Negate

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Frontier Legal
Pauper Legal

Printings View all

Set Rarity
Aether Revolt Common
Conspiracy: Take the Crown Common
Oath of the Gatewatch Common
Magic Origins Common
Dragons of Tarkir Common
Magic 2015 Common
Magic 2014 Common
Magic 2013 Common
2012 Core Set Common
2011 Core Set Common
Duels of the Planeswalkers Common
2010 Core Set Common
Morningtide Common
Promo Set Common

Combos Browse all

Negate

Instant

Counter target noncreature spell.

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Cardhoarder (MTGO) 100%

0.02 TIX $0.01 Foil

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Negate Discussion

acbooster on Tribal Enchantments

14 hours ago

When a spell or ability is looking for a specific quality of a card/spell/ability, it looks for that quality and only that quality. Just as Negate looks to see if a spell is a creature spell or not, Smokebraider will look for the spell to have the Elemental subtype or the ability to come from a permanent with the Elemental subtype. If it were to only be for Elemental creature cards, it would say so.

Magic is very explicit on what a card can and cannot do, so there's no inferences that have to be made with cards and what they do.

FantasySiege on Construct Tribal

21 hours ago

I'm so glad someone else had the same idea. I have something similar although I went U/R instead. I find that blue brings good sideboard options in Metallic Rebuke and Negate. Something I really want to play around with is Efficient Construction as well. For other red options I really enjoy Pia's Revolution and Shock. I could see an argument for a black splash because of Tezzeret's Touch or Scrapheap Scrounger, although scrounger is a bit of a non-bo with trawler. In blue you could also get really could draw spells like Reverse Engineer. (An argument could even be made for Implement of Examination??). Another interesting piece to consider is Hope of Ghirapur since you dont have any one drops.

darkoverlord on Bant Midrange Tempo

1 day ago

After a few matches I love the deck. I make a lot of mistakes, it is really not easy to pilot the deck. My thoughts so far:

  • 4 Heart of Kiran is probably too much, going down to 3 for now

  • 4 Longtusk Cub is a must. This is our synergy payoff (Attune, Miner, Refiner), we always want it, and almost everyone is running 4 Fatal Push, so we need pressure after the first is killed

  • I am not sure about Nissa, Voice of Zendikar

  • I am also not sure about Blossoming Defense. I never had it when I needed it (thought it would have been a blowout), and it is quite bad in topdeck mode.

I made more changes in the sideboard:

  • added 4th Tamiyo, Field Researcher for the BG matchups -> BG is the most popular deck, and they cannot beat this card

  • added 3 Negate and 2 Disallow --> these together with the Quellers are excellent against control and Saheeli Combo decks, also great against Metalwork Colossus decks

  • added 2 Natural Obsolescence --> this is great agains everything (Mardu, artifact heavy BG lists, Aetherflux combo, Marvel decks, and Metalwork Colossus

  • added Confiscation Coup - great against any creature based decks and is always a 3 for 1 (they lose something, you get something and they need to remove that something somehow)

I have not played against the Saheeli combo yet (which will probably be banned in a few weeks anyways, so not a big deal), I assume that is not an easy one. We have to put pressure on the board early to prevent them from casting a T3 Saheeli. If we can do this, I ghink we are good. After sideboard we can more rely on counterspells, so we should be fine.

In general I would like to have access to main deck Negate and Disallow but I simply do not want to cut anything.

Kpan on Dynavolt Deadlock Hulk

1 day ago

Cool deck, been playing control for years and it's nice to see some new ideas! Here's some personal adjustments I would make:

Reasoning: You don't need 4 Engulf the shore, with Anticipate, Glimmers, and Gerahulk flashback, you'll find a copy when you need it. Trophy mage seems weak, only good against super aggressive decks to chump, and even then its not that great since you will easily find copies of the artifacts with those card draw spells. More than 1 copy of Rise from the tides is a little overkill, you only really need 1 in a control decks where you want to maximize the amount of early game spells to stay alive. Playset of Gearhulk is almost a must in mono-blue control as a win con and pure value, especially with all the instants and dynavolt towers. Don't underestimate planeswalkers! Jace is a great addition to this deck and my strongest suggestion. Turn 4: Play engulf on their endstep ==> Turn 5: cast jace on your turn on an open board ==> proceed to win.Lmk if you have any questions! :)

seanbruno on Izzit Awry?

2 days ago

Creature meta is too strong. Negate just needs to be sideboard nowadays.

Dk1997 on Edric

2 days ago

Mindshrieker , Sigil Tracer, Negate idk i'm bored, Hurkyl's Recall is good, side board mostly, as well as Pale Moon, Envelop , also using all snow covered lands plus a Scrying Sheets helps u use that extra mana to help draw your lands, Riptide Laboratory + Glen Elendra Archmage is meh, Gaea's Touch, Lignify, Song of the Dryads, Beast Within,only card i can really suggest would be Earthcraft which allows you to basically play your entire hand by tapping your summoning sickness creatures to play more creatures, ash barrens, blasted landscape , Sword of Feast and Famine, and Sword of Body and Mind

aholder7 on LD Deck

2 days ago

General Notes:

i dont think you need blue here. milling doesnt do anything for you (even if you mill a land that doesnt change the fact that the top card of their deck could be another one). and while making things cheaper is better, if you play 3 drop land destruction (which you should play as much of as possible) then playing a 2 drop that reduces cost doesn't really make things come down faster. And the thing is unless you're casting more than one land destruction spell per turn its probably better for it to be a mana dork (a 1 drop preferably. theres no particular reason for you to use 2 drop dorks). or to replace them with mana rocks that are much harder to remove.

