Forbid

Forbid

Instant

Buyback—Discard two cards. (You may discard two cards in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.)

Counter target spell.

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Have (1) pskinn01
Want (4) Etinifni , princessrin , Blackswan968 , EmanRuoy88

Printings View all

Set Rarity
Masterpiece Series: Amonkhet Invocations (AKHMPS) None
Tempest Remastered (TPR) Rare
Exodus (EXO) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Forbid occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Blue: 0.27%

Forbid Discussion

richardrorty69 on Scarab God Reanimator/Control

6 days ago

SideBae not presumptuous at all! I'm absolutely looking for help. This is my first big pet deck so I'm glad for eyes outside my meta addressing what this deck is trying to do. I'll address your points individually but overall: thanks very much for the extremely thoughtful suggestions.

  1. You're right about the Zendikar fetches--in fact, they're already present. I upgraded this deck's lands and forgot to edit the list to completely reflect it. You may be right that the deck could use more card draw; I'll try swapping Palinchron/Phantasmal Image for the cantrips next match and see whether consistency improves. It hasn't been a problem so far but it's probably more useful than the combo.

  2. Good eye for card advantage. Swapped.

  3. The typical discard outlets are situational--eg the buyback on Forbid or Force of Will--but there's probably room for Liliana of the Veil in Bribery's place. There's not quite enough instant/sorcery recursion to make mass discards consistent, which is why the deck doesn't currently run Jace.

  4. See above

  5. See 1, this deck now runs Vault, Crypt, and Mox Diamond for further ramp. Thanks for the edit reminder.

  6. I don't think I can generate enough value off Narset without eg Windfall or Jace.

  7. I'll playtest Graveborn Muse over Rite of Replication. While I think the reanimation is much more powerful and too-often overlooked, The Scarab God's damage/scry is great incremental value and I'm happy to pick up more.

Mortlocke on The Queen's Egg

6 days ago

Yarok - You didn't link your deck. You can do it like this:

[[deck:The Song of Phyresis]] 
Also, I tried searching for it on the site and it didn't show up :\

Wicker - You can link cards like this:

[[card:Sliver Queen]] 

As for my thoughts on each card? I'll try and keep my tangents short lol.

  • Disallow: is cool, but not very good in a Sliver deck because it belongs in a Baral, Chief of Compliance deck. I mean, not only does it feature him in the card art, it actually lowers the CMC to , making the card a strictly better counterspell. I slotted in Mana Drain, but if cost is an issue and you want a good to decent counterspell that is not Counterspell i'd consider Forbid, Mana Leak, Arcane Denial, Hinder, Rewind, or Dissipate.

  • Kindred Summons: Cool. But can be a massive dude of a card if you dont have any topdeck manipulation ala Scroll Rack, Mirri's Guile, or Sensei's Divining Top. Notable combinations with this card would be Worldly Tutor or Vampiric Tutor.

  • Mystical Tutor: If your deck relies heavily on interaction/instant speed removal then this wouldn't be bad inclusion. The only issue is that MT won't be doing much outside of getting you some potential interaction, meaning that you'll be holding up mana you could be using to better establish your boardstate.

  • Coat of Arms / Door of Destinies / Vanquisher's Banner: Depends on how you want to build your deck - if you want to rely primarily on combat damage being your wincon then any of the previously mentioned are worth it. I'd run all three in addition to Shared Animosity, Magma Sliver and Sliver Legion.

  • Heartstone: Be careful with this one. It's effect applies to your opponents' creatures as well. I'd never include this because I like to be shrewd and not unknowingly enable my opponents to win. If you insist on including this you better be sure you're going to win on the turn you play it.

  • Herald's Horn: Seems like good card advantage. I'd choose between this and Rhystic Study.

  • Distant Melody: I generally don't like spells that are contingent on how many creatures I have in play, because it's only good under very specific conditions that can be influenced by opponents. I'd go with Dormant Sliver or Synapse Sliver.

  • Kindred Dominance: This card is super cool. I'm considering slotting this in/play testing this for Toxic Deluge. That CMC of 7 hurts though.

  • Living Death: A cool card. I'm considering slotting it in for Patriarch's Bidding to playtest.

  • Cryptolith Rite: Is an okay card. I apply the same logic to this card as I would Distant Melody. This card is only as good as the number of creatures you have in play, which can be influenced by opponents. If someone boardwipes and this card is in hand it's literally a dead card.

  • Unnatural Selection: A fun card that used to be in this deck. I eventually cut it because it was banned in my local LGS which was hosting an EDH league. It obviously has great synergy with Sliver Overlord - but nothing else. The card is pretty niche - but it's fun. If you want to go for a more casual build with Sliver Overlord at the helm, then i'd run this.

Marcolokvenvan on Event Horizon

1 week ago

Ola realy like your idea i arixmetes. I even found i overlooked Forbid and Unwind for my own decks consideration And i love the ivory tower it gets tested in mine defenitly

Azeworai on Animar Elemental Tribal

3 weeks ago

Okay, so I am quite fond of brews that are delectation to pilot, but I am beholden to recommend some changes.

