into play the first available creature card, so all having choices does is decrease consistency (exception being if it was set up with brainstorm, but that opens up a new problem where you have to have the card in your hand and once again introducing inconsistency).
Flavor is top notch though, had a quick laugh there.