Logic Knot

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters (MMA) Common
Future Sight (FUT) Common

Combos Browse all

Logic Knot

Instant

Delve (You may remove any number of cards in your graveyard from the game as you play this spell. It costs (1) less to play for each card removed this way.)

Counter target spell unless its controller pays (X).

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Logic Knot Discussion

osumatthew on Esper Spirits

2 days ago

11/16/17 Update

This is a little awkward, since I had updated this just a few days ago based on Monday's performance, but I had another tournament on Thursday, as well as a few changes to the deck.

Mainboard -1 Fatal Push, -1 Concealed Courtyard, -1 Path to Exile, +1 Cavern of Souls, +2 Zealous Persecution

This deck needed at least one copy of Cavern of Souls, and buying one copy wouldn't break my budget, so I picked it up from my LGS for their modern tournament tonight. I also felt like the single target removal was too heavy, so cut one of each of those spells for 2 Zealous Persecution, which acts as both a pseudo board clear and/or a damage boost for me. With these changes made, I sat down for my first match:

Match 1

G1: My opponent was actually the same guy I played on Monday who was running the B/W control list. My opponent was on the play, which was a little worrying, especially because he was running aggressive hand disruption. We both built up solid board states with our respective copies of Lingering Souls, but this was exactly the match that I had brought in tech for. Zealous Persecution wiped his board and allowed me to swing a ton of damage through, which snowballed into a win.

G2: My opponent had a solid game, preventing me from really sticking anything substantive on the board, then resolved Baneslayer Angel. I misplayed by not copying it with Phantasmal Image, but wasn't punished too much, as a Liliana, the Last Hope would have killed it anyways. I couldn't find an answer, and scooped.

G3: This was another grindy game, but I finally managed to stick a pair of Drogskol Captains that quickly won the game for me. WIN

Match 2

G1: I started on the play, and discovered that my opponent was on U/W control, not a particularly good matchup for me. I tried to race him, but a pair of Supreme Verdict shut that plan down and I scooped.

G2: I started on the play again, and resolved a Geist of Saint Traft that my opponent couldn't easily handle, followed by multiple copies of Lingering Souls, leading to a fairly easy win.

G3: My opponent was on the play, but an early Duress from me knocked out Path to Exile, and Lingering Souls was able to steadily eat away his life total. WIN

Match 3

G1: My opponent was playing Jund and Thoughtseized me three times in a row. I was able to stick a few minions, and he thought he could stabilize with a Scavenging Ooze, but ended up being 1 mana off from healing out of lethal range. I swung with my spirit tokens for the win.

G2: This time my opponent was more careful with his life total. I was able to keep the game competitive, but some bad draws combined with a resolved Liliana, the Last Hope was enough to clinch the game for him.

G3: I was back on the play, and opened to a blistering start. I immediately began pushing damage through, forcing my opponent to try and protect his life total with Scavenging Ooze, even forcing him to use his Raging Ravine for mana. However, it wasn't enough for him, and pumped up Mausoleum Wanderer and some Lingering Souls tokens were enough to push lethal damage through, with Zealous Persecution to prevent any attempt to survive with the Ooze. WIN

Match 4

As I was now the only undefeated player, I was paired down with a 2-1 player who had had a bye the previous round. He was Jeskai Control, which created a problem, as he had access to additional spot removal and sweepers.

G1: I started off well enough, but he was eventually able to clear my board and resolve a Chandra, Torch of Defiance that I was unable to deal with, forcing me to scoop.

G2: Having boarded in Disdainful Stroke and Duress, I was better equipped to handle my opponent's creature light deck. I built up a large board state and Selfless Spirit dodged Anger of the Gods. My opponent tried to sweep my board again with Supreme Verdict, but Spell Queller flashed out to stop that, and a Disdainful Stroke kept his Logic Knot from countering my play. At that point, I was able to push damage through for the win.

G3: I actually had a fantastic start this game, with Mausoleum Wanderer into Selfless Spirit, backed by a pair of Spell Quellers. A Keranos, God of Storms tried to turn the tide for my opponent, but Rattlechains and Drogskol Captain kept my creatures alive and enable me to swing through for the victory. WIN

Final Record: 4-0-0

I think that the changes to my list worked rather well, though I'm still not convinced that the deck is at its most optimal. I'd like to pick up more copies of Cavern of Souls, though not at the moment due to the card's price tag. I'm also wondering if Collective Brutality is worth putting in the sideboard over Duress, but given the relatively large number of planes walkers being run currently, I feel that Duress is better. Anyways, feel free to let me know what you think, and I'll likely update again soon!

Xica on [Community Discussion]: Modern Chat

1 week ago

If we are talking about storm for example, its highly recommended to play around "free" hate like Surgical Extraction or Ravenous Trap.
Those cards are things you can expect in game 2 or 3 if you rely on grave.

Control is a viable strategy, and if you are on control, not beatdown, spells that work for sure, are better than spells that provide tempo.
(Supreme Verdict>Anger of the Gods, Logic Knot>Remand, Path to Exile>Fatal Push... etc.)

Kjartan on Can't we all just be friends here?

2 weeks ago

If you want to play things like walkers and big spells in the Esper Colors, you should probably go for a control shell.

The cards you should be looking into obtaining if that's the case (That aren't overly expensive moneywise), are:

Serum Visions and Opt are the best consistancy spells. They Allow yoy to filter your draws as the game progresses.

