Plasm Capture

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Elspeth vs Kiora (DDO) Rare
Dragon's Maze (DGM) Rare

Combos Browse all

Plasm Capture

Instant

Counter target spell. At the beginning of your next precombat main phase, add X mana in any combination of colors to your mana pool, where X is that spell's converted mana cost.

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Plasm Capture Discussion

ericalt91 on Accordion Block Issues

3 days ago

Of course. I'm so sorry! I don't know why I thought you could do anything without the code! Lol

![Alt text](http://media.wizards.com/images/magic/daily/features/feat225_2_2m3j3b4vu6.png)

My third EDH deck, and my first non-Black EDH. I chose [[Ezuri, Claw of Progress]] because I have always liked the idea of a +1/+1 counter-based deck. Blue/Green (Simic) is an ideal color combination for such a deck, as mechanics like Evolve naturally place counters on your creatures. Coupled with the Proliferate mechanic from New Phyrexia, and you have a deck that easily turns one and two drop creatures into powerhouses.
===accordion
===panel:Card Draw
Card draw is a powerful mechanic, and no color does it better than Blue. In this particular deck the card draw is mostly creature-based.

[[Coiling Oracle]] - Mana acceleration or card draw depending on the card revealed.

[[Cold-Eyed Selkie]] - Card draw on damage. With all the counter generation in this deck, this card has potential.

[[Fathom Mage]] - Draw a card whenever she gets a counter, which in this deck should happen a lot.

[[Lifecrafter's Bestiary]] - Pay an additional [[symbol:G]] whenever you cast a creature spell to draw a card.

[[Momir Vig, Simic Visionary]] - Whenever you play a blue creature, put the the top card of your library in your hand as long as it's a creature.

[[Nissa, Voice of Zendikar]] - Her ultimate ability can draw a considerable amount of cards.

[[Prime Speaker Zegana]] - With all the counter generation in this deck, she should draw you at least seven cards if not more.

[[Rashmi, Eternities Crafter]] - If the cast doesn't trigger from her ability, you can put the card in your hand.

[[Steady Progress]] - Proliferate and draw a card. Instant speed.

[[Tezzeret's Gambit]] - Draw two cards and proliferate.
===endpanel
===panel:Counter Generation
The true essence of the Simic Combine and the bread and butter of this deck. +1/+1 counters beef up creatures and can be used to trigger a variety of abilities.

[[Avenger of Zendikar]] - Puts +1/+1 counters on its own tokens and those generated by [[Nissa, Voice of Zendikar]].

[[Champion of Lambholt]] - Gets a +1/+1 counter whenever a creature enters the battlefield under your control.

[[Chasm Skulker]] - Gets a +1/+1 counter whenever you draw a card.

[[Doubling Season]] - Doubles all counters that would be placed on any permanent you control.

[[Ezuri, Claw of Progress]] - Places +1/+1 counters on a creature before each of your combat steps.

[[Fathom Mage]] - Evolve places a +1/+1 counter on a creature whenever a creature with greater power or toughness enters the battlefield under your control.

[[Fertilid]] - Enters the battlefield with two +1/+1 counters on it.

[[Gyre Sage]] - See [[Fathom Mage]]

[[Hangarback Walker]] - Enters the battlefield with X +1/+1 counters on it. Pay [[symbol:1]] and tap it to put a +1/+1 counter on it.

[[Hardened Scales]] - Whenever a creature you control would get a +1/+1 counter it gets an additional counter as well.

[[Hooded Hydra]] - Pay X mana to have it enter the battlefield with X +1/+1 counters on it.

[[Kalonian Hydra]] - Enters with four +1/+1 counters; however, doubles the number of +1/+1 counters on all creatures you control when it attacks.

[[Master Biomancer]] - Places +1/+1 counters equal to its power on each creature you control that enters the battlefield.

[[Mycoloth]] - Gets counters equal to twice the number of creatures sacrificed as it enters the battlefield.

