Pin to the Earth

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Pin to the Earth

Enchantment — Aura

Enchant creature

Enchanted creature gets -6/-0.

Firebones675 on Nostalgia in a deck

6 years ago

Voice of Resurgence is a decent one to consider

I'm not a fan of Hold at Bay, Ephara's Radiance, or Pin to the Earth and honestly i'd just cut them.

This is the only comment that suggests changing the overall deck so feel free to ignore this one. When I think green/blue/white, i think of Collected Company decks. I'll throw a link to a decklist below but the card allows you to hit a lot of goodies (Tireless Tracker, Reflector Mage, Spell Queller, Selfless Spirit etc.) If you lowered the cost of your creatures you could move in that direction.

https://www.channelfireball.com/videos/channel-demars-modern-bant-company/

Sorry, I know this was a lot at once but I hope it helps

Samuel-Frederick on $10 Mono Blue Control Ultra Budget

7 years ago

Hey Dr.Woodenstein, just a few ideas I'm going to throw your way.

Firstly, you're running 64 cards, and this really wants to be 60. I assume it's just an oversight, which is easily done, so I won't bore you with why you should only be running 60 lol.

Anyway. The deck is really slow of the ground. Now this is fine when playing against mid-range and control of course, but aggro will run straight through it. To fix the issue, simply run some one and two mana answers to those pesky problems that are aggressive creatures. You just need to slow them down for long enough to get into the mid game, and then it's all yours. So, how about some enchantments? Sensory Deprivation, or Spontaneous Mutation (worse in the early game, but lets you leave counter mana open). -3 may not seem all that exciting, but it is. It stops or hugely hinders any early game creature for only one mana, it keeps you alive from the first turn. Same with the two mana cards of Pin to the Earth, Tightening Coils, or Aether Meltdown if you want to play instant speed for counter magic. You also have Ice Cage, Spectral Prison, and Narcolepsy. Dealing fast with annoying creatures.

You don't have to use enchantments of course. Now you are running disperse, which I appreciate is instant speed and deals with more than just creatures. But think about Clutch of Currents, and Rush of Ice. They are one mana, which is so important, and in the mid game give you blockers and win conditions.

Then let us look at creatures. I'm a lover of the two mana value creatures that are available to control, such as the younger siblings of Snapcaster Mage; Augur of Bolas, and Omenspeaker. Nice blockers, and give you a guaranteed bonus. Or the younger sibling of Solemn Simulacrum, Filigree Familiar. Now for win cons, you're running five, both the Sphinx and Aetherling. They are taking up a lot of room. These creatures are hard to deal with for an opponent before you take into account the amount of counters you're running. Personally, I'd be happy with only running two. Choose your favourite and run two of it. The reason I don't want five is that they are all competing for the same role, high mana win condition. If you want to run more creatures then add in creatures that do a job but in a different mana slot, such as Dungeon Geists, cheap, flying, removal, and in an uncompleted slot.

BearPunchMagic on What's your craziest competitive draft …

7 years ago

We drafted a box of Journey into Nyx once, and I went 5-0 completely undefeated with a UW pillowfort deck utilizing 6 Sigiled Starfish, 6 Oppressive Rays, 5 Pin to the Earth, a few counterspells, then a few small flyers and a couple big kraken-y type dudes to close the game. People couldn't do anything with their creatures and with so many Starfish on board I had crazy deck manipulation.

theon13 on

7 years ago

Beio53 first off I would like to say thank you for your input. Bubbling Cauldron is honestly not worth it in my playgroup as most games in our meta make life gain not usually worth it. Especially when I could be sacrificing creatures for ramp or other creatures. It really would pull the focus of the deck off of what its trying to do. However Curse of Predation is totally a card that I think would be worth throwing in. Champion's Helm was already on the maybe board but I agree with you and will go ahead and put it in. Turn the Tide and Pin to the Earth are also cards that would not work well in my meta. If it doesn't kill or exile, it usually isn't worth playing. So to sum up, out with Loxodon Warhammer, Willbreaker, and Ooze Garden. In with Champion's Helm, Curse of Predation, and Bazaar Trader

Beio53 on

7 years ago

theon13 first off I want to say I really like the idea of your deck. I have a yasova deck myself and was looking for examples here. I actually only use green and blue in it to focus on permanently taking creatures, which made me realize the usefulness of Conjurer's Closet. Very clever!I see where you're going with your sac outlets like Goblin Bombardment and Altar of Dementia: it's useful because it's no cost, gets the job done, and does a potentially useful effect. In my opinion, I think something like Bubbling Cauldron or something to sac creatures for card draw would be more useful since life and draw are always useful whereas dredging a players deck and dealing 1 damage is more situational.As for yasovas power, Curse of Predation and Xenagos, God of Revels are great, but maybe throw in some more pump or defense for yasova like Champion's Helm as she is the engine of the deck. Or work with debilitating enemies with things like Turn the Tide or an enchantment like Pin to the Earth. It's been my experience that you can only invest so much pump into yasova until he eventually dies or someone pulls an extremely large creature. I'm going to post my own deck soon that's focused on noncreature boost and control if you'd like to take a look

GeekMomWife on Tap, Trap, Mill, Repeat

7 years ago

I cannot yet tell you what this deck plays like for me; I am new to MTG and I like to play combo decks that both control and have a bit of aggression. I built this one with some exceptions because I have many of the same cards. I replaced some cards and added a few that I felt might win the end game once the tapping, trapping, and milling had done their work.

I side-boarded Glacial Crasher for now; I only play with my husband and he does not run a red deck.

I did not have Ninja of the Deep Hours so I replaced it with 2X Breaching Hippocamp despite there not being Ninjitsu. I also did not have any comparable defender walls with 7 Toughness for such a low mana cost, so I added in three creatures: Glacial Stalker, Dirgur Nemesis (who happens to be a defender with some bite,) and Kraken of the Straits. These are high mana cost but I added Mage-Ring Network to build up additional mana, if it is required (and it very well might be.) I added Leviathan to basically try to end the game.

I had to find something to replace Counterspell because I do not have that card; I replaced it with Psychic Rebuttal which also has Spell Mastery so I can copy the countered spell. I added 2X Annul because my husband runs a White/Black Ally deck that has a lot of enchantment in it so I needed a way to counter his life-building strategy. I did not have Snap, High Tide, or Telling Time so I tried to build that up using Skyline Cascade for mana and then adding 2X Retraction Helix.

I have no Clutch of Currents. I decided instead to add 2X Fascination, 2X Void Snare, and added Anchor to the Aether (which also offers Scry 1.) Then I added Tome Scour because it is one of my favourites at 1 blue mana cost for just disrupting my husband's game plan. I love Sorcery and Enchantments. I had no Singing Bell Strike so I had to replace it out then add a few more of my own favourites. 2X Aqueous Form, 1X Sensory Deprivation, 1X Containment Membrane, 1X Monastery Siege, 1X Reduce in Stature, and 1X Pin to the Earth. My go-to blue favourites so far (but I have many more to learn.)

I am going to play this deck tonight and see how it feels. Blue is still tricky for me yet because I am a new player but I am excited to have used your construct and worked with it. Thank you!

RainbowInferno on The Deck of Champions

8 years ago

I would replace Pin to the Earth with Tightening Coils. Otherwise, fine deck to me.

Raging_Squiggle on Dimir Doppelganger + Pin to …

8 years ago

Also note another way to get rid of the enchantment is to copy a God card (i.e. Thassa, God of the Sea). If your devotion to the specified color(s) is less than required, it will cease to be a creature and thus be an illegal target for Pin to the Earth to be enchanting, also making it fall off.

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