Force of Will

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Arena [BETA] Legal
Casual Legal
Pauper EDH Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masterpiece Series: Amonkhet Invocations (AKHMPS) Common
Eternal Masters (EMA) Mythic Rare
Vintage Masters (VMA) Uncommon
Masters Edition (MED) Common
Alliances (ALL) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Force of Will

Instant

You may pay 1 life and exile a blue card from your hand from the game rather than pay Force of Will's mana cost.

Counter target spell.

Price & Acquistion Set Price Alerts

EMA

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Ebay

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Force of Will Discussion

GreenFuzzyNinja on Artifact King

1 day ago

I would recommend removing all your creatures Jhoira's Familiar, Goblin Welder, Etherium Sculptor, and Foundry Inspector. You should also add more of all said creatures. I would take out Akroma's Memorial, Act of Treason, and Tectonic Instability. For lands, I would add Inventors' Fair, and Buried Ruin. Also Strip Mine and Wasteland is always good. I would recommend having a better counter spell than Essence Scatter, but I don't know what format your in, so i'll just suggest the best ones. Force of Will is very good, and so is Mana Drain. Overall, I would add White, and define a win con.

hkhssweiss on Masters of your Mind

2 days ago

Hey Aaerys, I used to run a Sen Triplets EDH deck also back in the day. Here is some insight which I hope you will find hopeful.

A couple questions, what is the budget are you working with? What is your main goal when you play with this deck? (Is it to control the game, deny resources, or stall until you combo?) What is the your playgroup level like?

Based on what you said your issues were while playing the deck, off the top of my head is to run more tutors, i.e. Demonic Tutor, Beseech the Queen, Vampiric Tutor (As you listed in your side board), Imperial Seal. You are in Esper colors which allows for optimal control of the boardstate.

To also answer your question you posted in your deck description, I would agree in turning it to a more control piece shell with more interaction. Cut out all unnecessary dead cards and add in cards such as Path to Exile, Delay, Mana Drain, Flusterstorm, Silence, Pact of Negation, Force of Will, Chain of Vapor, Mental Misstep, Swan Song. Ramp package is also quite vital for a control Sen Triplet shell, you should run almost all efficient 2 cmc and less rocks.

Some cards for ramp, Dimir Signet, Orzhov Signet, Azorius Signet, Mana Vault, Mana Crypt, Lotus Petal, Fellwar Stone, Mind Stone, Talisman of Dominance, Talisman of Progress, if you have the budget Mox Diamond, Mox Opal, or Grim Monolith.

If you have any other questions to help refining deck, I'll be happy to help!

matkomtg on Zur's Double D

2 days ago

@JohnnyCRO

Yes, there was a chance and I grabbed it! Even without LED it adds to DD piles it's insane :)

So speaking of cEDHlike build - no, it's not by design it's just using optimal cards for my plans. Through testing and playing my Kess, Dissident Mage deck it showed itself being very fast, but it lacked redundancy even with additions to usual Kess builds; that being said I decided to take a deck with more control elements and protection for the cost of being somewhat slower. This is, let's say a prototype that is using cards which shouldn't even be here because of me lacking better cards, which I will mention later.

Pact of Negation - a great card which can't get my hands on and I would definitely give it a shot for some more pile variances. On the other hand, I'm not a huge fan of Foil, I know it's being a somewhat a budget supstitute for Force of Will, but I find it to conditional for it's effect so I'll rather play PoN when I get it.

Anguished Unmaking - I'm also concidering cards like this one. I'd rather like to deal with all kinds of pernaments than just specific ones such as artifacts, enchantments etc. Vindicate is also great, but which to include is a question for now because I don't know how relevant that life loss is for that instant speed (I'll most likely run AU in place of Forsake the Worldly.) And speaking of mass removal spells, I'm a huge fan of wraths such as Wrath of God/Damnation where it's straight forward and since Damnation is pricey and WoG does practitly the same in other colors. I think I would run WoG or even Supreme Verdict since I'm already in white and it would be a shame not to get use of it, but I still agree that Toxic Deluge is a huge deal and it's going in this slot as soon as I get it (going in slot of Day of Judgment). Zur is here when I want to play a slower game and sometimes really irelevant, depending on the pod and my opener.

Solitary Confinement is my personal card of choice when it comes to protection from all those creatures; once Necropotence comes in, those lines of text where I skip my draw step or discard a card become quite irelevant.

