Null Rod

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Vintage Masters (VMA) Rare
Weatherlight (WTH) Rare

Combos Browse all

Null Rod

Artifact

Activated abilities of artifacts can't be activated.

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Null Rod Discussion

BeaudaciousGiebs on Boros Hate

1 week ago

Vidar91 I admit that Tocatli Honor Guard was in my original list, but upon discussion with the (very experienced) judge at my LGS, he advised against. His reasoning, that I can agree with considering local atmosphere, is that it doesn't do anything. Insert Null Rod joke that I made, but not many people have been running anything with ETB triggers at my store. White is the biggest provider of ETB effects, but is also the least played color at my store other than some Approach of the Second Sun decks that don't often rely on creatures anyway.

Don't worry though, the suggestion to put it back is not unconsidered, but I might wait to test a bit without it before judging necessity.

BeaudaciousGiebs on Boros Hate

1 week ago

Vidar91 I admit that Tocatli Honor Guard was in my original list, but upon discussion with the (very experienced) judge at my LGS, he advised against. His reasoning, that I can agree with considering local atmosphere, is that it doesn't do anything. Insert Null Rod joke that I made, but not many people have been running anything with ETB triggers at my store. White is the biggest provider of ETB effects, but is also the least played color at my store other than some Approach of the Second Sun decks that don't often rely on creatures anyway.

Don't worry though, the suggestion to put it back is not unconsidered, but I might wait to test a bit without it before judging necessity.

FireStorm4056 on [PRIMER] Death & Staxes: Competitive Meren EDH

1 week ago

spectrevr4

A faster clock should help solve a lot of your problems! And based on what you said, I think you'll be well on your way to outpacing them per the suggestions above.

Spell-based mill like this usually falls flat without big mana, and big mana is usually very weak to one-off targeted removal (because it leans on mana doublers, big mana rocks, etc). A few well-placed removal spells (Nature's Claim, Abrupt Decay) paired with Null Rod and Phyrexian Revoker (naming a key mana-producing piece so they can't tap for mana) could really put them off their game. These kind of decks usually rely on momentum to win so if you can crush a key piece of the plan, it should put you in good waters. Looking at the example you gave - Crypt Ghast + Cabal Coffers + Urborg, Tomb of Yawgmoth are fantastic if they can all be assembled together, but that usually requires a number of turns and a lot of investment (tutors) on your opponent's part. Then, if you can snipe the Crypt Ghast with a single 1-cmc Dismember, that really shuts down a huge part of their mana production (CC + Urborg alone don't make huge mana until the land counts get higher)

Personally I think that if you can get your speed/tempo up and increase your density of targeted removal, you will solve a lot of problems before they actually become problems. So, you don't have to deal with the Mind Grind directly - you can just gut their ramp strategy to make the Mind Grind a non-viable play in the first place.

Since it's easy to miss, note that Null Rod completely shuts off mana rocks, because they have "Tap" as an activation cost. So landing a fast Null Rod can totally blow out entire mana ramp strategies. I spend my first fast tutor on Null Rod in probably 30-50% of my games just because it's so strong at shutting down artifact-based ramp and combo. Then, if you can land a Winter Orb shortly thereafter (with mana dorks on the board), you're well on your way to locking everything down.

Keep us updated on how things go!

FireStorm4056 on [PRIMER] Death & Staxes: Competitive Meren EDH

1 week ago

spectrevr4

Not to worry! There are a lot of ways to speed things up. Looking at your list, here are a few things that I recommend:

