|Commander / EDH||Legal|
Printings View all
|Masters 25 (A25)||Rare|
|Masterpiece Series: Amonkhet Invocations (AKHMPS)||Common|
|Modern Masters (MMA)||Rare|
|Future Sight (FUT)||Rare|
Combos Browse all
Pact of Negation
Pact of Negation is blue.
Counter target spell.
At the beginning of your next upkeep, pay . If you don't, you lose the game.
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Pact of Negation Discussion
2 days ago
pesmerga87 - Psychosis Crawler is defiantly a scumbag card that deserves a spot in this deck. I was first shying away from him because it's cost is high and will probably not be able to hold any instant speed reaction, but I'll give him chance!
Hidden50 - Thank you so much for commenting friend! Sylvan Library Should be in every deck that runs green, right? The only reason I am not running it is because I am trying to keep the build on the cheaper side; just for fun. Otherwise, Mana Crypt , Mana Drain , and Pact of Negation would be in there too. My expensive cards are on in another deck.
Savage Summoning is an interest idea. As of right now my playgroup doesn't run an excessive amount of Counterspell so that's not really a problem. They run a lot of single target removal and of course board wipes.
Attunement - I have never seen this card! I absolutely love it. Defiantly gonna throw it in!
4 days ago
Eye of the Storm will also shut down a lot of decks, and it will at least turn off the removal for Lavinia. Release to the Wind and Spell Queller are hard removal spells with Lavinia. Also, you should probably be running Idyllic Tutor , Enlightened Tutor , and Mystical Tutor to get your lock pieces. Curse of Echoes , Hive Mind , and Helm of Awakening only work for you, and you can also include Pact of Negation and Intervention Pact combo with Hive Mind to kill players not in that color. You're also running a lot of counterspells, so Guile + Dovescape is a nasty combo.
6 days ago
1 week ago
JKRice Although I'm certainly not an expert with this deck, and may be playing it wrong in this regard, I would suggest cutting one Simian Spirit Guide or one Snapcaster Mage. I've never really seen the point of Simian Spirit Guide in this deck. It can certainly help when you need just one more mana, but it often times just gets stranded in my hand when I would really like another turn spell or something. Again, I could be playing the whole deck wrong, but it isn't very often that I really get the opportunity to use it. The main time I can see Simian Spirit Guide being used is if you have two white sources by turn two so you can play Gideon of the Trials then and a turn effect on three. It really just doesn't seem to be very good, especially once you're pretty deep into extra turns and don't need the one mana. With my current understanding of the deck, one Simian Spirit Guide seems like the optimal cut for Pact of Negation, maybe cutting the other for a red producing land, since you are getting rid of red mana sources by cutting them. Another card that seems okay to cut is one Snapcaster Mage. This would definitely be sacrificing some amount of consistency, but it definitely seems like one of these would be okay to cut. A lot of times I find myself with no targets for Snapcaster Mage, either because I recently shuffled my graveyard away with Day's Undoing, because I recently played a Goblin Dark-Dwellers, or even because I had two Snapcaster Mages in my hand and just played one. In general it seems like four isn't necessary, especially because you can't even use Glorious End with them. My assessment on Snapcaster Mage may be wrong, though, since I haven't played with the three Day's Undoing version of the deck, and you may end up with a full graveyard often enough for the fourth Snapcaster Mage to be useful.
