Mystical Dispute

Mystical Dispute

Instant

This spell costs less to cast if it targets a blue spell.

Counter target spell unless its controller pays .

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Set Rarity
Throne of Eldraine (ELD) Uncommon

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Legality

Format Legality
Block Constructed Legal
Historic Legal
1v1 Commander Legal
Frontier Legal
Pioneer Legal
Modern Legal
Oathbreaker Legal
Duel Commander Legal
Arena Legal
Standard Legal
Casual Legal
Pre-release Legal
Unformat Legal
Vintage Legal
Leviathan Legal
Commander / EDH Legal
Brawl Legal
Canadian Highlander Legal
Highlander Legal
Magic Duels Legal
Legacy Legal
Tiny Leaders Legal

Mystical Dispute Discussion

gmars on M21 Rotation Proof Mill

2 weeks ago

Didn't Say Please -> Mystical Dispute Maybe cut Teferi's Tutelage and focus on a more tempo style deck with the 7/7 loch creature, 24 land and the 1 drop mill 4 and 1/2 mill + scryers, cut necromentia as well?

enpc on The Battle of the Counterspells!

2 weeks ago

Context is important. I don't think it's possible to rank counterspells in general, as different formats want different things from cards. Swan Song is considered one of the top counterspells in cEDH as it is cheap and often provides decks with backup win condition lines (via countering your own spells for a bird army). I have seen lists that will run Swan Song but not Force of Will as the blue count in the deck is low enough that force of will is as much a liability as it is an asset.

On the other hand, Swan Song is not great in modern, giving your opponenet a 2/2 with flying can be a death sentence in a 20 life format.

It also comes down to the function of the counterspell. Is it being used in an offensive or defensive mana? Pact of Negation is a fantastic counterspell on combo turn, however paying 5 mana on your next upkeep makes for a sad panda. But protecting your double-striking damage buffed Primeval Titan or sticking your Isochron Scepter with imprinted Dramatic Reversal is nice. And you don't care about the delayed cost if the game is already over.

There's also counterspells like Ceremonious Rejection. These are considered bad (mainboard at least), but when you sit down against a tron deck and then having this in your opening hand feels good. Meanwhile, that Spell Snare that you're running might feel a lot less good.

Then there's even stuff like Dissipate. It's a good counterspell and gets around Mystical Dispute, but you can't pitch it to Force of Will or Misdirection.

As I said, conetext is important. Meta is important. So I would be be reluctant to try to rank counterspells on a general scale.

DeinoStinkus on The Battle of the Counterspells!

2 weeks ago

Hey, just wanted everyone to have a friendly discussion comparing these five counterspells: Swan Song, Void Shatter, Force of Will, Pact of Negation, and Mana Drain.

Swan Song is the only one on this list that I own, and is the limit of what I will currently pay to get a counterspell. It performs greatly against Voltron and Spellslinger, okat against Combo and Ramp, and not well against any Aggro or Wide strategies. The unpredictability of Swan Song makes it slightly less powerful than Force or Pact, but for a lesser price it is worth it.

Void Shatter is a flavor win for me. I'm an Eldrazi nut, so I love the Devoid cards. And Void Shatter is a cool one to look at. Honestly though, it isn't as good as the others, as it's a colorless Dissipate. However, Mystical Dispute can't weaken it, so it's not terrible.

Force of Will is one of the most recognizable counterspells in MTG, and the most expensive. It is essentially a free counterspell. The drawback is much too low for a free counter to anything. I personally think the card needs a serious reprint and that its pals Contagion and Bounty of the Hunt are underrated.

Pact of Negation is interesting. While costing much more than a normal Cancel, both in terms of mana and in terms of money, it can be played when all your lands are tapped. Plus, with Hive Mind you can boot any non blue players. Slaughter Pact has the same problem, but is less evil. A cool card but also kind of niche.

Finally, Mana Drain. I live this card. It allows you to make crazy plays early on without having your own mana. Absolutely terrible in Vintage, but in Commander it has a lot of value. There isn't a whole lot to say about this card, but it is my second favorite on the list and the one I deem to be second most powerful.

Rankings

My favorites:

  1. Swan Song

  2. Mana Drain

  3. Void Shatter

  4. Pact of Negation

  5. Force of Will

Power Level (Least to Most)

  1. Void Shatter

  2. Swan Song

  3. Pact of Negation

  4. Mana Drain

  5. Force of Will

Let me know if you want to see more like this, and let's discuss! Remember that everyone's opinion is valuable and noone's opinion is wrong.

UnbanHogaak on azorious tempo

3 weeks ago

Miscast feels too situational, even in the sideboard. Maybe go for Mystical Dispute if you're playing against a lot of blue decks, or else just a hard counterspell like Negate against noncreature decks or Essence Scatter against creature decks?

ironballsmcgee on the o's of the pioneer

3 weeks ago

Hi, I really love the deck. Are Hangarback Walker and Walking Ballista in the list as chump blockers/spot remover while you work your way towards the combo? If so, I would suggest Endless One and Chamber Sentry. They also can just be cast for zero mana to enable the combo, but when needed for blockers, you don't have to pay XX, just X, making them more flexible in sideboard games where you have cards like Mystical Dispute or Dispel.

