Whenever a land an opponent controls is tapped for mana, tap all lands that player controls that can produce any type of mana that land could produce.
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Mana Web Discussion
1 week ago
My deck performed pretty well tonight, but the combined power of enchantment-based destruction and counterspells was ultimately my undoing. Even with two effective card-draw engines, I really wish I had Wheel of Fortune at that point in the game, but maybe that's just desperation talking. Had I mulliganed more aggressively like you suggested, I probably would have won. I definitely avenged my loss from the previous game, just like this deck was designed to do.
I don't know that I encountered a point where Stony Silence or Null Rod would have been useful, and Torpor Orb would have been beneficial in one game and against one player in particular. Don't get me wrong: they're great cards: they just wouldn't have had much relevance.
Thalia, Heretic Cathar is great for its low cmc cost and its effect: any other creature-based prison effects you'd recommend off the top of your head?
Possibility Storm is kinda high in terms of its cmc cost, and Choke is somewhat narrow, but I'm running out of low-cost stax options that don't adversely affect my general, so I might have to risk including the latter, even if it ultimately ends up being a dead card. The rest are definitely viable options: I might have to re-think my cmc limit, but I do agree with your philosophy of being oppressive with prison cards, as opposed to just surviving with pillow fort cards.
What do you think of Mana Web, Mystic Barrier, Crackdown, Karmic Justice, Impending Disaster and Smoke? Not great cards, and I know Mystic Barrier isn't cheap, but it would probably keep me from losing. I don't know. lol Just saw 'em in my notebook, and they seemed somewhat functional.
Thinking of squeezing Contested Cliffs in there: it really would have been useful tonight.
So would you recommend the inclusion of roughly 7 removal cards and 7 stax cards? I typically consider wrath effects to be removal.
1 week ago
Well Derevi stax is definitely a very nasty terrible thing since you can lock the board down and have Derevi dodge all your effects for you. In that case I'd suggest cutting down to around 20 creatures to allow more support/control/stax cards. Place to start is checking the abilities of things you have and looking for doubles; example being Frozen AEther is a blue double of Kismet. Hokori, Dust Drinker is another good one in addition to Mana Web and Static Orb (which I see in your sideboard).
A good "average" that should work for you is a 20-25% split on your cards. ~15 cards that inhibit opponents with Stax effects (ETB tapped). ~15 Control cards, board wipes, counterspells, etc. ~15 cards for mana ramp/acceleration for yourself: mana rocks, land ramp, etc. ~15 creatures that can hit unimpeded and are cheap CMC (your Jhessian Infiltrator is a prime example). Finally 35 lands is a good basis.
Alternatively you could drop either the stax or control for pillowfort cards. Derevi offers a lot of options as you obviously found out lol. OR..., a potentially fun offshoot you could use is an Exalted theme with Derevi. Add in cards like Stoic Angel and Dueling Grounds to support it and offer some pillowfort and things like Finest Hour to make the most of Derevi's ability.
1 week ago
1 week ago
I used a deck similar to this on my kitchen table a little while ago. Good to see I'm not the only asshole out there. Great minds think alike. +1 for sure. For a sideboard might I suggest Corrupted Roots should they run plains or forests. Mana Web is also a nice way to force them to tap their lands, especially when used with Pendrell Mists. I found Fatestitcher to be more reliable than Icy Manipulator. I would suggest Psychic Venom over Copy Enchantment for another poison for cheaper. Mana Short is always a nice finisher after you've posioned their lands.
1 week ago
If you're looking for Cheap stax decks, I'd recommend Derevi, Empyrial Tactician over Narset personally, but I'll throw up a list here just in case.
- Dream Tides
- Frozen AEther
- Mana Vortex
- Mist of Stagnation
- Price of Glory
- Rising Waters
- War Tax
- War's Toll
- Web of Inertia
- Ward of Bones
- Mana Web
- Possessed Portal
- Torpor Orb
- Razia's Purification
Really, any card that screws with the landbase are good with commanders like Narset, and Zur. Anyway, Sorry for the long list, and good luck with your deck.
4 weeks ago
Hey! A new deck, eh? Man, I'm really getting rusted since I'm playing less now due to work.
Well, looking at the deck, as I always suggest, try to keep the land count around 35-40.
I'm not sure if the commanders are there to do something for the deck or just give you the colors. If they are just for the colors, better have only one commander since you are loosing a spot. Maybe Sen Triplets or Dromar, the Banisher.
If they are there to be useful in the toolbox deck, then maybe it would be better to have the toolbox part of the deck made with creatures and artifacts since both commanders recover cards from your graveyard, and Instants and Sorceries are just one shot cards. There are ton of creatures that are answers, with a lot of good Enter the Battlefield abilities that you can exploit with Deadeye Navigator, Eldrazi Displacer and Panharmonicon.
Some ideas for a deck like that: Duplicant, Reflector Mage, Notion Thief, Perplexing Chimera, Massacre Wurm, Sower of Temptation, Frost Titan, Baleful Strix, Sunblast Angel Null Rod, Mana Web, Tormod's Crypt, Spine of Ish Sah.
I suggest you the creature based approach of control because I've tried to play control with just spells and it just doesn't work. You can't keep control over 3 players all the time unless you are a mono U Teferi stax/combo deck. That's why it's better to have creatures. At least, they are a body for blocking, and they open a window to add combos to close the game.
4 weeks ago
mickalopagus thanks for your input! :D Errant Minion actually has a very specific role in this deck. The idea is to make them have to choose what phase they are going to use their mana in. With Mana Web out and an urbog whenever they use any mana they have to use it all. SOOOOOO..... if they pay to prevent any damage from errant minion they no longer have mana for their main phase or to attack me during the combat phase. Its like a less effective version of Mana Short that does damage instead. Also if they can't attack me because they can't pay for it that trumps the -2/-2 from Stab Wound. Anyways.. thats my reasoning, thanks for taking a look at my deck :D
1 month ago
Aethaleon I like the combo a lot. It definitely would be disgusting. Uh so I like Unwinding Clock a lot it would go really well in controlling the game with a specific card in my maybeboard which is Mishra's Helix as long as I have the ramp on the board I can either control or lower my opponents access to there mana base ESPECIALLY if I have Mana Web on the field so Unwinding Clock is a great addition with or without Isochron Scepter. Isochron Scepter is solid however if I don't have any of my low cost instants in my hand it is basically useless LUCKILY it works with every instant I have except for one so it is definitely solid. If I am correct to Unwinding Clock will work with Grim Monolith so I could literally have it untapped for free basically. I might not add Isochron Scepter because it can end up being a dead draw considering I have exactly 5 cards for it to work with BUT I will definitely give it a solid shot, BUT Unwinding Clock definitely will somehow eventually be added, and if possible I would like to add Grim Monolith, and Mishra's Helix as well as it would work so disgustingly well with these cards if I am correct.... if I am wrong about Grim Monolith then well its still good but not as sickening as I hoped. But I definitely want to add Unwinding Clock