Hindering Light

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual 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
Shards of Alara (ALA) Common

Combos Browse all

Hindering Light

Instant

Counter target spell that targets you or a permanent you control.

Draw a card.

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ALA

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Hindering Light Discussion

Saintdale on Baneslayer Defender - Dale

2 days ago

HAHAHA oh gosh, I did call her a him :s woops. Thanks for the advise.

As for the land, Yea I see your point. So currently I Have 24 land. I might consider putting 1 more in, but you may be interested to know that I haven't had a problem with land and I think the reason is because I draw deeper into my deck with cards like Serum Visions and Wall of Omens and Hindering Light. These all have effects that let me draw deeper into the deck, bringing my land into my hands slightly faster then usual. I know that the mana-curve on this deck it large though, which makes it slow and sluggish, but it's about as low as I can get it.

Thanks for the feedback though, I will play test and see how often I get baneslayer out ;) aiming for a turn 5 drop if possible :) S/he's the whole reason I made this deck if we are begin honest.

Hyperalgialysis on Is this a decent commander?

1 month ago

A couple more good counterspells that are blue and white are Overrule Render Silent Hindering Light Fall of the Gavel

peccatori on UW Saint Traft Aura

2 months ago

First, i'm sorry by my english. Second, i'm sorry by my magic's skills. Well, let start.

The deck's premisse is "I want to have a angel 4/4 with fly hitting my enemy in their face".To do this, we will use Geist of Saint Traft, he is a creature costly one/white/blue with hexproof, "Whenever Geist of Saint Traft attacks, put a 4/4 white Angel creature token with flying onto the battlefield tapped and attacking. Exile that token at the end of combat", and a body 2/2. The only problem with this card is in the last party: he is a 2/2. So it's very easy to be killed by a blocking creature. For correct this we will use Steel of the Godhead. Our geist enchanted with this will become a 4/4 creature with lifelink, unblockable and whenever attacks put a angel 4/4 flyng and atacking too.

So, mission completed! But, wait... We can do better. Invocation of Saint Traft permit us enchant a creature to do the same thing the geist does. And, maybe you heard about him, maybe not, but Invisible Stalker is the right blue-guy if you want to attack your enemmy without reaction. Costly one/blue for a creature with HEXPROOF AND UNBLOCKABLE, you will pay two mana for a creture that, if enter the battlefield, can be stopped only for a global distruction or a saccrifice order. The only problem is he is a 1/1, but our propose is enchant he with Invocation of Saint Traft, and now we have our angel 4/4 hitting our enemy and one turn before if we used the saint traft.

This is very fun, we have two combinations to do the samething we want, Saint Traft and Stell of Godhead & Invisible Stalker and Invocation of Saintraft. And the best party of this is in the two case we use a Aura. We already saw a GW Aura and a BW Aura. It's time for a UW Aura.

We use Ethereal Armor to buff our creatures for each aura we have AND give him FIRSTSTRIKE (the Stell of Godhead give unblockable for us Geist, but this in the mostly cases protect him enough), Cartouche of Knowledge allow us to give +1/+1 and fly to a creature AND draw a card (that is awesome), One With the Wind is a generic aura: +2/+2 and fly.

To protect us and buff the Ethereal Armor, we use Journey to Nowhere and Detention Sphere. In the deck we use two of each, but the Detention Sphere is best in the mostly cases. You will use journey if have a deck that wins early and with a creature. In the other cases you will use Detention Sphere: exile all permanents with the same name. With that you can exile a enchantmant that make a combo, remove two or three creatures with the same name or clean a board with Tokens. Yeah, detention sphere is pretty better than journey.

Still to protect us we have Hindering Light, anull a spell that target us or, usually, one of ours enchantments. And you draw a card. Talking about draw a card, we have Ephara, God of the Polis, that is awesome in our deck. Like the other gods, she is a legendary enchantment creature with subtype God, indestructible and isn't a creature while your devotion for heir colors is less than 7. She is a enchantment, so she will buff our Ethereal Armor, we have a lot of enchantments, so is easy to she becomes a creature, but the best of this god is your effect: "At the beginning of each upkeep, if you had another creature enter the battlefield under your control last turn, draw a card.". As we have a creature entering the field every turn, thanks to Saint Traft and your enchantment, we will bough a additional card on opponent's turn.

