: Counter target black spell.
Printings View all
|Masters Edition IV (ME4)||Rare|
|Fifth Edition (5ED)||Uncommon|
|Fourth Edition (4ED)||Uncommon|
|4th Edition Foreign Black Border (4EDFBB)||Uncommon|
|Revised Edition (3ED)||Uncommon|
|Revised Foreign Black Border (3EDFBB)||Uncommon|
|Unlimited Edition (2ED)||Uncommon|
|Collector's Edition (CED)||Uncommon|
|International Collector's Edition (CEI)||Uncommon|
|Limited Edition Beta (LEB)||Uncommon|
|Limited Edition Alpha (LEA)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Lifeforce occurrence in decks from the last year
Latest Decks as Commander
1 month ago
RNR_Gaming my first idea was take it for the Oracle/Jace+Consultation Combos. But i realize its not "Counter target Instant".
Iam not really deep in CEDH, just tapping over Decks and looking for funny Stuff. ;)
I think Cards like Lifeforce are not a good choice für Mono-G :-b. I mean, no one want try to play his Consultation into it.
1 month ago
DragonSliver9001, that makes sense, and I can appreciate your opinion, on that matter. Also, what is your overall opinion of non-blue counterspells? I, myself, have no problem with them, as long as they are very narrow.
3 months ago
Mark Rosewater joined Magic in 1996, from Alliances forward. This means that there are a lot of counter spells in non-blue colors that predate him joining.
There are also a handful of countering abilities in non-blue from pre-Rosewater sets
Richard Garfield had intended colors besides blue to have access to counter spells. Garfield also built the game to have a greater focus on interactions between colors, with hosers such as Tsunami and Acid Rain being another example, or the frequent Protection from X Color cards that are rampant in the early sets. Maro has moved away from viewing the colors as interactions and relationships between colors and towards trying to define the colors in relation to themselves (a la color pie). Whether or not you agree with Garfield's vision for the game or Rosewater's, we can't ignore that Red Elemental Blast predates Rosewater even working for Wizards. Red Elemental Blast also predates Maro's theory of the color pie, which must be applied retroactively to REB.
We also have numerous examples of non-blue counter spells in sets even after Maro started designing cards or even becoming a lead set designer. I think that while counter spells and interacting with spells/abilities on the stack is primarily a blue ability, other colors need to have access to this powerful and necessary tool. While I agree that blue should be the market share, we need closer to 85-90% of counter spells printed as blue, instead of the current ~98%
6 months ago
Looks really good for a first commander deck!
maybe drop Lifeforce unless your playgroup runs heavy black decks.
where's Beast Within?!
but +1 for going to commander! :)
6 months ago
The more I look into it, Green and White have a lot of enchantment hate cards for mono-black:
Luckily I don't think anyone has any of these so they won't be a problem for a while. I also just realised that mono-black has no enchant removal at all, I think the best bet would be Eye of Doom and just hope that you and the teammate pick better permanents than your opponents. There is also Scour from Existence but you're probably wanting the game to be over by the time you have 7 mana.
8 months ago
I was looking for changing around my Yisan cEDH deck a bit and I like your lines of play, it's interesting to see a mono-green not focus Craterhoof (I mean, I still do but I just love that big ol' frog too much). I just thought you might like to know that Painter's Servant was unbanned and would work wonderfully with Lifeforce.
9 months ago
Your very top tier auto-include for lists is going to look like
- Force of Will "free"
- Pact of Negation "free"
- Swan Song cheap to cast and wide in restrictions
- Mana Drain color heavy but ramps the following turn
- Mental Misstep "free"
- Delay not color heavy and hits any spell, delaying for 3 turns is the same as solving it in very fast competitive EDH
Your situational includes are going to look like
- Force of Negation This can't protect your own combos, so it isn't wanted in every list. This is ran in QUITE A FEW lists though, always worth a consider.
- Counterspell Usually seen in mono or dual color decks as the cost can be hard in some 4 or 5 color shells
- Dispel Sometimes cut for a more general counter
- Muddle the Mixture Limited in scope and color heavy but this is more often slotted as a hard-to-counter tutor with a counterspell as icing on the top
- Narset's Reversal this card is pretty nice. While it does see a lot of play, it definitely isn't an autoinclude yet by any means.
- Spell Pierce Before you mock this card, consider how well it catches ultra fast mana rocks and tutors. Noncreature is very wide, and it stops Sol Ring Mana Crypt Mox Diamond Mox Opal Chrome Mox Mox Amber Mana Vault Vampiric Tutor Imperial Seal Mystical Tutor Worldly Tutor Gamble Dark Ritual and SO MUCH MORE. Even for a tempo card, you're still going to catch weird stuff like someone's Rhystic Study because they tapped out to pay for it. Its very strong against blistering fast combo decks, which is why it sees competitive play.