Speaking of cards that might get replaced, it's all just a matter of time and money untill I get those. Besides already mentioned ones earlier, cards that might get replaced are Imprisoned in the Moon with Grasp of Fate which is more efficient removal, colorless mana artifacts for fast mana rocks, better counterspells and general land changes for better fixing. Rest of the cards might flex for some others in their slots depending on my meta changes.

MarcosTithes on Kess storm (help make it competitive)

5 days ago

Hey, I saw that you were looking for advice and there are a couple things that I could recommend. I'll go over a couple things, but I'll start off with the manabase since you said it was the thing you were looking to change most. Also, it's a bit long, but it should help you for what kind of a manabase makes a competitive one.

First off, there are several good replacements for duals, first and foremost being shocks, but since it looks like you already have those looks like you're already half way there.
Basically I would focus on removing any and all lands that come in tapped, because if you want your deck to be competitive, you need to be sure that every turn you take is as optimized as possible. A turn where you could be doing two manas worth of stuff you are only doing 1 manas worth of stuff which essentially means you are playing a turn behind. It's a bit of a simplistic way of explaining it, but that is the best explanation why without going into too much detail. Other lands I would highly recommend, firstly, are the pain lands. These are very effective replacements as well. ( Sulfurous Springs, Underground River and Shivan Reef ) find homes in many competitive decklists you will find. The filter lands are pretty good replacements as well, as they get you the colors you need with added fixing. They only issue is that the t1 plays they provide can be kind of awkward, but should only be really taken into consideration the faster and faster your deck is; In your case they should be a good fit though! They are Sunken Ruins, Graven Cairns and Cascade Bluffs. Also, it may seem weird, but adding every kind of fetch that can even get you one of your colors effectively gives you access to all the colors you could need! You could run all 9 fetches besides Windswept Heath, which seems like a pretty good deal to me, though if you have to pick and chose I would focus on the ones that give you your most important color (blue) first. This goes the extra mile in truly "optimizing" your mana base, and over the long run it thins your deck and makes it more consistent.
All in all, the changes I would make would look something like this -Canyon Slough, -Crumbling Necropolis, -Grixis Panorama, -Path of Ancestry, -Smoldering Marsh -Sunken Hollow, -Temple of Deceit, -Temple of Epiphany, -Temple of the False God
and do this
+Sulfurous Springs, +Underground River, +Shivan Reef, +Sunken Ruins, +Graven Cairns, +Cascade Bluffs, +Cephalid Coliseum, also these are pretty good, but the worst of the bunch I've recommended, +River of Tears, +Tainted Isle, +Tainted Peak. Additionally Ancient Tomb is amazing as well, so I would recommend that as a long term investment too. (plus it goes in every edh deck ever so it's non-exclusive!).

Apart from lands, there are a couple of things that I think you could use to increase the consistency of your deck and some of the combos that you seem to be going for. Going over enchantment's first, as there is a short list, I would consider taking them all out personally. Search for Azcanta  Flip is a more value oriented card popular in decks that try to attain long term value and want games to go long. Storm isn't quite looking for this, and for that, I think it doesn't do enough for what 2 mana will grant you especially if you are looking to "speed up" the deck. Very often competitive decks can't afford to play things that don't do anything right away, so even though the card is great, it needs to fit a certain role in a deck. I also think that Jace's Sanctum also comes to the "too slow" argument as well, but I think that if you are looking at least for a semi-competitive option, this is fine to keep in. Also for Thousand-Year Storm I have seen some discussion floating around in the competitive community that it could work really well as a win con in a similar oriented style deck, but the huge argument is paying 6 mana for a spell that doesn't do anything, or win you the game right away. Regardless, I think for what your deck has going thousand-year storm seems like it could prove well if it is working well for you.

Otherwise, there are just a couple of cards such as Jaya Ballard, and Docent of Perfection  Flip that really stuck out to me. Personally, I don't think that the amount of mana they are is really worth the investment, and I would rather play cards that help setup the win. To go off this, I noticed that you were playing Isochron Scepter, so why not replace those other cards and play Dramatic Reversal which is a near 2 card combo with the scepter? To utilize this combo you would need to play more things that tap to give you mana, but adding mana rocks will make your deck faster and I would recommend adding more anyways. In general this combo is low investment, high reward because none of the cards that you play to make the combo work arn't progressing you towards your endgame anyways. For the mana rocks you could add, I would highly consider cards such as Mox Opal, Mox Diamond, Mana Vault, Mana Crypt, Chrome Mox which are the high profile options, but for leaning more on a budget any of the signets are also highly viable (Izzet Signet, Dimir Signet, Rakdos Signet). In general this will increase the speed of your deck and make it more turbo charged. You won't find many competitive decks without these!