Know, let's talk about three cards that do similar things: Auramancer, Enlightened Tutor and Heliod's Pilgrim. These three cards get enchantments for us: Auramancer recover a enchantment from cemittery, Enlightened tutor search our library for an enchantment, and Heliod's Pilgrim search our library for an aura card. Alone, the best of them are the Enlightened tutor, cost only one-white mana and you can do this in instant speed, for... I don't know, but instant speed is cool. So, why we use 1 auramancer, 3 heliod's pilgrim and zero enlightened tutor?

The motive is Call to the Kindred. Cost 3/blue mana, enchant a creature and at the beginning of your upkeep search the top five cards of your library and put a creature card that shares a type with enchanted creature on the battlefield. If we enchant Heliod's Pilgrim with this, and we can search this card when she enter's the battlefield, every turn we can put for free a creature card on the battlefield, because all our creatures, with exception Ephara, shares a type with Heliod's Pilgrim. This is awesome if you are in a field with much deck control and time. That is my case. Now, with that aren't you case, you will preffer to use enlightened tutor, change the 3 heliod's pilgrim and the call to kindred for 4 of them. But, if you field have much blue-decks that counter your's enchantments, change the heliod's pilgrim for more 3 Auromancers, that way you can recover the enchantments that gone to the cemiterry. For black-decks that force you to sacrifice your creatures, its better the strategy of Call to the Kindred + Heliod's Pilgrim .

Last but not least, we have Hero of Iroas. That card be white don't make sense to me, one time Iroas are Boros, but be happy that is white. Cost one/white for a creature with body 2/2 that makes all your auras cost's 1 less, and have heroic - put a +1/+1 counter on it is awesome. It's no the better card on the deck, buts your effects are awesome. If your enemy can't destroy your enchantments, try to change one or two Hindering Light for more Hero of Iroas.

Know, lasts considerations. The first is why we use only two Seraph Sanctuary. I try to use 4 of them, to gain more life every time the effect of Saint Traft activate, but the life gain don't compensate the fault of blue/white mana. After some tests, two are the best amount for the deck. The second, Anointed Procession. You can use them if you don't want to do the combo Call to the Kindred + Heliod's Pilgrim . With this in battlefield, whenever the saint traft activate his effect you will have two angels attacking your oponnets. That's strong, but the times this card makes you win the game... Well, with me that card never was the reason to me win. Normally, if your oponnet can't stop your creatures, destroy your enchantments or something like this, have one or two angels don't make great difference. So, i prefer the combo pilgrim-kindred. And last, if you are facing a Burn, just put into the deck Lifelink. Cost one-white and gives lifelink for your creatures. This is normally enough to compensate the life take by burn.

chadsansing on Ephara Control

2 months ago

Yay for control!

Absorb, Angelic Renewal, Dovescape, Hindering Light, Offering to Asha, Mana Maze, Mark of Asylum, Overrule, Propaganda, Silence, Swift Silence, Trickbind, and War Tax might complement your game plan.

Have fun brewing!

ArchonBlue on Azorius Blue/White Control

2 months ago

@IzzetFanatic, I'm curious as to why you recommend Remand and Mana Leak? The draw ability is definitely nice, as is the slightly lower mana cost, but it seems like mid to late game it would be pretty easy for my opponent to override the additional cost in Mana Leak or to just play whatever I return to his hand from Remand the following turn. What do you think about Rebuff the Wicked or Hindering Light? Is Counterspell illegal in Modern?You're right, Search Warrant isn't great and a Detention Sphere would be way better. I also thought about replacing it with a Martial Law, although maybe that isn't as good because it is creature specific.

Old-Mate on Watch the Skies

2 months ago

Replace Remand with Hindering Light, basically the same spell in a blue white deck and the countered card is discarded instead of given back to the player.

Also Wall of Denial would be good.

Madary on Esper Stompy

3 months ago

I did in fact run Hindering Light during deck construction and I'm considering putting it back in since I also have Turn Aside in my current sideboard. Thanks for the suggestion.

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