Now lets look at green. what does green give you that red does not have.

mana dorks. good beat sticks. and enchantment hate. if you have green in the deck, make sure you are getting all the benefit you can from it. if you're not then you may as well play mono red (possible, i made a mono red land destruction deck a while ago just to prove you could).

1 ofs are inconsistent. if you put a card in your deck you need to understand how often you want to see it. if you put 4 in, you are generally saying you want to see it every game and in general as much as possible. as a 3 of, you are saying you do not need to see it every game, but you still want to see it most games or its great to have but doesn't do as well in multiples. 2 of means you dont want to see it in most games or you really don't want to see it in multiples. 1 ofs are usually used as 5 ofs or as tool box cards. what i mean is that if i really want to play as many Terminates as i can i will play 4, but i may still want more so i play Dreadbore which is worse, but is basically my 5th Terminate. A tool box card is mostly for decks that can search for cards with things like Chord of Calling or Trinket Mage etc that can search the entire deck for the 1 of that you put in there for just this case. your deck doesn't search so right now most of your 1 ofs are inconsistent. for example why would i play 1 Lightning Bolt, 1 Shock, 1 Harnessed Lightning and 1 Lightning Strike, when i can just play 4 Lightning Bolt.

so lets walk through the deck piece by piece.

Creatures:

Baral, Chief of Compliance: not a bad card, but you don't play very many counters (1) and as i mentioned above it's not much better than Arbor Elf in this deck. especially since most of your instants can't actually benefit from his effect.

Goblin Arsonist: I assume that this card is in here to help protect you early game by disuading enemies from attacking. This card isn't that great at that, and most 1 drops in red really wont be. rather than try and but down a turn 1 wall, you may want to focus on making yourself quicker. so something like Arbor Elf or something similiar might benefit you more.

Minister of Inquiries: as i mentioned above this card does not furthur your goals. the best part about this card is that it gives you energy for something useful like Aether Hub but if you drop blue, then you don't need Aether Hub.

Servant of the Conduit: there are enough 1 drop mana dorks that you don't need to play this 2 drop mana dork. especially since it has limited uses.

Thragtusk: this is actually a really solid card. it gives you a good body with some life so that it has imediate impact, which is important for a 5 drop in modern. the fact that it also has residual value even when removed is what really makes this card great. my only worry is that with 22 lands you might run into problems casting it, but if you add any number of mana dorks this problem should resolve itself.

World Breaker: too expensive. you play 22 lands and this card is 7 mana. even with mana dorks this is too much risk for not enough reward.

Instants:

Appetite for the Unnatural: try Natural State instead.

Lightning Bolt: probably one of the best red cards printed.

Negate: you don't need blue. even if you do stay blue, either put in more counters or take this one out. you don't want just 1 counter.

Shock: you may want something like Pyroclasm to clear the board of several small units.

Sorceries:

Creeping Mold: i'd rather just have another Structural Distortion over this, but if you are seeing lots of enchantments and artifact, then this card is ok.

Crumble to Dust: this is actually one of the better 4 drop land destruction spells, as it can destroy land on their field and some in their deck making them less likely to draw more. (this is different than milling which may or may not alter the ration of lands to non-lands in the deck)

Reclaiming Vines: see reclaiming mold. also see Roiling Terrain.

Stone Rain: Bread of the deck. does exactly what you want to do.

Molten Rain: bread, meet butter.

Structural Distortion: mini Roiling Terrain most of the time, but it does let you exile land which can get the occasional Darksteel Citadel. if you end up putting Roiling Terrain in the deck, you may want to replace this with Poison the Well.

n(not in your deck currently) Boom: this card is fantastic. but usually only if you play it alongside fetches (Wooded Foothills) or Darksteel Citadel. otherwise its just ok.

Lands:

Aether Hub: if you switch to a 2 color deck you can take this out.

Blighted Cataract: regardless of if you stick with blue or not you should take this out.

Botanical Sanctum: obciously if you drop blue you drop this.

Cinder Glade: you actually will probably want to drop this regardless of what you do to your deck. you are on a tight clock. you cannot afford not to have your mana when you need it, and unless you always have 2 basics on the field when you play it, then it's too dangerous to play. you'd rather hurt yourself with something like Karplusan Forest.

Forest: basics are cool.

Game Trail gets better once you drop blue. also gets better if you add any number of Stomping Ground.

Island: this card makes people concede in legacy.

Mountain: glory be to red and all the pain it will cause.

Spirebluff Canal: you drop this if you frop blue.

Ghost Quarter is also an option. it doesn't put them a land down, but once you get enough land that you don't need all of it, you can effectively sac this one to make your opponent downgrade one of their lands or just to remove one from your opponents deck to make it less likely for them to draw more. also works well with Boom.

if you couldn't tell i really think you should drop blue.

hopefully this is somewhat helpful to you. as a tip you should probably add a budget tag since you are looking to keep this under $150.

best of luck with your deck.

olag on Budget Grixis Delver

2 days ago

For a budget list, it looks pretty good! I have a few suggestions for you, and hopefully they will be within budget:

1) Terminate is pretty cheap, ranging somewhere from $2-3 iirc. I definitely recommend cutting all the Doom Blades, as they're pretty feel bad in a lot of matchups. Replace accordingly with 2-3 Terminate.

2) I recommend some Duress, Dispel, and Negate in your sideboard as they're pretty versatile and cheap sideboard cards. Let me know how much budget you have to work with and I recommend some more cards.

3) Lastly, look into some of the fastlands like Spirebluff Canal which I think is the cheapest and probably best one for your deck (allows for T1 Delver of Secrets  Flip, Serum Visions, Monastery Swiftspear, Lightning Bolt, etc etc).

Let me know if you have any questions, but it looks good for being budget! I'll keep tuning in, let me know how it goes!

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