Mystic Confluence

Legality

Format Legality
Commander / EDH Legal
Duel Commander Legal
Vintage Legal
Legacy Legal
Tiny Leaders Legal

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Set Rarity
Commander 2015 Rare
Promo Set Rare

Combos Browse all

Mystic Confluence

Instant

Choose three. You may choose the same mode more than once.

  • Counter target spell unless its controller pays .
  • Return target creature to its owner's hand.
  • Draw a card.
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Mystic Confluence Discussion

Silber on the locust god edh

4 days ago

Hey, just commenting like I said I would on facebook. An easy cut here is Sulfur Falls because you have two :) Next I'd say Blue Sun's Zenith, Niv-Mizzet, the Firemind, Coat of Arms and Think Twice. The first three are win-more, and I believe that your goal for winning is fairly straightforward, it also involves a lot of mana, not infinte, which these often look for. Coat of Arms helps your opponents, do not reccommend. Running Rapid Hybridization, Pongify and Reality Shift may be overkill, I'd drop one, your choice. In an effort to avoid fluff, I also believe that either Vedalken Shackles or Helm of Possession can get the boot. It may be personal preference, but I don't like Mystic Confluence much, if you don't agree just drop one of my adds. In place of it, I'd add Muddle the Mixture to counter and search, as well as Merchant Scroll for more search, and Fabricate for you guessed it, more search. That's 8 cuts, 3 additions, which bring you to 100. Let me know what you think.

zamiero on A Michael Bay Film, Omnath: Age of Explosions! v2

6 days ago

Since you say you're the early threat and one opponent holds countermagic for you, may I suggest Autumn's Veil? Playing my Titania, Protector of Argoth deck I win countermagic wars with it... they always keep just enough mana open for Cryptic Command or Mystic Confluence. They never expect it!

I have the same problem with Titania, Protector of Argoth in that I attract early attention and the attention of the table. I have yet to find an appropriate solution (either with cards or politics).

I approached Omnath (with little success, so please take this advice with caution) using free or super-cheap ramp spells that can be activated the turn I cast Omnath: Sakura-Tribe Elder, Dawntreader Elk, and Perilous Forays. I noticed you already have the Forays in the deck. If you want more Landfall triggers and the ability to find Homeward Path at a moment's notice, then Crop Rotation is for you. I'm waiting for the day I can settle on a R/G commander, then pull out an instant-speed Kessig Wolf Run or Winding Canyons.

Speaking of which, if you have the extra mana then Winding Canyons allows you to force the control deck to react at a time of YOUR choice (instead of the other way around). Yeva, Nature's Herald also allows the same, but in a much more limited fashion.

However I don't know if any suggestion I've made is as good as the card it would replace in your deck.

MsSysbit on Kefnuts

1 week ago

You forgot Lonely Sandbar. It's ways better than the land that says target creature cannot untap next turn, no? You might like Mystic Confluence too.

Rzepkanut on Jeleva The Lone Spellslinger

1 week ago

So I have quite a few ideas about this deck. First off i think you have too few mana sources, so i would go up to at least 34 lands. I think in addition to removing the mill strategy I'm not a fan of cards that steal a creature for only one turn and just return it. I would rather kill it. I would also cut all the targeted hand disruption and land removal because they have a very minor impact on the game most of the time. You can destroy important lands with cards like Strip Mine without needing to use up slots in your deck. Hand disruption in multiplayer needs to be repeatable or else it's not very good. In Commander I find people have such powerful topdecks that trying to control people's hands one card at a time doesn't really do much anyway because they will still just draw the most powerful card in their deck. Without a ton of countermagic and removal to stop what doesn't get removed from the hand it's hard to actually control the game this way. Most countermagic does not play well with your Commander's ability however. So I would just focus on ways to control and dominate the board. I also included some really good green hate cards and creature hate cards. Alright so I have way too many card ideas to use at once i think but here we go...

Hibernation, Perish, Slay, Chromatic Lantern, Rise of the Dark Realms, Commit / Memory has really impressed me recently, Fated Return, Necromantic Selection, Expropriate, Mystic Confluence & Cryptic Command are counterspells with other modes you can cast anytime, Mizzix's Mastery, Stolen Identity, Supplant Form, Worst Fears....

bestryanever on Epic Experiment!

1 week ago

Hands down this is my favorite of all the decks you've done! I love playing Mizzix, but she can draw a lot of hate. Your deck takes all of the stuff I love from Mizzix and puts it in a less suspicious shell. I figured I'd throw out a few of my favorties from my own experiences, although not all of these are budget options.

