( can be paid with either or 2 life.)
Counter target spell with converted mana cost 1.
|Want (6)||Kezoqu , campizza , PELOS_TIZNE , mattsfatt , vikingofmars , chandraisbi|
Printings View all
|New Phyrexia (NPH)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Mental Misstep occurrence in decks from the last year
Commander / EDH:
All decks: 0.05%
WUB (Esper): 0.32%
Mental Misstep Discussion
3 days ago
For cEDH level, I'd recommend putting in:
Mystic Remora for additional card draw
Vampiric Tutor for your instant generic tutor and Imperial Seal if you can afford it. Lim-Dul's Vault is also a good tutor/pile maker and Merchant Scroll can search Dramatic Reversal and any counterspell/blue removal spell.
With the banning of Paradox Engine , Despark does not have many relevant targets. In fact, I'd say it's only niche to reanimator targets or any other big creatures that get cheated out, which is VERY dependent on your meta.
Arcane Denial is something I'd only find not bad if it's literally used to protect your win con on the turn that you're going to win; otherwise, you just netted your opponent over you. This one's up to you but I'd rather not play it.
3 days ago
Fundement - Blood Pet is a dead card outside the hulk pile and opens the pile up to further interaction such as Mental Misstep and Flusterstorm . Furthermore, the Spellseeker pile is also meant as a way to Flash Hulk through Cursed Totem which stops Blood Pet .
2 weeks ago
1 month ago
I mean, I'm surprised no one mentioned any cantrips yet... Ponder and Preordain are pretty easily two of the best cards in EDH (there's a reason they're banned in Modern), so I think you should stick them in there. multimedia's suggestion of a Flash line is a good plan, and adding the cantrips can help you find it (or whatever combo). Since you're not running fetchlands, I don't think Brainstorm is a good idea. If you do run things like Polluted Delta , it gets REALLY good.
I would also like to point out that, being as creature heavy as you are, you may have trouble with boardwipes. I think you should consider backup cards, like Living Death or Heroic Intervention , since they'll let you survive if you get hit with a Toxic Deluge or Supreme Verdict .
I like that you're running Deathrite Shaman and Birds of Paradise , but you should run some other dorks as well. Arbor Elf is good, especially with duals like your Overgrown Tomb . I'm also a big fan of Elves of Deep Shadow or the classical-era Fyndhorn Elves / Llanowar Elves / Elvish Mystic . Running dorks gets your general down that much faster, meaning your deck overall becomes exponentially more powerful.
If you run the dorks, you can cut cards like Chromatic Lantern in order to make Collector Ouphe viable. Collector Ouphe is a brutal card, especially since you can find it off of your Green Sun's Zenith .
You're running a lot of basics for a tri-color deck without Back to Basics or Blood Moon . There're some cards you may want to look into, like Mana Confluence , City of Brass , Reflecting Pool ... These'll smooth out your mana nicely.
Efficient counterspells can help protect your general and slow down your opponents. I suggest considering some of the following: Spell Snare , Spell Pierce , Delay , Dispel , Swan Song , Veil of Summer , Narset's Reversal or even Mental Misstep , depending upon your meta.
2 months ago
So before I get to suggestions, I want to mention that I think your deck is beautiful. I love the idea of getting the whole thing painted... looks great so far.
I think you should consider Mystic Remora . It may take you a while to get your general down, and Mystic Remora can keep your opponents from playing long enough for you to build up some mana. Or, if they're inexperienced, it can easily be an Ancestral Recall .
You should consider running some more mana-dorks -- they're the main reason to run green, since they'll speed you up like crazy. Deathrite Shaman and Birds of Paradise are the best ones (so crops for running them) but I'd also run things like Elves of Deep Shadow , Fyndhorn Elves and Arbor Elf . Note that using things like Wild Growth and Utopia Sprawl will get Arbor Elf to tap for two mana.
I think Nature's Lore is probably better than your Kodama's Reach . I say this because, with 36 lands, you'll usually already have a land in hand when you cast Kodama's Reach , making the to-hand tutor effect less potent. Also, Nature's Lore is two mana and searches an untapped (and not necessarily basic) land, meaning it is effectively one mana on the turn you cast it. If you want to get spicy, Three Visits is a functional reprint for a lot more money.
You may wish to consider Life from the Loam and/or Ramunap Excavator redundant Crucible of Worlds es. I've had good success with both, not least because artifact-removal is frequently harder to dodge than creature-removal in EDH metas.
Sultai colors have a lot of room for disruption. Two favorites of mine are Narset, Parter of Veils and Ashiok, Dream Render . (I honestly think War of the Spark was a mistake.) Both of these cards prohibit your opponents from taking very common actions in Magic, meaning they pin down most decks very well. Worth noting is that Narset, Parter of Veils also builds card advantage, and Ashiok, Dream Render doubles as graveyard hate. If you pair Windfall with Narset, Parter of Veils , you can win on the spot; same is true with your Notion Thief .
Depending on your meta, Carpet of Flowers and Compost may be worth considering. Most metas are at lest 40% blue, at a table of four you'll usually get good value out of Carpet of Flowers . Black is the second most powerful color, so Compost is also frequently useful.
