Force Spike

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Duel Decks: Izzet vs. Golgari Common
Masters Edition III Common
Seventh Edition Common
Fifth Edition Common
Legends Common
Promo Set Rare

Combos Browse all

Force Spike

Instant

Counter target spell unless its controller pays .

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Force Spike Discussion

Boza on Some dragons.

3 weeks ago

The mono blue one is a 4/4 flying, hexproof Force Spike that exiles spells - by far the best of the bunch. Also, the flying hexproof one-sided Heartbeat of Spring with extra scrying attached is quite good - if you untap with it, you will generally win.

Overall, these are not what I would call good cards, but dragons with keywords and not much else. A couple that I mentioned stand out, but otherwise nothing really inspiring me here to want to play with these.

Focus on designs that have not been explored to generate interest. I just thought of a 4 mana 7/7 flying, trample dragon that deals 6 damage to itself when it attacks. Powerful, but risky to use. It can be a Red/White one and also have XX: Prevent X damage that would be dealt to target creature or player. This is an example something that has not really been explored and that is interesting to see, from a design standpoint

Guildsofravnica on Memedron Alignment

1 month ago

Careful Study isn't modern leagl, neither is Force Spike. Annul is sideboard only

enpc on

1 month ago

Cards like Force Spike are typically not that good in commander. Especially with your commander, you may ad well run Miscalculation which will do more work.

You need more ramp. Like, early game ramp. Sol Ring is a must, but Fellwar Stone, Thought Vessel etc. are all good. You want to get a bit of ramp advantage in the first turn or two and then for turn 3 onwards you want to start countering stuff.

As for the number of counterspells, this is somewhat inversely proportional to how fast you can deploy you win condition. Also remember, you don't need to counter every spell. Target prioritisation is super important when it comes to playing control decks. Sometimes you're better off letting the big stompy thing resolve because you know it won't be pointed at you for a few turns. So to answer your question about how many conterspells, it varies. But I've found that with decent card advantage, ~13 works well (the full removal suite is somewhere around the 20 card mark).

Lame_Duck on Censor good enough for Grixis ...

2 months ago

It's worth a test but I doubt it. Being able to cycle away a dead conditional counter in the late game is good but the Force Spike effect is not just slightly worse than Mana Leak, it's way worse. Censor becomes dead as a counterspell so quickly, it's infinitely easier for the opponent to play around - particularly in Modern where a lot of powerful cards are very cheap to cast (Death's Shadow, Tarmogoyf, Lightning Bolt, Path to Exile etc.) - and in a deck like Delver where you're trying to pressure them enough that they don't have time to play around your conditional spells Leak plays into that strategy much better than Censor. Basically, they're as good as each other in the early game when the opponent is curving out and Censor is much better in the late game when both players have lots of extra mana to play with but Mana Leak is significantly better in the mid game when your opponent has a little bit of extra mana to use, you actively need to be disrupting what they're doing and when cycling a card for is actually kind of inefficient thing for the Delver deck to be doing with its mana.

TrueTribal on Baral - You Will Comply

2 months ago

Just saying, the link in your description doesn't work. I'm not sure if you want more counterspells, but here are a few that I like: Force Spike, Mana Leak and Spell Pierce. Cryptic Command is also a very powerful model spell, if you have it.

n0bunga on Breya: The Last Metalbender - Retired

2 months ago

Nicely done with the trades! But yeah man, delay is great. At it's best you've "suspended" a hard counter that was trying to respond to something of yours. So once that final time counter removes on their upkeep, it's forced to cast and fizzle.

At its "worst" you've timewalked their general, or menacing creature for a few turns. The downside here is they gain haste.

Other than that, Countersquall isn't necessarily budget, but it's fairly effective in storm decks. The added life drain is cute. Dromar's Charm is VERY resource restrictive. But they're all within the colours of Breya. Force Spike is White Mana Tithe. Absorb is another hard counter that is very resource dependent - less than Dromar, and there's the cute life gain that's usually inconsequential. Memory Lapse is another timewalk that stalls your opponent. And if you're okay with 4 mana counters, Rewind is technically free.

EDHTest on Saint Traft's Vengeance -- Duel Commander

2 months ago

One of the strongest aspect of playing GoST in duel commander are the artifacts that can allow you to cast him on turn 2. Ramps after that are not that important.

Consider things like:1. Jeweled Amulet almost 0 reasons not having it. Allows T2 traft is a huge threat clock before most counterspells are ready.2. Mox Diamond3. Chrome Mox

On the latest update, duel commander starts at 20 life and very likely, you'll encounter more burn decks (Zurgo, Vial/X) which has crazy low curve. Stock up on your low cmc counterspells such as below (no 1-3 almost nearly mandatory)1. Mana Tithe2. Force Spike3. Spell Snare4. Spell Pierce5. Blue Elemental Blast or Hydroblast if Zurgo is plaguing your meta

Lastly, I think your land count is very low. In DC, tempo decks generally do not want to miss land drop + threat in the first 4 turns, which means they usually play 39-40 lands and no ramp before 0 mana.

Remember, turn 2 dropping signet means 1 turn skipped of not dropping threat and not keeping your counterspell mana open.

infinitelennies on Hope I'm Not BUGGING you

2 months ago

Thanks for commenting so many times and creating the illusion that people are actually talking about this deck lol.

My reasoning for playing Stubborn Denial is this: Force Spikeing things people play turn 1-2 is still usually going to counter them. Plus a good 70% of the time I'm needing the card as a "Counter your removal spell targeting Tasigur" or something like that. If anything, I want to add in more creatures to trigger Ferocious. And I've seen RUG lists playing Denial with only eight creatures that trigger ferocious.

I understand that Ceremonious Rejection costs one mana, and I understand how big a deal that is. But like I said, it doesn't counter the shenanigans of TitanShift, plus you need to realize Disdainful Stroke helps shore up the fact that I usually can't do anything about big permanents. "Spells that cost more than four" represents a lot more things that will kill me than "Spells that are colorless". That's how I look at it.Without Disdainful Stroke I'll lose to a fringe jank not-viable-in-Modern Dragon tribal deck I get matched up with for game one, or something like that. I'd honestly rather lose to Affinity than lose to Dragon Tribal.

I'm starting to warm up to the idea of putting Snapcaster Mage back in. I am 100% sure this deck needs more creatures. I'm not playing more than two though.

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