Instorceries:

  • Turnabout - helps power-up your experiment by untapping your lands
  • Past in Flames - why return Epic Exp to your hand when you can just cast it from the GY?
  • Capsize - spells with buyback work great with Epic Exp
  • Mizzix's Mastery - incredible useful as long as Epic Exp is NOT in your GY
  • Mystic Confluence - not budget, but fantastic utility card
  • Part the Waterveil - you can't awaken it off Epic Exp but it's still a free extra turn
  • Walk the Aeons - extra turn, and with all your fetching you might have the islands to buy it back
  • Firemind's Foresight - a severely underrated tutor, especially with the amount of ramp at your disposal. I'd recommend fetching Swan Song for protection, Epic Exp, and Reiterate for the payoff.
  • Snap - if you hit it with Epic Exp then you get free mana!
  • High Tide - I dont think there are enough islands in here to justify it, but it's really sweet with some of the untap effects
Permanents:

freakingShane on Zombiestorm

3 weeks ago

For protecting your combos / late-game play, I recommend switching to Force of Will and the likes in place of your exiling counter magic.

Reason being, it will be harder to hold up 3 mana, so being able to respond to an opponent with a FoW, Pact of Negation, Swan Song, or even the classic Counterspell would be best.

In a more controlling deck, where you have anywhere between 5-10 counter spells, I would recommend Cryptic Command and Mystic Confluence, but for protecting combos only, you need your responses cheap and effective. That's just my two cents though!

BlueScope on Talrand Wants Opinions

3 weeks ago

Picking up the Polymorph discussion - As you already said, you get a Drake for a Drake, but I believe what EmmaMuu was going on about was that you might potentially hit something not worth spending the on, such as Baral, Stratus Dancer, or Willbender. Baral could be worth it depending on your hand at the time, but for the other two, seeing as they're utterly useless when entering the battlefield face-up, those aren't good draws and will leave you wasting a turn, as well as mana you could've left open for counter magic.

I haven't made good experiences with those two cards in particular myself - Willbender is too situational and rarely mattered when I was playing games. I originally intended to steal the opponent's Time Warps with it, but you really need to spend the initial for Morph, protect the permanent until it matters, then unmorph for another , and then hope your blue opponent doesn't have a Stifle. Insidious Will is the better card here by far, all things considered.
As for Stratus Dancer, it's a cool card because it can counter Split-Second cards, which is the only justification I can see to play it. Well, it's a 2-powered flying creature, which I guess plays into your deck's mechanic. Either way, it's pretty much sub-par for the same reason as Willbender, though if you have to leave one of them, it would be this one, as it's at least a hardcounter (so it will help against something like Blasphemous Act).
Still, I'd go with cutting both, replacing them with potent counterspells such as Cryptic Command and Mystic Confluence. Since your list doesn't include Disallow yet, that might be a chance to cheat it in there if you're worried about the former two's mana costs. I could also see Torrential Gearhulk replacing one of them, as it will even get you another Drake, plus the chance to get two uses out of a counter spell should you draw and cast it.

As for the rest of the deck, the only things that stand out to me are Halimar Depths (which is a land that I personally deem one for slow control decks, which yours is not), which I would replace - the same really goes for Myriad Landscape, which seems redundant when looking at your mana curve, and will probably slow down your early game, with nothing to use the mana on later on. Of course, there will always be those turns where you leave mana open for a counter spell, and your opponents don't do anything, so maybe I'm wrong about it.
As for suggestions in the Land department, I would very much include Homeward Path to prevent getting hosed by Reins of Power, or Insurrection. Unlike the aforementioned lands, it also comes into play untapped, so it will be marginally faster. Other than that, I like the Cycling lands Lonely Sandbar and Remote Isle. While these are slow, they aren't useless if you draw them from the top, and since you can cycle at instant speed, you don't have to worry about the investment for it all that much.

I also noticed you're not playing a Cyclonic Rift... what kind of blue commander player are you? :D

BiggestJohn on The Mysterious Ms. W

3 weeks ago

I would like to STRONGLY suggest Mystic Confluence. it has saved my ass multiple times. The versatility is insane, it is never a dead draw, at worst it's a Jace's Ingenuity, but it can be so much more. It can be a better Into the Roil or a better Dismiss.

I also recommend Whir of Invention that card is pretty amazing as well.

I don't know your budget, but Umezawa's Jitte is $30.00 for a reason, it really is just that good, it allows you to control combat without spending mana, people will always be second guessing themselves when you have 4 or more counters on the jitte.

Finally, I think you should add a Dark Petition, you will always have the spell mastery by the time you have 5 mana, and it is basically a Demonic Tutor then (I assume you have no DT because of budget or for the sake of being fair to your playgroup).

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