( can be paid with either or 2 life.)
Counter target spell with converted mana cost 1.
|Want (4)||linkevan222 , Littledude7654 , TraceOn , Ksmith1992|
Printings View all
|New Phyrexia (NPH)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Mental Misstep occurrence in decks from the last year
Latest Decks as Commander
Mental Misstep Discussion
3 days ago
Agreed. Phyrexian mana was a mistake as it was too open. Too flexible. And that opened up for abuse. 1 mana removal in all colors with Dismember or a free and limited but applicable counter spells with Mental Misstep. The mistake is making it mana reducing (tempo wise) and available in all colors.
If Phyrexian mana had some tangibility to it, to shackle it at least to its own color or somehow require the mana available but not use them, it could be balanced out. It wasn't and now it just needs to be buried.
1 week ago
Probably Eldrazi or Miracles would be my best guess based on the results of a SCG no banlist modern tournament.... it was an article I referred to many times when I went on a rant about doing away with the modern banlist.... Mental Missteps as far as the eye can see.
1 month ago
as an outsider who likes to watch in on the cEDH playstyle: are there any decks that rely on Commanders-as-value instead of Commanders-as-engine/combo that would be hated out of the format by this card? it seems that the meta has been evolving towards combo/engine Commanders for years now, so I think this will just speed up the format and perhaps shake up which engine/combo commanders are good.
however, it's absolutely a nuts piece of ramp. It might create a new Sol Ring problem, where the player who mulliganed effectively to the Lotus has a massive advantage. I mean, it's not even Mental Misstepable.
2 months ago
I would cut Academy Rector,Arena Rector,Magus of the Tabernacle, Mycosynth Lattice,Karmic Justice, Propaganda, Price of Glory,Ghostly Prison,Solemnity, Sun Titan, Sphinx's Revelation, and Meekstone. I saw on reddit you were looking for a highly tuned deck and the above cards really only have place in a casual environment.
Stax decks often run into the issue of just adding stax and hoping to win, but that just leads to long drawn out games with no interaction. First thing you need to do is come up with win cons. How are you winning? I see iso rev, but the only payoff is Urza. I see you have a few pieces of hard locks in place, but you arent including the often played halves (Drannith Magistrate,Lavinia, Azorius Renegade). Youre playing a blue deck, but running Price of Glory which removes blues best trait which is stack interaction. You arent running wheels which work great with Narset, Parter of Veils in both they stax your opponent while getting you a new hand. You are running a ton of board wipes which in a more competitive environment wont do much.
Approach of the Second Sun is a slow and casual card but right now it seems like the most consistent way to win with this deck so only remove it once you come up with better win cons. You're in the colors to run Breach lines, so maybe try to incorporate that? Why not runRest in Peace and Helm of Obedience as you are in blue and white so you specialize in artifact and enchantment tutors? Add the other halves of the hard locks, toss in Muddle the Mixture as an easy way to tutor for Lavinia and Drannith, and that should turn them from a magical christmas land scenario to something that should happen more often. If youre in red, you should be playing Dockside Extortionist as it is currently one of the best pieces of ramp in cEDH. To be honest, you really should check out this website (https://cedh-decklist-database.com/) and look at decks that share your colors and gameplan, and see where you can make improvements.
Cards I would add Windfall,Wheel of Fortune, Drannith Magistrate, Lavinia, Azorius Renegade, Dockside Extortionist, Gamble, Muddle the Mixture, Force of Will, Force of Negation, Mana Drain, Counterspell, Dispell, Flusterstorm, Mental Misstep, Ghostly Pilferer, Gilded Drake, Hushbringer, Rest in Peace, and Helm of Obedience.
Hopefully this helps.
2 months ago
From a competitive standpoint the deck is running so little interaction and protection as it stands that it won't ever be able to hold up in competitive settings.
You'll definitely want each of these pieces of interaction in a Kinnan helmed deck at a minimum:
As it stands that won't be quite enough pieces to consistently have the access to permission and protection elements to remain in a competitive position in most game states and these pieces are worth running much of the time:
xNegate xDelay xInto the Roil/2cmc bounce spells (UG has very limited access to tools that can remove hate pieces from the board that prevent a win like Grafdigger's Cage, Notion Thief, or Narset, Parter of Veils.) xBeast Within
As an additional note about competitive Kinnan builds, you can lose the Dramatic Scepter stuff entirely. There's no need in a Kinnan deck. The most effective and efficient method of generating the infinite combo needed to win is any dork that can produce U and G mana combined with Freed from the Real and Pemmin's Aura. Basalt Monolith is worth running in Kinnan decks because it generates infinite colorless with just Kinnan out on the field also, so you can usually get a couple of Kinnan activations off to dig for Thrasios. For the mana dork complement it's best to stick with BoP, all the 1 cmc tap for G elf dorks, and then a handful of 2 cmc "tap for any color" dorks. The most effective back up infinite mana engines for a Kinnan deck are typically Simic Ragworm or Horseshoe Crab paired with Paradise Mantle and the Monolith (which is often why the deck runs Staff of Domination as an additional outlet that's easy to tutor for in the colors) rather than Dramatic Scepter combo as the Scepter combo relies on density of dorks and rocks to be engaged and this can be more difficult than a less card intensive engine (Crab, Mantle, Kinnan is 3 cards with one from the command zone compared to Kinnan, Dramatic Reversal, Isochron Scepter, 2 mana rocks/dorks at 5 cards to engage) and thus less reliable for the game play patterns Kinnan wants to ideally play from. Shapers of Nature and Thrasios, Triton Hero are the standard outlets that will eventually be found from Kinnan activations that allow you to draw the whole deck. From there winning is easy, so stick to win conditions that are more live than things like Blue Sun's Zenith and run Thassa's Oracle plus a looping mechanism (such as Narset's Reversal and Timetwister or Elixir of Immortality) to use the interaction pieces like Swan Song and Pongify as the win conditions (this helps to avoid other issues too, like not being able to win with Oracle due to Angel's Grace, etc, in addition to improving card slot efficiency). Green Sun's Zenith and Drift of Phantasms are generally considered must runs as tutor options for competitive Kinnan lists, but a good number of quality tutor options are available to provide consistency. Incubation Druid+Vigean Graftmage is somewhat popular as another back up 3 card game winning infinite combo line.