Other blue stuff is usually just too expensive. Paying over 2 mana for a counterspell just doesn't cut it when there are so many threats for so cheap. Don't pay more than 2 for a counterspell unless it does something wild on top. Counterspells with fewer restrictions on what it can counter are going to be better.
This is where it gets saucy boys
- Red Elemental Blast Pyroblast are VERY good. In a pod, there is almost definitely blue at the table. Every single red deck can slot these for commander without fear. Do note that REB works against any spell that includes blue (multicolor), while pyro only works against spells that are ONLY blue (monocolor).
- Fork Reverberate (Twincast) these allow you to copy a counterspell to create a counterspell. More access for red to counterspells. They also conveniently work very well against tutors, ramp, big draw spells, and extra turn spells.
- Guttural Response Weird hybrid color and somewhat restricted but still a good include in most RG decks.
- Burnout a bit worse then the elemental blasts as it costs 2 mana and it is limited. The cantrip is nice though
- Mana Tithe not that good in EDH but give it a whirl I guess
- Lapse of Certainty costing 3 hurts, but this is more a tempo card than anything.
- Dash Hopes Don't play this card in EDH lol
- Withering Boon on the chunkier end at 2 CMC, but in a color that doesn't get much of this. The 3 life and the restriction hurt, but definitely EDH playable. Every deck runs a commander, 99% of which are creatures
- Imp's Mischief can counter a spell by having it target Mischief, as can Misdirection Shunt Swerve and Ricochet Trap.
- Veil of Summer 1 mana green Cryptic Command
- Autumn's Veil Counterspell + silence against UB
- Bind I bet you didn't even know this card existed. Cantrips. GOOD IN THE YISAN MIRROR MATCH?
- Avoid Fate Weird protection oriented counterspell
- Nether Void Mostly ran in stax builds, brutal lockout card
- Planar Chaos One of my new favorite cards. Brutal with recursion like Hall of Heliod's Generosity. Play when you're ahead
- Deathgrip Lifeforce These are based if you have any method of color shifting. Realistically, you could run Lifeforce in Momir Hackball. These cards can cause scoops on casual tables lol.
- Vexing Shusher can render counterspells useless. Similarly, Dosan the Falling Leaf Grand Abolisher Prowling Serpopard Gaea's Herald can all protect against counterspells. Far more marginal but still worthwhile are Hall of Gemstone and Ritual of Subdual for turning off counterspells for opponents.
on Big Tokens
9 months ago
Ah, tokens! Initiate the throng, then fulminate as such.
I have many suggestions.
Now, typically I am an advocate for running fewer lands in decks, however, this deck has an excruciatingly low amount of card draw. Either make way for lands or add a half-dozen cantrips.
You have many anthems, some of which are quite lacking in my opinion. Syr Alin, the Lion's Claw, Kongming, "Sleeping Dragon", Selesnya Guildmage, Oakhame Ranger, Ahn-Crop Champion, Cultivator of Blades, Valor in Akros, Spear of Heliod, and Dragon Throne of Tarkir are all quite mana-hungry and little impact. They depend on a board state to work, and without one they verge on useless. I would like to call out Call for Unity in particular as being incredibly slow and capricious.
Avoid Fate is interesting, but it doesn't do a lot. Many of the cards in here are restrictive depending on board state, thus I would cut this.
For what I would include, Rootborn Defenses defends the board, Druids' Repository adds far too much mana, Aura Shards and Aura Mutation shatter and batter, Hour of Reckoning kills many things, Increasing Devotion allows for rebounding eftsoons wrath, Master of the Wild Hunt is one I particularly enjoy, Sprout Swarm is difficult to interact with, Sigarda, Heron's Grace has early and late-game potential, and Devout Invocation creates tokens abound. Triumph of the Hordes can just wipe out an entire table.
This deck has almost no card draw. Mentor of the Meek, Skullclamp, and Huatli, Radiant Champion can draw many, many cards. When you get to it, Sylvan Library is fantastic. Harmonize, Slate of Ancestry, Shamanic Revelation, Collective Unconscious are ways to refill in preparation of a board wipe.
Beast Whisperer is just good value.
I would recommend far more ramp. Llanowar Elves, Avacyn's Pilgrim, Fyndhorn Elves, Elvish Mystic, and/or Birds of Paradise. Incredibly quick if you get them out turn one, and oft set you far ahead enough that it doesn't matter when you get wrathed.
That shall be all from me. If you so wish, I have two swarm decks that you could reference for honing your build, each of which have tested well for the years I have had them.
May fortune betide you, and the tokens your enemies. Farewell!