Interdict

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Interdict

Instant

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.

sergiodelrio on No sacrifice

3 weeks ago

Your best bet imho is to try and prevent activations with cards like Pithing Needle Cursed Totem Interdict Null Rod Phyrexian Revoker Sorcerous Spyglass Damping Matrix or Karn, the Great Creator

Some things will still fly under the radar tho and does not really help your Sauron I guess.

ENZU on Orphans

1 year ago

I would say Sea's Claim or similar. Islandwalk decks that also hate on Field of the Dead etc. Still have some use if ur commander is Thada Adel or something. Or if your commander cares about mono U devition i.e Thassa, God of the Sea

Another thing might be arguably Solemn Simulacrum and Thran Dynamo because the format has increased in speed to the point where people ramp from cmc 1-3 and almost never 4.

Interdict is a good blue spell given so many comboes, but whirlwind denial and such are much more flexible. Counterspells in general tend to phase each other out because with answers you want the most efficient and flexible version of that effect. Which leads to my next abandoned card Doom Blade.

Then i would say something i miss from magics early history are janky, powerful symmetrical effects on artifacts. I.e. Horn of Greed. These are still played in edh, but wotc abandoned designg them

QuestionMarc on Vadrik's Discount Spell Emporium

2 years ago

It's not really fair to suggest a bunch of additions to a deck without suggesting some cuts, so the ones I am seeing so far are:

  1. Clone Legion This is a huge spell but not necessarily a game ender when for 9 mana it probably should be. If it doesn't end the game, it will create a bookkeeping nightmare of tokens that are copies of a variety of creatures that don't have haste and are permanent. Seems the most straight across replacement would be Insurrection which for 1 mana less steals ALL creatures (not just one player's), gives them haste, and guarantees you have all the power and your opponents have no blockers. You should be able to end most games that way or at least take out a player or two, or just wait a little longer until that is the case.
  2. Diluvian Primordial A very expensive creature with no cost reduction, no tribal support, no flash or anything to keep it flexible, and it allows you to cast one spell from each opponent's graveyard? Your spells should be better than theirs. you don't need their spells. Certainly not at this cost. My straight across replacement recommendation? Spark Double! If you have your commander out, this seems like the best creature you could possibly cast!
  3. Double Vision 5 mana is a lot to spend on an enchantment that does nothing on its own, and when it is really good it is kind of a win more card. What this card needs more from an enchantment is more stuff to do early game and more repeatable card draw, so it may be cliche but you could put Mystic Remora or Rhystic Study here and I'm sure they would prove useful to keeping the deck fueled.
  4. Foil Seems like the worst of your counterspells, and you already have a lot! You want one you can cast for free? Force of Will, Fierce Guardianship, and Deflecting Swat are all likely better but expensive. Mana Drain too. But IMO, you already have plenty of counterspells and could use more stuff to trigger day/night so I recommend Leyline of Anticipation here so you can make it night on your turn easy and keep all your tools available at all time. Not to mention dropping creatures and artifacts and stuff right before your turn to protect them!
  5. Galecaster Colossus I'm not sure what another 7 mana creature is doing in this spell slinger deck. You wanna tap out for this on turn 8? No. I found a few other Wizard synergies that would probably work better like Sage of Fables or Metallic Mimic, but probably the Wizard that I would hate seeing the most here and is therefor probably correct is Fatespinner. This will also encourage a lot more day/night flipping I imagine when some people have to skip their main phase!
  6. Homeward Path Are you worried about your commander being stolen? That doesn't seem like a likely occurrence in our meta, and even less likely with all the counterspells and protection equipment you are playing. Instead how about Tyrite Sanctum? You can put a counter on Vadrik at instant speed repeatably for a low price, and when the time comes you can make him Indestructible permanently!
  7. Stifle I find this effect is often too small to be worth running defensively. You could replace it with a slightly bigger version like Disallow, Trickbind, Interdict, or Squelch. You could also replace this with kind of anything proactive and I have a lot of suggestions that could go here with Commander's Plate probably being the safest and Galazeth Prismari being the wildest! (He allows you to tap your equipment for mana!)
  8. Theoretical Duplication I just don't think copying your opponent's creatures for the turn (or more likely creature, singular) is that strong. And the bookkeeping again. You know what IS frustratingly strong? Capsize. Oof. I kinda hate myself for recommending it though. Alternatively if you wanna buyback something fun how about Seething Anger, Haze of Rage, or Lunar Frenzy to build up a huge Vadrik turn!

And a few basic lands for some of the nonbasics I recommended. Also we probably have too many Mountains given that 73% of your mana costs are blue. That's a good start I think at tweaking this deck!

tiffanyann on Unique Commanders

2 years ago

Oh God here we go.

Aethertide Whale

Brineborn Cutthroat

Brine Hag  WTF IS THIS

Arcane Adaptation

Daring Saboteur

Deadeye Plunderers

Denizen of the Deep

Diabolic Edict

Dire Fleet Ravager YES.

Dusk Legion Dreadnought

Elaborate Firecannon MUST INCLUDE

Fatal Push

Fathom Fleet ANYTHING

Fell Flagship

Fleet Swallower

Forerunner of the Coalition COP DFR

Ghost of Ramirez DePietro

Ghost Ship

Grasping Scoundrel

Gust of Wind

Gyruda, Doom of Depths SHOULD WE DO ALL EVEN HAHA NO

High Tide

Hostage Taker

Icebreaker Kraken

Inga Rune-Eyes

Interdict

Jace, Cunning Castaway

Killer Whale

Kraken of the Straits

Lingering Mirage

Lookout's Dispersal

Merchant Raiders

Merchant Scroll

Merchant Ship

Merfolk Assassin

Merfolk of the Pearl Trident

Nadir Kraken

Nameless One

Nezahal, Primal Tide

Phantasmal Dreadmaw

Phantasmal Terrain

Phantom Warrior

Piracy

Pirate Ship

Queen's Bay Soldier

Raiders' Karve

Raiders' Wake

Reef Pirates

Rescue from the Underworld

Return Upon the Tide

Rise from the Tides

Rishadan Dockhand

River Serpent

Run Aground

Run Ashore

Ruthless Knave

Saprazzan Cove

Saprazzan Outrigger

Scourge of Fleets

Sea God's Revenge

Sea Serpent

Serpent of the Endless Sea

Shadowed Caravel

Shipbreaker Kraken

Siren Stormtamer

Skulduggery

Skymarch Bloodletter

Sleek Schooner

Slipstream Eel

Sorcerous Spyglass

Spectral Sailor

Spined Megalodon

Steam Frigate

Stormsurge Kraken

Stormtide Leviathan

Thassa's Ire

Thing from the Deep

Thing in the Ice  Flip

Tidal Wave

Unknown Shores

Vampire Revenant

Vanquish the Weak

Vexing Scuttler

Waker of Waves

Walk the Plank

War-Wing Siren

Watery Grave

Wavecrash Triton

Wu Longbowman

Pursued Whale

ragincajun129 on How to Stifle your creature.

4 years ago

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

Pal00ka on Issa Thassa

6 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

6 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.

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