Path to Exile is the best Removal spell in your colors, followed closely by Fatal Push. If you don't find them too expensive, play them (5-8 in a combination of the twon is my recomendation.) Besides those, Go for the Throat is good, but don't play more than 2. Blessed Alliance is a very flexible removal option. Condemn is also playable. It's really good against Death's Shadow, but otherwise mostly just a replacement for Path to Exile if you can't get enough of those.

As for counterspells. You've got a lot of decent options. 1-3 Mana Leak, 1-2 Negate (or Countersquall if you feel your manabase is consistant enough). 0-2 Remand and 0-1 Spell Snare. Other than those there is Deprive, which I don't particularly like, and Logic Knot which really takes Fetch-lands (like Flooded Strand and Polluted Delta) to be worthwhile.

Lingering Souls is a super consistant both as a block outlet, and a damage rack. I would run between 2-4 in almost every slow modenr deck that has black and white. But it's potential increases and decreases with how likely you are to get it into your graveyard by your own card effects. ( It gets better in decks with Collective Brutality and Liliana of the Veil). If you do decite to play Lingering Souls, Sorin, Solemn Visitor can be a great planeswalker.

Esper Charm is flexible card advantage. It's great.

As for Mass Removal. I would run a couple Supreme Verdict, but Wrath of God is also an option.


As for what to cut from your current list, I feel like your very worst cards currently consist of:

Gideon, Champion of Justice, Sorin, Grim Nemesis, Tezzeret, Master of Metal, Diabolic Tutor, Quietus Spike, Icefall Regent, Angel of Condemnation, Aegis Angel, Followed Footsteps, Authority of the Consuls, and Dictate of Heliod.

Xica on BR Dragons

2 weeks ago

xyr0s
How bad the "ritual-to-dragon" thing is, depends mainly on rituals, for example Chandra, Torch of Defiance, or Koth of the Hammer are both real fine rituals.

Hyperalgialysis
Dragons are not that bad.
I would argue that Stormbreath Dragon is one of (if not "THE") best beatstick in modern, because most decks have no way to remove it, it gets huge, and has good chance to sweep small creatures from the board.

And the are some less awesome but "ok" dragons like Thunderbreak Regent. (maybe Mirrorwing Dragon?????)

And more importantly there are really great cards that require you to have dragons, like Silumgar's Scorn - its a modern legal Counterspell (!!!), or a better Logic Knot, but that probably doesn't say much to most people, who don't play (draw-go) control.


The main problem with dragons is the sheer number of tempting cards that "were good in standard" Crucible of Fire, Dragonlord Kolaghan, Bogardan Hellkite to give some examples.

And that doing more viable things seems like giving up on the idea, since they are not named for dragons.

Still dragons are a perfectly good endgame plan for skred.
(And they could probably be fit into the hollow one shell as big payoffs, that would also be nice imho)

Dr_Jay on Jeskai tempo Prowess

2 weeks ago

Abbot is Bad, so is Mentor. Take out the spears, and rider; replace with some more interaction. You need 4 Remand for tempo, maybe a Cryptic Command and 2 Logic Knots? Lastly, you aren't burn; you don't want 18 lands in a tri-color with 3 drops. Go up to 21.

Hyperalgialysis on Merfolk hits you Unseen

3 weeks ago

I will state this again, since it seemed to be lost on you the first time. I don't care if you don't want to run any of the cards I suggested. I merely suggested the cards I did based on my own experience. If you don't want to use them don't, it is your deck not mine. Don't be rude about it though. Don't sit here and explain my reasoning as seeing these cards in deck lists and suggesting them. I run a merfolk modern deck. I use Aether Vial to help spit out lots of creatures without having to pay for them. I run Triton Shorestalker just to have an unblockable creature that doesn't care about islands. I use both Spreading Seas and Aquitect's Will to generate islands on the opposing side of the board. I also use 4 of each lord, as well as Silvergill Adept and Kopala, Warden of Waves. Find that deck list somewhere and post it up. I only run 18 lands since I have Aether Vial and I switch to a control deck in games 2-3. My sideboard has me remove the vials and lords for things like Force Spike Logic Knot and etc. I was just content letting you rage on about your superiority, but at the end of the day the biggest difference between you and most other users I have interacted with on here is your lack of tact when it comes to suggestions. You chose to berate and belittle those offering their help instead of merely dismissing the suggestions. So allow me to ask you some questions about the way your deck is made. How do you deal with Volcanic Fallout? How well does your counter magic work against things like Grand Abolisher? How does it handle 8 whack if you are on the draw? It doesn't look like you have life gain or a board whipe what does it do then? Your deck isn't perfect by any stretch of the imagination. You probably get outpaced by boggles too. You are a sub par deck builder laughling loudly at people trying to help you. The world would be a better place without people like you in it.

SaltyJay on Cheap Trick

3 weeks ago

Thank you for your suggestion, but I don't think Logic Knot is better in this build, it depends too much on having a good amount of mana or/and cards in the graveyards.

Xica on Cheap Trick

3 weeks ago

Hello, just wanted to point out that Logic Knot is better than Mana Leak (of course you can't run 4 of it), but i would replace some number of Mana Leaks, as it can protect your creatures in late game against removal.
(With only 12 creatures this seems important, in a removal heavy format)

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