1 week ago
This is a really cool deck! The normal 'taking turns' list that I have been thinking about building is pretty expensive (Cryptic Command, mainly) and this is a nice budget alternative, as long as I make a few edits to the manabase so that it fits with the lands that I currently have. Also, this deck is even more fun than the original! After some playtesting to see if I wanted to make some changes, I have some suggestions. When comboing off, I'll often get two copies Day's Undoing in my hand, and having two is useless, since when you play the first, it shuffles the second away. I feel like if you cut one of the Day's Undoings, you could get rid of the problem while keeping the ability to reliably have one in your hand, especially if you just start keeping it with your cantrips (Opt, Serum Visions, Sleight of Hand, etc). To replace it, I'd suggest one copy of Howling Mine. It would probably end up drawing you more cards than a Day's Undoing anyway, while not drawing your opponent very many, considering all of the extra turns you're taking. Additionally, I would strongly suggest Ideas Unbound, which would probably replace some cantrips. It digs three cards deep, and if you play it with an empty hand, you can play two or even all three cards and not even end up having to discard. And that's not mentioning the synergy it has with Sundial of the Infinite. If you end the turn before your end step comes, you won't have to discard, making it essentially 1UU draw three cards (because you have to pay 1 to end the turn), which can be very powerful. Also, I suggest Pact of Negation, and to a lesser degree, Slaughter Pact, Intervention Pact, and even Pact of the Titan. Pact of Negation is an extremely strong card. Being able to counter something for zero is very powerful, as people will often completely let their guard down when a blue deck is tapped out, and try to play their win conditions with no protection of their own. When you often times don't even have to pay the 3UU later because you have Gideon of the Trials (Pact of Negation forces you to pay the cost, but only if you have the mana in your mana pool. You have the choice to tap your lands to produce the mana) out? That's power 9 levels of broken. Countering a vital spell completely for free can often times win games by itself. You can also, in a pinch, end your turn in respose to the upkeep trigger with Pact of Negation with Sundial of the Infinite and skip your turn in a pinch. All of this applies to Slaughter Pact, Intervention Pact, and Pact of the Titan, although none of them are quite as good as Pact of Negation. You don't have the black to pay Slaughter Pact's cost, so it may be a little conditional as a removal spell, even if it is free when you can cast it. Intervention Pact can be a very good stalling spell, essentially buying you two full turns, but it's useless if you get off to a fast start, and will only get in the way then. Pact of the Titan can be a free 4/4 at instant speed, but, while that blocks really well when you're on the defense, and can attack when you're trying to close out the game while comboing off, it isn't exactly what the deck needs, and could lower consistency. Anyway, this deck is honestly really fun to play, is pretty skill testing, and costs half of what traditional taking turns decks cost. Thanks!
1 week ago
Yeah i think Pact of Negation is the best option for protection. When I combo I aim to win that turn, so I never have to pay for the Pact. Grand Abolisher is good, but hard to cast in this deck, and because it costs 2 it cant help me when i combo turn 3.
1 week ago
As your list is...
DONT DO IT!
You need a way to give the Damned drake haste AND to hold up counters on your turn, maybe something like Pact of Negation.
2 weeks ago
TheRedGoat: I have thought about those type of situations. It is pretty hard trying to stop those triggers, especially with just reactive spells. We do run a lot of proactive permanents like Humility and Torpor Orb to deal with heavy creature decks. We have Overburden and Mana Breach to assist us with heavy land ramp decks. Other then that I do not think there is anything else we can really use for "trigger hate". I think we expect to see a lot of cards like Aura Shards and Knight of Autumn type cards while playing, but our biggest worries are actually the cards that wipe the board. We sort of loathe cards like Cyclonic Rift and Purify because it is hard for us to rebuild if we through our cards out there. which is why we should play with that in mind and try to think ahead of our opponents. Figure out their decks and make sure not to toss everything out there. While we are proactive players, we can still be reactive with our choices.
In my opinion, counter spells like Negate, Swan Song, Dispel, ect.. are fine. They allow you to have an ability to counter spells cheaply with ease. They also work well with multicolored decks and All in combo decks like Food Chain and Storm. Granted, I am a big advocate of running the "Catch all" counter spells because they are good in all situations majority of the time, but only cards like Mana Drain, Counterspell, Force of Will,Pact of Negation, ect.. while they are able to hit anything they always come at a greater cost. these would be used more sparingly on more spells that are either threats or might end up winning the game for the other players. To be honest, running a good balence of both of them would help make your deck a bit more resilient against other control decks and also let you interact with other players.