|Commander / EDH||Legal|
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|Duel Decks: Elspeth vs. Tezzeret (DDF)||Uncommon|
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You may discard an Island card and another card rather than pay Foil's mana cost.
Counter target spell.
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|Have (5)||xXThormentXx , buildingadeck , Fairseas , Forge , rockleemyhero|
|Want (9)||buildingadeck , kovellen , RHF , klokwurk , Donktor_Jcon , Esquire_ , MasterRoach117 , Uncommon_Courtesy , andymaul123|
3 weeks ago
Foil would be a nice counterspell in your deck to protect the combo
Horn of Greed I think would also fit in here to help move things along.
1 month ago
hahahahahhahaha I up-voted for the Pun. Love it. LOL.
1 month ago
great direction. I think you'd have a lot of fun with it. However you're in blue, and you don't have any (that I saw) Counterspells. I really think you're overlooking some great protection there. Pact of Negation, Syncopate, Force of Will (I know it can be expensive), but a cheap alternative that can be just as good is Foil. very underrated counterspell. also Disallow has t be one of my personal favorites.
In all, I'd trim down the creature list a tad, and throw in some instant spells that can help you against the decks you'll be playing against. Instants that will let you do things either as their turn is ending before yours, or in response to things they do. It'll help you out dramatically but also make you a much more fierce opponent.
1 month ago
"Counterspell: the best card in all of Magic's history"
But Mana Drain is strictly better.
And in terms of countermagic, Force of Will, Mental Misstep, Foil, and Daze are zero mana, Dispel, Flusterstorm and Swan Song are one mana, Negate/Mana Leak are more splashable, Arcane Denial/Remand are more splashable and replace themselves, Disallow is more versatile, Time Stop is more powerful, verastile, and Mindbreak Trap is more powerful (hits more), gets around "can't be countered", and can be free.
Counterspell isn't the best in any category in terms of counterspells, not like it comes anywhere close to the best card.
1 month ago
My Own suggestions:Leyline of Anticipation
Obligatory: Storm Crow
Gin- But i don't really wanna go there
OppI DO NOT WANT TO TAKE EXTRA TURNS GUYS SORRY FOR FORGETTING TO MENTION THAT.
2 months ago
2 months ago
Hope you don't mind some suggestions from ya boi Owen. I've looked thoroughly through your list and have some ideas to propose to you. Totally up to you whether or not to use these cards (I won't be offended either way- at the end of the day this still looks like a solid, fun list!). But here are some suggestions:
Replace some of the counterspells: I've noticed you've put a lot of counters in here. This is good- make sure people can't achieve their wincons. But 19 might be a little too much- mono blue can work very effectively with just 10 counterspells (especially with the draw and topdeck manipulation you will be able to achieve with this deck). Here are in my opinion the top ten best budget counterspells: Arcane Denial, Swan Song, Counterspell, Mana Leak, Foil, Pact of Negation, Summary Dismissal, Disallow, Muddle the Mixture, Condescend. And of course you have access to Mana Drain which could easily replace any counter out of the ones I just listed. Even if you want to stay at 19 counters, I would highly recommend taking out Annul, Ceremonious Rejection, Essence Scatter, and Spell Shrivel to put in cards like Swan Song, Arcane Denial, and Foil.
Draw Spells: You've got good stuff in here like Pull from Tomorrow and Stroke of Genius, but sometimes paying X every time you want to draw cards can be a bit too much (especially when you are trying to cast high cost Sphinxes). I'd recommend removing Stroke of Genius, Fact or Fiction, and Fortune's Favor to put in Frantic Search, Dig Through Time, and Paradoxical Outcome. Frantic Search lets you untap lands, Dig Through Time is just too good, and Paradoxical Outcome can let you net mana off of bouncing Sol Ring while also letting you get more ETB effects off of your replayed creatures. For strong early game draw, I'd recommend removing Braingeyser to fit in Mystic Remora.
Ramp: Since your average CMC of the deck is 3.48 and blue gives very little access to land ramp like green, you'll need to back that up with a buttload of artifact ramp. You need to put in Thran Dynamo, Mind Stone, and Sapphire Medallion. They will help you a LOT. Having Dreamstone Hedron, Everflowing Chalice, and Caged Sun in here addition to the other artifact ramp will definitely give you an edge over other players in mana. Also I'd recommend putting in at least 3 more islands.
Acid Rain: This card makes me lol against mono green players. It seems entertaining but may be a useless draw when playing against decks that don't run green. Or even if they do run green it could be something like my Surrak Dragonclaw deck that only runs a few forests with most everything else being nonbasics that don't have forest type like Karplusan Forest. Due to this, if you want to put in some land hate, run Frozen AEther. People will hate you but it's not too mean and it certainly puts you ahead and gains you even more counterspell advantage.
Sphinxes: Here are some Sphinxes I've found that I think would really do you a lot of work and versatility in this deck: Guardian of Tazeem, Chancellor of the Spires, Sphinx Ambassador, and Deadeye Navigator. Yeah, I know the Navigator isn't a Sphinx but he can blink your Sphinxes to get their ETB effects as well as Unesh's trigger. Endless value for only 2 mana.
Target Removal: I would recommend taking out a couple counterspells in order to fit in Reality Shift, Rapid Hybridization, Pongify, AEtherspouts, or AEtherize. These cards have insane value. Everyone expects a counterspell, but nobody expects their Pathbreaker Ibex to suddenly become a 3/3 Pepe the frog at the end of main phase.
The Immortal Sun. This card would do wonders for this deck- you saw first hand how well it worked on Saturday night. Imagine James trying to play that goddamn Teferi, Temporal Archmage with Immortal Sun out. Glorious.
Terramorphic Expanse and Evolving Wilds. Think about these two for a second. They come into play, you sac them and go fetch and island and put the island into play tapped. Your deck is mono blue- so the only thing you can fetch with these is a basic island. If you just replace these with basic islands they'll come in untapped.
Anywho- those are my recommendations! Hope they help and I'm really looking forward to seeing you play this deck! Sorry I went into so much gross detail about my suggestions but I really do love looking through lists and then writing about them.