Lastly, I'd just like to briefly mention the best counterspells for competitive EDH. In general it is widely agreed upon that for combo decks in general, you want your counterspells to be as cheap and efficient as possible. Some of the most favored are Force of Will (i saw that you have that one), Pact of Negation, Flusterstorm, Delay, Mana Drain and Swan Song (also on the list). Secondarily, people do play Counterspell but it is often outclassed by the ones I mentioned prior. Also, there are other counterspells that people will play for more narrow purposes and should be played specifically for the meta you are expecting to play in. These are Negate, Mental Misstep, Spell Pierce(only for decks looking to win t2-t3 really),Arcane Denial, Remand etc... (here's a useful link if you want to know more: https://www.reddit.com/r/CompetitiveEDH/comments/5k0tef/a_lexicon_of_cedh_counterspells_and_some/ )
In general I would cut the counters that are 3+ mana, because there are just better options out there if you go looking, and hopefully that page can give you some good insight for what counterspells are the right choice for you. And that will about wrap things up for me without going in too deep.

Yeah, so I could go over every card piece by piece, but that would probably be an entire article on it's own. It really because what makes a deck "competitive" is kind of an ambiguous term in the grand scheme of things. I'm not 100% sure every recommendation I make fits what you are looking for, so it's hard to analyze what cards are truly good/bad without sitting down and discussing it directly. Also, since there are legitimately several different version of a deck that 1 commander could hold, I think I'll just leave you with some resources that can further your cEDHing. Here are some of the competitive edh resources that I like to visit, and hopefully they can serve you well too!
https://www.reddit.com/r/CompetitiveEDH/
https://www.youtube.com/channel/UCzt3cj_wzuNp4yRP9ZEBAmg
https://www.youtube.com/channel/UCGh7-4mDFssqhu_UpOwRzIA
also here is my Kess storm decklist if you want to take a look!: https://tappedout.net/mtg-decks/nekusar-we-legacy-storm-now-cedh/

It's always good to have another person in the community, so I'm glad that your interest has been peaked! Hope to see you around and feel free to message me if you have any other questions!

vasarto77 on Master of time and locust

1 week ago

Acquired a Force of Will in LP condition today at my FNGS for a good price. So I got rid of The Mirari Conjecture

darkone8 on Just a little 10/10

1 week ago

If you're gonna be playing Omniscience, play Show and Tell. It'll make your life easier. Also, I'd recommend adding just a teensy bit more control, like maybe Force of Will and Negate or Arcane Denial.

SynergyBuild on 2018 Vintage Flash Hulk

1 week ago

Why aren't you running Mana Crypt, Sol Ring, Mindbreak Trap, Force of Will, or any other good interaction, and are running Street Wraith? You know Wokshop, Paradoxical Outcome, and Oath will crush you, right?

Do you play Vintage? Or did you just see some cards and make a deck in 15 seconds...

SynergyBuild on Why not play this card ...

1 week ago

The biggest resource depends on the state of the game. People have often skipped turns to slowly mill their opponents under a Stasis lock, while keeping their library nice and thick, having a serious advantage by not taking turns.

Life can occasionally be more important than a turn, if no matter what you do, you will lose on your next turn because they have some Avacyn, Angel of Hope or something in their deck, you are at a low life total and there is no out in your deck, you would rather have 100 life than a single turn.


Also, the question should be more tuned, as if you say counterspells aren't common in Commander, you haven't played against the well-tuned Thrasios/Tymna, Sidisi, Tasigur, Arcum, Jace, Teferi (either version), etc. lists in cEDH. The are some of your best interaction, from Mana Drain even gaining mana, to Pact of Negation, Force of Will, and Mental Misstep being the cheapest mana-wise interaction you can hope for, with minor exceptions being like Slaughter Pact.

If you mean casual EDH, then the issue it that extra turn spells take generally too much time, or break a social contract.

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