  1. 1-drop mana dorks. Enough to be consistent with them in the early game. This is the surest way to speed up your clock and put you ahead of the table. Note that cards like Farhaven Elf are repeatable... but how often do you find yourself actually doing so? In my experience the tempo off a T1 Llanowar Elves is so much better than potentially getting a second land off Farhaven Elf. Most of the 1-drop dorks are quite cheap ($$), with Birds of Paradise topping things out at $4-ish. These will not only provide you with acceleration, but also can potentially replace higher-costed slots currently in your decklist (such as Into the Wilds, which has good long-term potential, but often you've already lost by that time). Even better, on later turns, dorks are cheap enough that you can still play them AND do something else useful - whereas if you play a Farhaven Elf, chances are that's all you're doing for the turn.
  2. Carefully evaluate engines that don't give you immediate return on investment. Black Market has big payoff potential but it doesn't do anything the turn it hits... there might be some other ways to build the deck that give you similar ramp but play out much quicker. Be creative, as it doesn't need to be a direct replacement. For example, Earthcraft and Cryptolith Rite are alternatives you might consider. They each cost 3 cmc less (so can be played earlier and don't take up a full mid-game turn) and make all your creatures IMMEDIATELY tap for mana (so no buildup required). With Meren + one non-dork on the board an Earthcraft is effectively free since they can immediately tap to generate two more mana. Again, the payout potential might not be as high as Black Market, but they hit a lot faster and (initially) harder.
  3. Don't rely on creatures for all of your removal. In my experience, Acidic Slime was almost always just a Nature's Claim for 5x the price... and it's a dead card for quite a long time due to its high cost. You should definitely still pack creatures with removal on them, but it's worth considering the best noncreature removal too (Abrupt Decay, etc). This is especially important when you are facing combo decks - often a single well-placed removal spell throws a wrench in all of their plans.
  4. How do the combo decks in your group win? Most of the mill combos I'm aware of rely heavily on artifacts, not only for the combo, but for ramping and card advantage. These types of combo decks are really, really weak to silver bullets like Null Rod, Damping Matrix, Pithing Needle, and Phyrexian Revoker. Paired with a few tutors you can land them reliably and often save the game without even having to think about much else. You already run some of the best tutors too so no real issues there! If decks are consistently winning on T3-4, then in most cases their plan is fragile to targeted removal or silver bullets. If you are running both then you will have a lot more ways to deal with these issues!
  5. Answering tron is tough if you restrict yourself to engine-based creature removal. My list has actually shifted away from most of the popular "kill" engines - note that I don't have The Abyss, Magus of the Abyss, Dictate of Erebos, etc. For the most part I pack a lot of targeted removal and Fleshbag Marauder effects to solve these problems... For example, I find the efficiency of a one-time Dismember is usually far better than hassling around with getting an Attrition engine setup - you might try a similar approach! My best reasoning is the following - you'll already have enough to do with creatures and Meren (it's not like you're lacking targets), so playing spell-based removal means you can do more per turn rather than have to decide on a single choice for your Meren trigger.
  6. Since we're playing stax/control, you have to take a long, hard look at every card that doesn't provide a strong boardstate advantage (card advantage, tempo, resource generation, etc) or hinder our opponents somehow. Verdurous Gearhulk stands out to me as something that doesn't really fit a "niche" - it is "good" but doesn't really play towards any plan of ours. So I question whether it is worth including. Compare him to something like Creakwood Liege, who can offer a similar boost to P/T on the board, but costs less and can generate a strong 3/3 critter each turn (to be used for combat, finisher, or sacrifice fodder).
  7. I'm not a huge fan of Death Cloud personally, it's just so expensive a price to pay for a symmetric effect. Pox and Smallpox are already in your list and very cost-effective - Death Cloud has always seemed to me like it cost just too much for what it offers.
  8. Clearly you are running Bitter Ordeal for a reason, and I would guess it's to answer the combos you've been facing :) I tend to prefer silver bullets like Null Rod (since they are widely useful regardless of opponent)... but if exiling combo pieces is the goal, might I suggest Sadistic Sacrament instead (sorry, card tags aren't working on this one for some reason)? It may not be the most efficient spell... but it is wicked fun to land against a combo player at the right time and a little more consistent than Bitter Ordeal :)

jeannieboef

This is something I plan to address, but haven't had the time to write up quite yet. Some of the answers you're looking for are in the replies I've made in the comments - I will add a section like this soon enough.

Slivortal on Freyalise High Tide

2 weeks ago

-1 Null Rod

+1 Growing Rites of Itlimoc

In testing, while Null Rod is a very powerful Magic card, and while we only run 6 artifacts, the 6 artifacts we do run are very powerful, and having even one of them in play easily leads to Rod becoming a net-negative. Top and Clamp are both extremely powerful forms of card draw/selection, Crypt/Ring/Vault are often critical in casting our general, and Expedition Map is a very powerful tutor. While still perhaps the correct call for very artifact-centric metas, we will happily cut Rod for now.

