Counter target activated ability from an artifact, creature, enchantment, or land. That permanent's activated abilities can't be played this turn. (Mana abilities can't be targeted.)

Draw a card.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Tempest (TMP) Uncommon

Combos Browse all


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

Interdict Discussion

ragincajun129 on How to Stifle your creature.

8 months ago

Gitaxian Probe is banned in Legacy. You might wanna consider Interdict .

Pal00ka on Issa Thassa

2 years ago

Willbreaker + Thassa would be fun! Roil Elemental fits the bill nicely too.

You have a big emphasis on stealing/cloning opponents' creatures but what about their spells? Talent of the Telepath, Diluvian Primordial, Spelljack, Jace's Mindseeker, Spelltwine, Stolen Goods, and Knowledge Exploitation (perfect w Thada!) do just that.

Arcane Lighthouse is a good hedge against hexproof/shroud, Strip Mine, etc. in case Homeward Path makes an appearance.

I don't see much draw at all; I'd put in instants so you always have a full grip. Blue Sun's Zenith, Pull from Tomorrow, Inspiration, Dig Through Time, etc.

While counters can be seen as "un-fun," in blue you gotta run a few. I like the ones that counter and replace themselves, plus they hopefully mitigate someone getting too salty. Arcane Denial, Dream Fracture, and Interdict (can delay a combo for a turn to let politics do its work).

An interesting and fun take on clone aggro, +1!

neosloth on Stax Teferi

2 years ago

Tolaria west isn't great. Expedition map fills the same slot better for tutoring lands because its cost can be split over multiple turns and it's an artifact so you can tutor it out with trinket mage and it activates metalcraft. Tutoring out pact can be relevant, but it's not something I would want to spend 3 mana with UU on. I also wouldn't want it to occupy a land slot because High Tide is very important.

Stifle is spicy but it has the problem of not actually stopping most of the things you want it to stop. A lot of the combos that rely on triggered/activated abilities can often just ignore the effect and win either way. If I really wanted something similar I'd rather play Trickbind or Interdict but those effects are pretty lackluster for 2 mana.

wjohnson936 on Hate for maelstrom wanderer and ...

3 years ago

Maybe stuff like Curse of Exhaustion, Arcane Laboratory, Eidolon of Rhetoric, or Rule of Law. Derevi's ability jumps around the global effects nicely. Erayo, Soratami Ascendant and Jace, Unraveler of Secrets might work as well. Should frustrate the Maelstrom player a little bit when they can't cast the spells off of the double cascade.

Assuming the Niv-Mizzet is built as a combo, give it shroud with stuff like Alexi's Cloak, Aspect of Mongoose, Diplomatic Immunity, Favorable Destiny, Mystic Veil, or Robe of Mirrors. (Hexproof might be better actually.) Alternatively, lock-out it's activated ability or give yourself hexproof with Abeyance,Aegis of the Gods, Arrest, Azorius Guildmage, Bind, Detainment Spell, Encrust, Faith's Fetters, Gelid Shackles, Ice Cage, Interdict, Ivory Mask, Katabatic Winds, Krasis Incubation, Leyline of Sanctity, Linvala, Keeper of Silence, Lost in Thought, Orbs of Warding, Peace Talks, Phyrexian Revoker, Pithing Needle, Serra Bestiary, Squelch, Stifle, Stupefying Touch, Suppression Bonds, Trickbind, Voidstone Gargoyle, or Volrath's Curse. I feel like throwing a Pemmin's Aura on it could lead to some interesting politics.

Obviously some of these cards are better than others, but that's everything I've got.

GamingG on Black/Blue Faerie

3 years ago

Based on your card choices, it looks like your goal with this deck is to play a long control game with efficient flyers as a win condition, so my suggestions are going to be in that light.

You have too many 1 for 1 effects. A control deck wants to trade up in cards whenever possible, using 1 for 1 effects only to stop things from taking over the game. The number of counterspells is alright, but I would strongly consider trading some spot removal for more Wrath of God type effects. Crux of Fate, Mutilate, and Black Sun's Zenith come to mind as budget options.

On the topic of your counterspells, some of them are a little strange. Mana Leak is going to be awful late game, and this deck wants to go late. Interdict is funny for the ocassional blowout, and does double as land destruction that cantrips in a fetch-heavy meta, but I would rather run Stifle or Trickbind. Essence Scatter and Negate are often in your hand right when you wish you had the other, so you might replace them with broader effects unless you increase your counterspell count.

You have a few tutors, but not many targets worth tutoring for. For instance, Merchant Scroll and Muddle the Mixture are both going to grab Cyclonic Rift almost every time. A control deck runs tutors to grab the right answer at the right time, or to grab a win condition. I'd consider adding more tutor targets or replace cards that can only be tutors answers or broader tutors.

Also, you seem to be lacking in card draw. A deck like this will usually lose in games in which you draw few extra cards.

One last note is that your commander doubles as a win condition with enough mana. This means you can be light on game-ending threats in the main deck and focus more on surviving until the late game and interrupting opponents' win conditions because you'll always have a win condition in the command zone. Additionally, you might consider adding ways to produce infinite mana so that your commander can exile an entire library at once.

Raging_Squiggle on How does countering triggered or ...

3 years ago

Interdict is the only example I know of that counters an activated ability and "keeps it from being activated again" until the end of the turn.

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