I've never been a fan of Palinchron -loops for infinite mana, since the card seems way more expensive than infinite-mana loops need to be. I think the current best infinite mana combo available is Dramatic Reversal on Isochron Scepter while you have more than 2 mana in rocks or dorks out, and Power Artifact on Grim Monolith also works. Note that Dramatic Reversal is fetchable with your Spellseeker , and that the artifacts are way easier to tutor than creatures (see Whir of Invention , Transmute Artifact , Fabricate , Reshape and friends).
There're a few piece of interaction I think you're missing. Force of Negation is an A card, and Veil of Summer is an easy A+. Nature's Claim is an excellent piece of spot removal; notably, it is stopped by Mental Misstep , which I also think you should run. A mana-free counter for Sol Ring s and Swords to Plowshares es is pretty good, especially with such a 'KILL ME' general. I also think Toxic Deluge is frequently better than Damnation , since it offers more selection with what to kill and can still be cast with Gaddock Teeg on the board.
Lim-Dul's Vault is a tutor to consider.
Finally, Windgrace's Judgment and Casualties of War are good ways to get multi-for-ones in your colors. I've had more luck with Windgrace's Judgment (if only because it's an instant), but both may be worth trying.
2 months ago
Back. Though I still world like a Mono= replacement for Delay that's not Counterspell , Force of Will , Pact of Negation , Mana Drain , Mental Misstep , Flusterstorm , etc, Either 2-3CMC, or 1-2CMC if you can, is an Instant, & is inexpensive.
I hope somebody can suggest something w/ all these requirements please. Thanks in advance. :D
2 months ago
@bushido_man96: Yeah... It's Ironic I don't remember who suggested Guardian Project in the first place. Whoever did for this particular deck may as well be enshamed; either someone else here entirely, or EDHREC led me too far astray for unintentional logic that's all on me.
As for Delay : It was, strange. Every decklist I had that ran almost always had Mana Drain ; which is no bargain anymore AFAIK. Somebody noticed this (Dunno who in regards of either.), & commented as to whether or not I had THAT many Mana Drains. Now it's confirmed these are just lists for now, I think I have to do something about my Delayed Crisis . Basically, the rules in this case are as follows:
1: This is exclusively Mono-. Any Multicolor or anything Off Color is strictly forbidden.
3: OI! To respond is to do it INSTANTLY; Instants only.
5: NO! Counterspell DOESN'T COUNT!
6: Counterspells that also help your opponents are exempted as well... Arcane Denial …
7: If you want, I actually advise Counterspells that can also add some additional pain to the opponent in question.
OK, this is too much, but you want me to replace Delay . It's temporary, but, yeah... Now I feel it SUCKS. Do you have any ideas by any chance; granted these 7 Tables can be used as anything for help? I'll talk later...
3 months ago
Colonel_Kink In my own opinion, the most consistent way to combo isn't after interaction is used, but whilst it's being used. Respond with Flash-Hulk in response to the counter-war over Isochron Scepter .
Rarely does an entire board run out of answers, rather, they run out of specific answers or the resources to use them, like if they are tapped out.
Now, separate from simply discussing individual deck's ability to compete, many, many more factors come into play.
In total, I believe the core things a deck needs can be simplified to 3 things:
How well it is tuned to its meta.
How well the pilot is able to judge tells, evaluate board states, play politics, memorize cards, sequence plays, and mulligan properly.
How efficient in card quality the deck is.
The first simply means whether or not the deck is easily hated out and how well it can hate out other decks in the game. If you want to play a Shimmer Zur Storm list, you want to be able to know the metagame doesn't run a large package of anti-storm cards like Damping Sphere , or too much in the way of anti-creature. You also need to know roughly the styles of decks it will face, to run proper interaction, like do I run Delay against Food Chain or Flusterstorm against counter-wars and storm builds?
The second is the pilot's skills. Obviously skill takes a major role in wins, but in cEDH there is an incredible amount of ceiling that can be reached that many people don't realize. From playing poker, you can easily tell how much tells have to do with reading opponents' hands. Tells such as if an opponent often layers cards from low-cmc front to high-cmc back, if they read cards that they don't know, and you can use this extra information to really get better winrates.
Additionally, while most cEDH players can properly sequence turns, see detailed lines, and know most played cards, I still see veterans just miss things that seem relatively obvious, but I realize are shortcutted so often that they aren't. I went recently against an Emry, Lurker of the Loch artifact storm build, who milled a Fatestitcher and Lotus Petal when it entered on turn two. An opponent on Tana and Tymna Blood Pod dropped a Trinisphere , and when it got back to the Emry player they dropped Mirran Spy and had 2 mana left. I knew they had infinite mana, but they didn't realize it.
They thought because of Trinisphere they couldn't loop Lotus Petal , Emry, Lucker of the Loch, and Mirran Spy , but because Fatestitcher could come back to tap Trinisphere down, it could. They passed, and because of a Windfall from me, we saw they had a Stroke of Genius , Mental Misstep , and some more protective elements needed to win. They just didn't know how Trinisphere worked, and never remembered the 'untapped' clause.
The last is simply saying to run a good deck with good cards. Often this implies if you have the other two you can get to the point where you are effective in a game, with the interaction and well-tuned wincon of the first point, and can close out the game.