|Commander / EDH||Legal|
Printings View all
|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.
Price & Acquistion Set Price Alerts
|Have (8)||Justinaut , Mousemke , CampbellStev , tragic_slip , jrschnoebelen , dplerner , mziter501 , ironax|
|Want (4)||tlhunter07 , Ariumlegion , BetaTest , Grantley91|
Pact of Negation Discussion
1 day ago
I'm currently running Firestorm in my own Locust God deck. Whenever you are in an infinite draw combo and you're about to deck yourself, you can cast this and discard your hand (probably with Kozilek, Butcher of Truth). You will definitely have enough legal targets (because tokens) and you can just burn your opponents faces for 70 damage. As long as your opponents don't have hexproof, this is a very strong wincondition.Turbulent Dreams can work similarly (just bouncing all of your opponents permanents), and can even work very well in conjunction with Firestorm because you can use it to bounce permanents that give hexproof. This however does require Quicken for when you go off with Kindred Discovery .
Another wincondition (less combo-ish, so I'm not sure if it will fit) is Tears of Rage. You will often be finding yourself attacking with 10+ flyers, so they will deal a ton of damage with this card.
As for combo protection; Force of Will and Pact of Negation are very good, but I'm not sure about the Mana Drain (especially as you mentioned you were building on a budget). Instead of that, you can run cards like Commandeer, Foil or Disrupting Shoal. You have enough cards in hand anyway ;)
Lastly: what about Gush? You don't seem to be so fond of lands anyway.
Hope these suggestions were useful.
1 day ago
Before anything thanks for taking time to post a reply!
This deck is not built to be played as a Blood Moon list with Madcap Experiment - if that was the goal, i would ditch Platinum Angel without a second thought, to play Platinum Emperion.
The deck is a combo/prison deck built to abuse Platinum Angel
So lets take pros, and cons compared to the emperion:
- if the creature leaves the battlefield there is a big chance of game loss on the spot.
- it dies to Dismember
- deals less damage when it gets in
+ has flying to prevent getting chumped
+ prevents game loss to infect counters (that is relevant due to Inkmoth Nexus)
+ can win by "milling", after the enemy gained infinite life
+ Pact of Negation becomes a free counter
+ Glorious End - "the jank" - becomes Time Walk / exile the stack if i have angel in play by next end step.
+ Earthquake becomes Bonfire of the Damned when the angel is in play
Otherwise Earthquake is just a boardwipe, that costs me life, and one that can be redirected to planeswalkers, but i would not call it bad due the combination of being able to cripple decks that go all out on the board early, and being a late game win condition.
I agree that Abrade looks as questionable as a card can get - if we are talking about modern.
However its a must have for me to have ways to deal with Grafdigger's Cage & Aether Vial. The problems caused by the former are pretty obvious, the latter creates enormous problem by putting in play stuff like Flickerwisp or Harbinger of the Tides.
I play abrade because its the cheapest creature removal that doubles as artifact destruction in colors of the deck.
There may be an argument to replace some of them with Kolaghan's Command - but i fail to see how Lightning Bolt could fill the same role.
I am also really curious what is behind your judgement regarding Pieces of the Puzzle - in my opinion its one of the best cards that have been printed lately. And its exactly what i want to do on turn 3.
Drawing my counterspells, or madcap experiments, to cast when i get to 4 mana on the next turn. And it can be recast with our good old friend Snapcaster Mage for 5 mana.
So Glorious End...
Time Walk, or countering Emrakul, the Aeons Torn, Supreme Verdict, or all copies of Grapeshot from the stack, or the Liliana of the Veil's -6 when the opponent cashes in, is not something i would call "jank", or unplayable.
Of course that is only my humble opinion.
1 day ago
I've been playing Miracle myself for about a year now, I can't recommand you enough the following cards:
- Noxious Revival : Giving your Miracle a second breath is plain AWSOME
- Telling Time : Is pretty good for digging for Miracle and Library Manipulations
- Pact of Negation : If you're going all in with Entreat the Angels, might as well have an emergency Counterspell just in case !!
If you're interested, here's the link to my Jeskai Miracle deck : http://tappedout.net/mtg-decks/made-in-heaven-modern-miracle/
Good Luck with your deck !
2 days ago
4 days ago
Shoulda played Pact of Negation the FIRST time when Taigam was being removed, since they let him ETB his ability was in effect... So:
Sigi REMOVAL spell
Pact of Negation that crap
Wipe the smugness away from Sigi: Taigam was allowed to ETB and your instants are uncounterable at that point
Not a huge faux pas though... I'd just say that it is a learning opportunity to go "all out" with your counterspells if Taigam is allowed to ETB, because they become the final word at that point. Although, I don't really play that style so I'm not 100%
1 week ago
Hey! I always love to see another Talrand user. +1 from me! A couple thoughts...