Now, Panharmonicon is a fantastic card, but there are only eleven ways to trigger the thing in this deck. Two of those are Draining Whelk and Grave Sifter, so, whilst they may have their moments, they seem lacking for doubling _ETB_s. This is my same opinion for Conjurer's Closet; what value is blinking something? Flameshadow Conjuring is in the same boat. These all become useless far too quickly, save for maybe Risen Reef shenanigans. Bramble Sovereign somewhat falls under the same folly, but I don't believe it to be as narrow.

Another thing to consider is the mana costs of cards. The majority of your curve is at three, which is probably when you would want to cast your commander. Ramp at two mana is far more ideal, as athwart to Keyrunes and Cluestones. I'd cut Temur Banner, Harrow, Gruul Keyrune for Talisman of Curiosity, Talisman of Impulse, and Rampant Growth. Wayfarer's Bauble is also of note. Llanowar Elves, Fyndhorn Elves, and Elvish Mystic each can draw cards off of some of your effects late-game whilst being incredibly effective early.

Pillar of Origins is a fine card, but it only produces mana for elemental, being twenty cards in your deck and the commander. This leaves seven lands with activated abilities and forty-two nonland, non-elemental cards that cannot be used with the Pillar. I would just use Talisman of Creativity.

Seeing as that you have ramp in the command zone, doubling down on card draw seems important. Guardian Project, Beast Whisperer, Garruk, Caller of Beasts, Primordial Sage, and Vanquisher's Banner can draw off of each creature. Kindred Discovery is an especially potent one. Shamanic Revelation and Collective Unconscious each can refill the hand well, but Tishana, Voice of Thunder may just be the best form of this effect.

I would perhaps include more elementals and/or more creature tutors. Perhaps specific creatures for situations, such as Collector Ouphe and Reclamation Sage.

If budget so allows, Thassa, God of the Sea, Rhystic Study, Sylvan Library, and Cyclonic Rift are as good as they are played.

Specific to your deck, Vivien, Champion of the Wilds just seems lovely.

Seeing the decklist, it seems to have a sparse amount of interaction. Reality Shift, Incubation / Incongruity, Imprisoned in the Moon, Song of the Dryads, Lignify, Pongify, and Rapid Hybridization are some to consider. Kenrith's Transformation even replaces itself.

I run Decimate in every deck I can. It is absolutely amazing and has literally never been lacking.

Some counter magic is always great; Supreme Will, Counterspell, and Forbid are some favourites of mine.

That shall be all from me!

I do have a couple of tribal decks along the same route as this if you so wish to peer upon them: Eladamri, Leader of Skyshroud The River Anew

Good luck and happy casting.

king-saproling on Raxodia - Garza's Kobayashi Maru

1 month ago

Hey KayneMarco yeah there are definitely ways around it. I have Padeem, Consul of Innovation to prevent spot removal and Forbid to counter wipes to make it more solid.

There is a way for the opponents to shut down the setup without any cards, but nobody has done it yet.

hejtmane on

6 months ago

crash328 I looked at Forbid but I do not think I have a consistent enough draw for that card.

crash328 on

6 months ago

Is there a reason you dont run the buyback counterspell Forbid ?

Capt_telnet on the Evil Azami that will get me banned from my lgs

7 months ago

Hello my dude, I also have an Azami list that everyone hates and can give you some advice.

If you want to win you are probably going to need one of these three cards: Dream Halls You have more cards than anyone else, so you get the most value out of it. Can also be used to cast Azami from the command zone. (It's like 20$), Mind Over Matter This goes infinite with Azami out for lab man win. Can also be used for mana generation, fun with Nykthos, Shrine to Nyx ( It's about 20$), or Intruder Alarm The value here is completely insane, you draw buttloads of cards. (It's like 18$). None of them are cheap, but its hard to have a fast lab man win unless you get one of those out. If you want to go really nuts, Paradox Engine is also in this category of "cards that win you the game almost immediately" but it costs 50$ and you need to run mana rocks to make it work optimally.

As for your wizards, you might want to switch a few for better options. Timestream Navigator , Sower of Temptation , Galecaster Colossus are all great and under 2$. Inspired Sprite lets you draw 2 every time you cast a wizard. If your a real monster Beguiler of Wills is disgusting, and if you have Intruder Alarm out... well, you just take every creature as it enters the battlefield. Archaeomancer is also just really good. And Temporal Adept and Portal Mage seems right up your alley.

On the more expensive end you have cards like Patron Wizard Which makes grown men cry. Glen Elendra Archmage Which combos quite well with Sage of Fables or Metallic Mimic in play. Fatespinner which helps keep people from attacking you. Baral, Chief of Compliance can also help reduce the cost of your counter-spells.

You might want to upgrade your counter-spell list aswell, Negate , Abjure , Arcane Denial , and Forbid are some that are cheap and good.

Lastly, mana rocks. You definitely need some. Mana rocks are the only way your going to be able cast wizards and still have mana open to counter spells. The faster Azami hits the table the better, and shes costs 5. After playing Azami for years, I can tell you the primary reason I lose is not having mana fast enough (that and everyone ganging up on me for running hard control). I'm only running 8 mana rocks in my list if you count cost reducers, and I'm honestly thinking about pushing that number up to 10 or 11.

Here's a link to my list, maybe you'll see something there you like: Nerds. I can confirm that my playgroup hates it.

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