Paralyze

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Paralyze

Enchantment — Aura

Enchant creature

When Paralyze enters the battlefield, tap enchanted creature.

Enchanted creature doesn't untap during its controller's untap step.

At the beginning of the upkeep of enchanted creature's controller, that player may pay . If he or she does, untap the creature.

AlphaAjnag on Edgar Markov's Lost Journal...

9 months ago

TheMeadiator, let me start with thank you, I had fun writing this one. I definitely have a problem with aggro decks but when playing casually I add Paralyze in exchange for my Hissing Miasma, it helps but isn't a big game changer.

Comrade__Cabbage on Alec’s Garage

1 year ago

Paralyze might be good for more control if you want

wallisface on there and back again

1 year ago

You might want to update this decks listing to be “Casual” instead of “Modern”, as it has a bunch of cards which aren’t Modern-legal - namely Temple of the False God, Paralyze, Sol Ring.

smutazos on All of a Pauper's Stax Pieces

2 years ago

It maybe doesn't fit your definition of Stax in Pauper but I would consider adding cards like: Mana Chains (I think it's still boken online), Paralyze, Contaminated Ground and Psychic Venom

BruhYouFarted on Pauper Curses

2 years ago

I would also recommend Marauding Blight-Priest , but I would like to recommend taking out Kalastria Healer and Vermin Gorger . How about switching the Gorger to another gorger: Savage Gorger . With all the pings, Ol' Savage is almost guaranteed a counter each turn. Vermin Gorger just doesn't have good hits beside Kalastria Healer ; which isn't great. Regarding the Healer, I would either swap it for Dusk Legion Zealot or; If you are counting to go into the late-game, Bloodrite Invoker could be a serious threat, pummeling for three with drain while still synergizing with the theme of the deck. If not, Dusk Legion Zealot could be a good one-shot card draw while still holding a chump. With stall-y decks like this, Withercrown doesn't seem great. Go with Cast Down instead. On that note, I feel that Paralyze is self-deprecating in this deck. With the extra mana they have, they can just pay the tax needed for Paralyze , and swing in. If you want to keep their baddies at bay, I would recommend Typhoid Rats (in the main board), a Oldie but a Goodie. The Rats do a great job on defense, and most-often trade up. (Kill a creature with a greater mana value or alternate cost.) Vampire Envoy doesn't do much in a pillow-forty deck like this, i would take it out for Sign in Blood .

Misc. Recommendation: Mesmeric Fiend / Toll of the Invasion - Both snatch your opponents best cards and leave a body, which can be a Mirror-Breaker. (Although Mesmeric Fiend is a bit risky)

griffstick on Are there any old cards …

3 years ago

I love statistics though.

I'm picking up copies of all these cards now lol especially these

I just want to mention Gaea's Touch , this card is criminally underplayed.

FormOverFunction on Are there any old cards …

3 years ago

I’m sort of surprised Heat Stroke isn’t used more. I know it’s too slow for red burn, but I would assume token decks would get value from it (my goblin deck certainly does). Artificer's Hex is an all-time favorite of mine for my haunted house deck. Equipment cards bug me almost as much as planeswalkers so I love messing with them. It’s strong because it doesn’t outright destroy it, so GY recursion doesn’t save it. It’s weak (but more fair) because the player can still choose to use it if it’s worth the creature dying, which makes the play more engaging. Similar to equipment, other artifacts are so core to Standard EDH Decks(tm) that something like Corrosion can jack up a 4-player game big time. Clearly, I get a great deal of enjoyment out of dragging other players back to 1996 by destroying their insane swords and 1/3 flying first strike 1cmc creatures (or whatever). Giant Oyster is far from flashy, but killing things (even fliers!) with -1 toughness is strong, and especially brutal if they have to watch it happen over five non-untapping turns. (Note: sorry if you’ve looked at my decks before, I’m obviously just scrolling through them at this point) Walking Sponge can sometimes make wild swings in momentum in multiplayer. Hilarious. Homarid Spawning Bed produces so many tokens that I’m certain that if I was better at making functional decks I could misuse that in some sort of sac-outlet jank. How do you get giant creatures into play that are worth sacrificing? Glad you asked! Iceberg is such a crazy amount of ramp for blue I’m astonished that it’s not more popular. My guess would be that it’s practically impossible to find, because blue always wants blue mana rather than colorless and because cool new blue stuff is basically free anyways ;p but I've loved it ever since I found a (one!) copy of it for my Briny Deep deck. Breaking Wave might be something The Cool Kids are still using (sadly I wouldn’t know) but if it isn’t it absolutely should be as it can be bonkers. Paralyze was a lot of fun to use on your own creature that wouldn’t otherwise untap in your untap phase. I hope that still works nowadays. Transmutation had always been fun, and I hope it’s still useful. If you enjoy making deals cast a Callous Oppressor and start the bidding high! Do you like hurling insults down at the two strangers fighting in the ring? Get yourself a Whipkeeper and turn it up to eleven! This is way too long a post, so I’ll stop and see what else comes up in the posts. I’m looking forward to hearing about other people’s favorites!!

criscofieldsforever on Dicktouch

4 years ago

My thoughts on removing cards is pile them in their uses, card advantage, ramp, utility and cut too much redundancy. I'd suggest cards to cut being Black Vise, Paralyze and the Wellsprings because they aren't too great. You do need some other ramp and card advantage as well. Sign in Blood and Cultivate are all-stars in this format. Harmonize too. If your play group has heavy lands that need to be removed keep in the Sinkhole but if not it is a dead card in hand. Also targeted removal of problem artifacts or enchantments may help the deck. Windgrace's Judgment in your colors is great. I'd suggest cutting some of the one drop 1/1s because you have a bunch. A lot of deck building comes from your meta (who you play) so design decks to hose your "friends".

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