Rites on the other hand has been performing very well. While obviously worse than cradle in that it does not provide mana on-turn, it is still a must-answer threat that serves as redundancy if Gaeas Cradle itself is dealt with.

Dark_Danda on cEDH: Full Sisay Stax & Hatebear

2 weeks ago

@ Profet93

Many thanks for your suggestions. I will consider to play Academy Rector again as there are some mass removals in my meta such as Toxic Deluge.

As for the other suggestions here are my thoughts on them:

  • Elesh Norn, Grand Cenobite: It is too costly for this deck in terms of mana cost and doesn't do much against my meta outside of the combo. I play against tasigur, teferi, storm (though it would hit arcum pretty hard - but then again this deck wins before you could cast elesh).

  • Kamahl, Fist of Krosa: same as elesh

  • Mana Crypt / Sol Ring: This deck mainly uses mana dorks and enchantments to ramp as I seek to hate artifacts as hard as possible with Kataki, War's Wage/Stony Silence/Null Rod ect... Also it would hurt my draw-engine in terms of having two less enchantments available to draw cards with my enchantresses like Argothian Enchantress. Furthermore when you look at above list, you will see that I make it up with 24 ramp cards. I.e. I prefer to play Exploration/Wild Growth/Utopia Sprawl early on to generate further advantage with Serra's Sanctum (which in turn is tutorable with Captain Sisay). Also when considering to play Armageddon, while having Kataki, War's Wage/Stony Silence/Null Rod on the battlefield, any mana artifact becomes quiet useless and you would wish to have any other sort of ramp that breaks parity for you at this moment.

  • Selvala, Heart of the Wilds / Umbral Mantle: as I already play 24 ramp cards, I don't feel like I need any more right now. If I would choose to have more wincon I would rather go for the following ones because they fit more into my enchantment deck: Squirrel Nest + Throne of the God-Pharaoh (Earthcraft is already in the deck). Or I would put back in Monastery Mentor to get infinite token/storm with Earthcraft (note: I play only around 20 creatures and 33 enchantments, which makes this card deadly outside the combo) as described in my game plan section above. But honestly, I think that Paradox Engine and Living Plane are already enough for this deck to win. Usually I either stax everybody so hard that I get a ton of time to assemble my combo pieces, or I can go off with Captain Sisay, getting Dosan the Falling Leaf first and then Paradox Engine to draw my deck and once that happens, there is no way for the table to win as at that point I will get infinite mana and will be able to play my whole deck and to get all relevant cards back with Holistic Wisdom. Even, if for some weird reason, I would not be able to kill everybody, the board would be so staxed after that turn, that nobody would ever be able to cast a spell anytime soon.

  • Helm of Obedience: As I described above I think I don't need more wincons at the moment and if so, I would avoid to use artifacts which require an activation as there are other cards available that give me more synergies.

All in all you pointed out some very good suggestions, which make sense when trying to make as much use of Captain Sisay as possible. But to be fair and honest, Captain Sisay was actually one of the last cards that I changed in this deck because this deck was built around Rhys the Redeemed and used to be an enchantress/combo token deck where you have a big variety of ways to make infinite tokens ect. However, as time passed the deck slowly turned into an artifact, hatebear, stax list but I kept the enchantment core engine running. So, try to look at it this way: Though I play Captain Sisay as commander, I do not seek to win with her, she merely gets me there faster but the true strenght of this deck lies in staxing/hating everybody while keep drawing more hate with the enchantress. In this regard this deck plays pretty much like a storm deck. First play your hate and once you slowed down the table, you get to generate card-advantage that slows everybody down even more, play Captain Sisay and decide whether you can go off, get some ramp or more stax :)

Well that's pretty much it. I think this deck is a new way of playing Captain Sisay and I hope, as a fellow sisay player, you might have some other suggestions (maybe enchantments), that could fit the bill here.

Cheers, Noc

Sgtpopnfreash on Tana and Tymna Blood Pod - Primer

3 weeks ago

So do you evel feel like Stony Silence or Null Rod screw you over? I feel like having hard to remove permanents that prevent your win-con is questionable.

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