Pact of Negation

Legality

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

Printings View all

Set Rarity
Masterpiece Series: Amonkhet Invocations Common
Modern Masters Rare
Future Sight Rare

Combos Browse all

Pact of Negation

Instant

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

theindigoeffect on Edric and Tiny Thugs

4 days ago

First of all, I love the synergy in this deck and how affordable it is overall, but if any of you could make some costly upgrades to improve its overall efficiency, even though that kinda goes against the entire point, what would you choose? I figured I could save up for a few cards and throw them in at a later time.

Some obvious choices I've considered are: Mana Drain as a replacement for one of the 2-cmc counterspells and Force of Will as a replacement for pretty much any counterspell of your choice, considering the fact that it's practically a free spell. I considered Pact of Negation, but it goes against the low-cmc synergy of this deck.

Also, it might be overkill, but Gaea's Cradle would really take advantage of all creatures in play, allowing you to play most spells to your heart's content.

As far as single-target removal is concerned, what are your thoughts on Lignify and Reality Shift? They have a slightly higher cmc cost but arguably a more devastating effect. What control cards would you guys consider?

Winterblast on X Marks the PAIN

4 days ago

I would use a lot more counterspells for the early game because you lack the speed (I don't see any mana artifacts here except one random sol ring). You have to prevent the other players from going faster than you, which means countering and destroying the shit out of their acceleration so you can even get as far as profiting off your cost reduction stuff. I would strongly recommend for example Spell Pierce, Daze, Mental Misstep, Stifle (for fetchlands and important combo pieces), Muddle the Mixture, Isochron Scepter (for all these spells), Thwart and with a higher budget Mana Drain, Force of Will and Pact of Negation, maybe Flusterstorm.

By Force is a great new card to wrack the mana base of at least one player. I'd consider it along with Vandalblast

darkone8 on God of Deception Mill

6 days ago

If you're going to play Enter the Infinite, you should probably add Omniscience and finish the combo. Other than that, I would just try to slip in more tutors and a little more control, like Demonic Tutor and Vampiric Tutor, and Force of Will and Pact of Negation and Counterspell. Also you can play the lab man combo in this deck if you want. It requires a Laboratory Maniac on the field and you to successfully cast Demonic Consultation, naming some random card you don't have in your deck.

Love-in-Theory on Nekusar, the Friendship Destroyer

1 week ago

Have you considered Pact of Negation?

Aside from being a last resort, 0-cmc counterspell, if it's paired with Hive Mind you can kill all non-blue players..for no mana at all

Geralf_Cecani on Poor mans MIZZIX storm needs ...

1 week ago

That deck is pretty much as budget as a deck not comprised of 93 lands can be. As a fellow budget builder, I have a couple tips for you: While the combo of Training Grounds and the guildmages is good, you have no means of tutoring for either, and those two are the only two creatures that have mana abilities. You might want to pull the training grounds out. Alternatively, you could instead put in more creatures with mana abilities: Elite Arcanist and Kaho, Minamo Historian, for example, are damn good. Another problem I noticed was card advantage. Other than the obligatory Brainstorm style storm staples, I only noticed 7 spells that actually draw you a surplus of cards. In a storm deck, you need to draw a shit load of cards, especially if you're planning on casting 30-40 odd spells on one turn to kill them with grapeshot. Since your commander is good ol' nivvy, I suggest Invoke the Firemind and Pull from Tomorrow.

As a basic for any deck, throw in at least 8 mana vamp cards. I usually go for the myr mana dorks, in your colours: Iron Myr, Silver Myr, Palladium Myr, Alloy Myr, and throw in a Sky Diamond for good luck.

Also, you forgot Desperate Ritual (lol).

As for budgetness, the best advice that I can give is do you really need the more expensive spells? Pact of Negation is good, but is Abjure any worse? Steam Vents is powerful, but how much better is it than Caldera Lake? Do you really even need Teferi, Mage of Zhalfir with the counterspells that you have?

Shameless self plug incoming. You have been warned.

You should also look over the original Izzet legendaries, that is: Melek, Izzet Paragon and both the Niv Mizzets.

If you have a spare dollar or fifteen, maybe you should chuck a look at the budget deck that I mentioned earlier, with the 93 lands. As a storm player, you should enjoy it.


Kaho, Minamo Historian

Commander / EDH* rainnyday

856 VIEWS


xyr0s on Grim Reality (Developing Competitive)

1 week ago

Lightning Bolt to the face is, indeed, not removal. That was also not was I was saying. But it is a removal card that is not being blanked merely by not playing any regular creatures. As for the pointedness or pointlessness of shooting it at the dome, I think I've heard of a deck where that is how it tries to win. Along with the two other cards mentioned, those 3 are the removal you are most likely to see, at least according to mtggoldfish - exactly the removal which is not blanked. But Abrupt Decay, Maelstrom Pulse and sorcery-speed sweepers are, indeed, useless against this deck (all of which sees at least some play in modern). The same list as contained Lightning Bolt, Path to Exile, and Fatal Push as some of the most commonly played cards in modern, also put Inquisition of Kozilek and Thoughtseize in the top 10. Those are somehow also problematic, when you have exactly 1 card for the late game win.

Of course there are decks in modern, that doesn't play any of these cards, but then they have their own kinds of annoying (Aether Vial/Cavern of Souls for tribals, Silence and Pact of Negation for some combo decks, etc).

I went and looked at UW/x control decks at mtggoldfish, now I was looking at meta anyway, and noticed that they all have a couple of things in common: higher threat density than this deck, and Ancestral Vision. One might be related to the other - it's easier to play more threats, when you draw 3 cards of one card, for 1 mana (this deck spends 1.5 cards to do the same, and somewhere around 5-7 mana). Those threats also, mostly, blanked sorcery speed removal (planeswalkers and creatures with flash). But the most important thing was, that they had more threats. Sitting for 20 turns, with no reason play anything, means that your opponent gets to plan his hand and line of play meticulously. The average counterspell costs more than 1 mana, the average threat does not (necessarily) so a hand full of cheap spells might actually be enough to get a couple of threats on the table.

If you instead had a threat, even a slow one like Bitterblossom or a token-producing planeswalker, your opponent can't just sit there and make a really good plan with a perfectly sculpted hand, but needs to at least try and do something or they'll lose.

Averytoads on Jace Jackson Telepath Extraordinaire

1 week ago

Visions of Beyond, Foil is like a shitty for of will, Pact of Negation, I like Crush of Tentacles more than Evacuation, Kederekt Leviathan is fun with Deadeye Navigator, Peregrine Drake has the same purpose as Great Whale but costs a few dollars less, Snapcaster Mage costs money but is like a better Archaeomancer,Caged Sun, Time Warp or any take an extra turn that doesnt exile itself + Archaeomancer + Deadeye Navigator = infinite turns.

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