2 months ago
DragonSliver9001: While I agree that cards that can fit in a multitude of stratagies are nice to see and definitely add to MTG as a whole, too many of them are bad for the game.
Cards like Arcum's Astrolabe gives every deck the ability to splash for the best cards in the format.
Gitaxian Probe means every deck starts at 56 cards.
Once Upon a Time provides consistency for every deck.
Mental Misstep is an amazing tempo play for every deck.
The key phrase here is 'every deck' Having all of these cards that can see play in any deck just makes every deck the same in so many ways. Especially if the cards are at this power level, all of these cards very much deserved to be banned.
Notice how all of these cards had a non color limiting cost at roughly 1 cmc, and were cantrips or in MMs case an answer. There is almost no opportunity cost to just play 4 of these cards, and your deck will run smoother.
So while yes, having some of these cards is good, when they are too powerful (or too numerous) it just homogenizes a format.
Interestingly, Lithoform Engine is not cheap, an answer, or a cantrip.
3 months ago
Daveslab2022 Force of Negation was the better card, as it shut down both recursion on the front of Mystic Sanctuary loops, and Life from the Loam's dredge. It's much more aggressive text is being able to exile.
That being said, Mystic and Loam didn't need an upgrade, they already were together in Simic/Bant piles that were completely unbeatable for other decks statistically in a best of 3.
Those decks were too consistent at setting up engines, and were only preyed on by a Sultai Scapeshift deck running full copies of Force of Negation and Cling to Dust that could exile the loam and targets for Sanctuary. With Mental Misstep in the format, Force of Negation was the better card, and was run as a full playset in effectively any deck just to beat Loam piles.
As is, without Force of Negation, either Life from the Loam needs to go, making Scapeshift/Field of the Dead piles the only viable list, or Mental Misstep needs to go, allowing Cling to Dust to be a viable answer in the format. Banning Mystic Sanctuary and Force of Negation just targets blue too much despite their dominance, as UG piles are the issue, and removing Sanctuary just makes all-in Field of the Dead the goal, which while slightly less powerful, as Cryptic Command loops are easier to set up, they also make each deck a little different, as you have to decide to split the deck for both islands to get to sanctuary or different named lands for Field, or some mix that ends up meaning the deck overall suffers consistency.
I am running Simic Land Control (Bant Field Spellchaser), and the only change in the update is dropping the 4 of Force of Negation and 1 Gitaxian Probe (used to see if your opponent had a force before loaming) for 2 more of Force of Will, a Finale of Revelation, and Archmage's Charm (steals any non-land permanent like a flipped Westvale Abbey Flip or Dark Depths token or counters or draws) and another land.
Basically, I could swap around a few counterspells, and some lands, and now my deck, the deck that went 43/0 so far against the field, with no game losses, let alone match losses, against any deck other than my own variations of Sultai Scapeshift when I piloted both, is now better due to the ban, despite it being the best deck before the ban.
I mean now the format is less balanced, but I'm down to keep winning!
3 months ago
Sounds like a fairly standard Consultation line, or maybe a Doomsday set up.
There are a number of ways to punish this line of play that are very effective.
Angel's Grace will prevent him from winning and he won't be able to interact with Angel's Grace when it's cast. This will, at a minimum, give your group a turn cycle to come up with an answer to his board state, or result in him killing himself outright if he used Thassa's Oracle.
Trickbind works similarly, it's got split second so it can't be interacted with on the stack, and it counters the triggered ability of Oracle or the activated ability of Jace, but doesn't really affect Lab Man. Again, with Oracle he just dies on his next turn, but with Jace this option buys the table a turn cycle to find a way to kill the Jace.
Dispel is a good way to interact with both of the Forbidden Tutors (Demonic Consultation and Tainted Pact). Many other counterspells are also excellent in this role. The key is being prepared for him to attempt his line of play and then busting out the countermagic you were saving for that situation.
Spell Snare hits both Oracle and Tainted Pact.
Geier Reach Sanitarium can be used to force him to draw with an Oracle etb trigger on the stack, but is less useful against Lab Man and Jace. Any spell that can force him to draw at instant speed while an Oracle trigger is on the stack will cause him to lose as well.
Any form of instant speed creature removal is an excellent way to answer Lab Man while he has a draw trigger on the stack that would draw on his empty library and win the game. Lab Man will die, he will draw, then he will die.
Meddling Mage and other cards that prevent him from playing important pieces of his line of play are also good solutions but can be vulnerable to removal.