Also, I play tested the deck and the combo felt pretty reliable once you have Song of Creation out. However, have you considered maybe taking the deck in a different direction with Paradoxical Outcome and Inspiring Statuary? It would come out on curve, as you currently don't really have an ideal turn three play other than not die :) I'm not sure how effective it would be because improvise does not really help you cast Song of Creation on the cheap, but once you had a Mox Amber and an Emry, Lurker of the Loch, the combo would seem to be "guaranteed", short of horrendous luck. The only other pivot would be to have more zero mana artifacts instead of zero mana artifact creatures in order to not lose value when recasting after you bounce them with Paradoxical Outcome.

Either way love the deck!

TriusMalarky on Returning players - where to ...

3 weeks ago

Since you're just playing with friends, you get the leeway of not needing to spend tons of money acquiring decent cards. That means that, overall, you can get a lot more bang for your buck.

I'll be giving you my personal preferences for a casual player who may or may not ever get into slightly more competitive play, AKA FNM.

  • 1) There are bulk boxes available for $15-20 of a thousand or two assorted cards. Keep in mind a lot of the cards might not be legal in Modern, but they do tend to be acquired from mostly newer sets(from the two I bought, ~70% of the contents were standard legal at the time of purchase). I recommend one of those to just about everyone who's getting into the game. They might not end up giving you tons of great value, but it's solid card fodder to help you learn and explore more archetypes and strategies.

I also recommend picking up cheap staples by the playset. The following are a bunch of cards you can probably get for $2 or less apiece, in many cases for the whole 4 copies.

That's mostly just a pile of suggestions, though. The lands will be absolutely necessary for any multicolor deck you build, although wait a month or three to get the Thriving lands because those currently have an immensely low supply and will be reprinted shortly.

SynergyBuild on Do you want to make ...

1 month ago

Mj3913 & TypicalTimmy

Love the ideas! Keruga can actually perform just well, Ancient Tomb, Gemstone Caverns, Mystical Dispute, Search for Tomorrow, Force of Vigor, Emry, Lurker of the Loch, Force of Will, Force of Negation, Misdirection, etc. all work super well in those decks.

Really, filling the game early on with a sometimes slower start is perfectly fine, when most of the Keruga lists can go off by casting some Kydele, Chosen of Kruphix into it for a big storm turn, with Coalition Relic-type ramp to set up, and Ghostly Flicker/Deadeye Navigator type effects to win.

Personally a super cool commander! My favorites are Brallin, Skyshark Rider  Flip/Shabraz, the Skyshark/Zirda, the Dawnwaker cycling (Triple Commander - Brallin, Shabraz, and Zirda!)

Do either of you want to make a sample list for some of you favorites. I'll write the lists in this post and may make a separate decklist mini-article over them all!


I'm planning on making Keruga, the Macrosage/Vial Smasher the Fierce/Kydele, Chosen of Kruphix

CleoCola on Temur Song

1 month ago

I was driven to comment because I am in love with this idea, Song/Bobo/Rielle looks like tons of fun. I am writing this mostly to lay down my thoughts about how I would make my own version, and if you disagree with any of my points of course ignore me and play whatever cards you want.
As an experienced Yorion player I have some suggestions for tweaks, beginning with the inconsistency of 80 card decks and how to make them reliable. 32 lands is not enough, especially with the land synergies you have here. There are a few cards that, while powerful, don't necessarily line up with the strategy. Sad to say, Field of the Dead is banned in pioneer, so I'll start with those ideas.

-1 Field of the Dead, -2 Questing Beast, - 4 Gallia of the Endless Dance, +2 Breeding Pool, +2 Ketria Triome, +1 Blast Zone, +1 Borborygmos Enraged, +1 Rielle, the Everwise. Gallia is good and has discard synergy, but requires one drop creatures to actually begin triggering in any reasonable amount of time, and our early game is better spent setting up for the silliness later. This puts us at 36 lands, but I think 38 is where we want to be.

Cavalier is powerful and aggressive AF, but not something we want to see all the time. -1 Cavalier of Flame, +1 Sheltered Thicket, -1 Temple of Epiphany, +1 Lotus Field (don't want to miss out on squeezing this amazing land in somewhere). that's 37.

Unfortunately, while he is adorable, Buccaneer is an objectively bad magical card. Luckily, there is another 3 drop 2/4 who loves lands. The switch is synergistic and keeps to curve, -4 Glint-Horn Buccaneer, +4 Courser of Kruphix.

The next point is that Song is its own engine, that its downside is large, and that Rielle terminates the drawback of being without a hand during our opponent's turns. The adventure creatures are also neat in this regard; they dodge the discard. With that in mind, Ox could be cut. If we control Rielle and Song, we want the first thing we discard to be Song's trigger after we've drawn cards with Uro, who will be hogging our graveyard anyway. Benthic gets the boot, we want to play lands from anywhere. -3 Ox of Agonas, -3 Benthic Biomancer, +1 Uro, Titan of Nature's Wrath, +4 Ramunap Excavator, +1 Sheltered Thicket. In my opinion, this is the correct amount of lands.

The new version is resilient to wipes and we can win in one turn anyway. We need... we need to graze. -3 Heroic Intervention, -1 Avacyn's Judgment, +4 Arboreal Grazer.

I think the sidboard is very good, but Damping Sphere is how decks without access to Cindervines are trying to fight Underworld Breach. -2 Damping Sphere, +1 Cindervines, +1 Mystical Dispute.

The new list aggressively loots and ramps for Bobo, as well as Judgment, all while threatening our opponent with a 6/6 that never dies and an annoying 5/1 fearie with with flying, first strike, and trample. If only I could have this in Arena.

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