Mana Drain - Auto include
Flusterstorm - Useful, but might be limited depending on meta
Twincast - Useful, but might be limited depending on meta
Telling Time - Top deck filter
Pact of Negation - Auto include
Time Warp - Extra turn cards go well with Talrand because you cast the spell, get a drake, and at worst end the turn. You get another turn to them use the drake from the previous turn that "now has haste(ish)"
Temporal Manipulation - Same reason as above
Blatant Thievery - It seems your wincondition is to polymorph into a fatty and beat facce. I don't know if your build is 1v1 or multiplayer, but this card has won me several games easily
Bribery - Why cheat out your beatstick when you can beat them with their own beat stick
Land Equilibrium - Damn U green 2? Nah, I'm blue daba dee daba die. Lol, anyways, this hates on ramp. Always useful
Overburden - Same reasoning as above. If not im mistaken, I don't think this will cause you to return a land when you polymorph the creature (could be wrong). I will not however, cause you to return a land for each token you put.
Capsize - End game mana sink
Isochron Scepter - How can you not be running such an oppressive tool (think memory lapse)
If you want any other ideas, feel free to check Tisk Tisk Talrand
1 week ago
Hey Frank. I have been posting quite a bit on the deck, but I think it's worthwhile to have a transparent discussion so that anyone who wants to make suggestions can see our line of thought with changing the deck. Hopefully the TappedOut admins don't get to me :P
I have posted another update with possible changes based on your most recent long list of suggestions. I think many of the ideas are valid and will definitely try them out when I have the money / time.
As for the last few posts:
I enjoyed doing the game writeups. I'll try to mention my mulligan and opening hand more often; I couldn't remember everything after the game had ended. I will try to do more in the future.
Your change definitely makes sense. Pact of Negation as a way to interrupt a combo interrupter is a great idea, and since your list is faster it would make more sense for you to try to combat spot removal.
That average CMC is solid; we can safely dump our hand and refill in most cases.
I have looked at slotting Blasphemous Act for some of my weaker enchantments.
That's what I anticipated. Playing both altars as a redundancy effect allows us more ways to combo out than just relying on Ashnod's Altar, and playing Mistbind Clique gives us another pseudo win condition alongside Bloodline Necromancer. Our opponents thus have to worry about four cards as opposed to two.
Wanderwine Prophets is interesting in my meta where not everyone plays a ton of creatures. Some people in my pod play very few creatures and, if they do, they're usually weak and can be removed easily. I have been able to land the combo a few times and it wins on the spot. It's not something that I would tutor for, but is a huge threat and at the very least can be played to bait removal.
Gamble is probably being slotted in for one of my worse wizards when I have the money for it.
Six counters should be fine, at least in my opinion. I assume you're still running Patron Wizard and I know you run Voidmage Prodigy, so we have 6 true counters, a recurrable Mana Tithe effect, and a likely few counters out of Voidmage. That should be enough in my opinion.
I was looking at possibly adding Chain of Vapor also. Thoughts?
1 week ago
Thanks for the recap. I hope you would consider doing additional game updates. You reveal different lines of play for less experienced players like myself.
I cut Paradox Engine before these last series of changes. It may have been to get Rhystic Study back into the deck. Necropotence and Mystic Remora round out my enchantments. I can say without any reservation that Rhystic Study is superior to Phyrexian Arena. You are going to draw more cards and Rhystic Study serves as a quasi-stax effect.
Panharmonicon was replaced by Pact of Negation. This was a recommendation by another player. It makes a lot of sense. I usually think of Pact of Negation as a way to overcome opponent's counterspells on the turn we combo. This deck can also use it to thwart spot removal (Swords to Plowshares, Reality Shift, Chaos Warp, ect) on either Dualcaster Mage or Bloodline Necromancer when we are trying to close out games. Does this makes sense in my slightly faster version?
Blasphemous Acts is another card you will see dividends from playing. It is probably an include even if you are playing in straight combo pods 50% of the time.
My plans for Mistbind Clique were derailed tonight. Still, I am playing both altars as redundancy for the Bloodline Necromancer combo and as value. Mistbind Clique is probably good enough to play on its own. The ability to land lock the table for 4U with one of the altars in play is pretty sweet bonus.
I talked with fellow Inalla player who was playing straight combo like us. He removed Wanderwine Prophets from his deck because it was too conditional on having an opponent without blockers. How often do you find Wanderwine Prophets to be your means to victory? I am not cutting it. I just wanted to hear you perspective on the card.
The new additions to the deck have performed well.
Gamble sometimes feels like it should be Grim Tutor or Imperial Seal yet it costs one mana and tutors the card to your hand. It won me a game tonight as I had eight or nine cards in hand (Rhystic Study) and Kess, Dissident Mage on board. I tutored up the Bloodline Necromancer combo and won the following turn.
Rhystic Study has been covered.
Into the Roil was substituted for Reality Shift. I would love to play both but that would require cutting Voidmage Prodigy or Glen Elendra Archmage. I am at 23 wizards and I want to avoid letting this deck get too fast and competitive.
All six counterspells are staying. I would consider a seventh in Negate if the meta was not so creature dominated.