[[Nissa, Voice of Zendikar]] - Her minus two ability places a +1/+1 counter on each creature you control.

[[Plaxcaster Frogling]] - Enters the battlefield with three +1/+1 counters on it. Graft allows you to transfer these counters as well.

[[Prime Speaker Zegana]] - Enters the battlefield with X +1/+1 counters, where X is the greatest power among creatures you control.

[[Rishkar, Peema Renegade]] - Allows you to distribute two +1/+1 counters when he enters the battlefield.

[[Sage of Hours]] - Place a +1/+1 counter on him whenever you cast a spell that targets him. Doesn't really happen in this deck.

[[Simic Manipulator]] - See [[Fathom Mage]]

[[Verdurous Gearhulk]] - Allows you to distribute four +1/+1 counters when it enters the battlefield.

[[Vigor]] - Converts damage that would be dealt to creatures you control into the same amount of +1/+1 counters.

[[Vorel of the Hull Clade]] - His activated ability doubles the number of counters on target artifact, creature, or land.

[[Walking Ballista]] - Enters the battlefield with X +1/+1 counters on it. Pay [[symbol:4]] to put an additional +1/+1 counter on it.
===endpanel
===panel:Counterspells
There is no more powerful, nor satisfying effect, than a well-timed counterspell. Being able to stop an opponent's big play or infinite combo is an amazing ability.

[[Counterspell]] - As basic as counterspells get. 

[[Disallow]] - Counters any spell, activated ability, or triggered ability. Potentially a lifesaver.

[[Fuel for the Cause]] - Expensive as counterspells go, but does proliferate as well.

[[Glen Elendra Archmage]] - Counters noncreature spells. Easily repeatable with the amount of +1/+1 counters the deck generates.

[[Mystic Snake]] - A counterspell and a creature that can trigger [[Ezuri, Claw of Progress]].

[[Plasm Capture]] -A little expensive for a counterspell, but gives you mana during your next precombat mainphase.

[[Voidslime]] - See [[Disallow]] 
===endpanel
===panel:Mana Sources
Mana is required to play spells. This is one of the most basic concepts of magic. More mana allows more spells to be cast. More spells allow for more plays to tilt the game in your favor. Therfore, getting mana as rapidly as possible increases one's chance of victory.

[[Birds of Paradise]] - One mana for a chump blocker that also produces mana of any color. A staple.

[[Coiling Oracle]] - You either draw a card, or get an additional land onto the battlefield.

[[Cultivate]] - Search for two basic lands, put one into play, and the other into your hand.

[[Devoted Druid]] - Basic mana dork with a twist. Reusable due to +1/+1 and -1/-1 counters negating one another.

[[Fertilid]] - Remove a counter and pay mana to search for a basic land. Highly repeatable coupled with the +1/+1 counter generation in this deck.

[[Gyre Sage]] - Potentially a massive mana source if you are able to put sufficient +1/+1 counters on it.

[[Kodama's Reach]] - See [[Cultivate]]

[[Nissa, Steward of Elements]] - Her second ability can put a land onto the battlefield from the top of your library.

[[Plasm Capture]] - Counters a spell and gets you some mana during your next precombat main phase.

[[Rishkar, Peema Renegade]] - Turns any creature with a +1/+1 counter on it into a mana source. Very powerful in this deck.

[[Simic Signet]] - Mana acceleration and fixing in one. A staple.

[[Sol Ring]] - [[symbol:1]] to get [[symbol:2]]. Few cards are as powerful.
===endpanel
===panel:Miscellaneous
Some cards in a deck don't really fit into the deck's broad categories. This is sort of a catch-all for useful, but perhaps niche effects or supplemental cards.

[[As Foretold]] - Gives you a free spell every turn. Couples well with all of the Proliferate effects in the deck.

[[Blighted Agent]] - Unblockable 1/1 with Infect. Possible win-con coupled with [[Ezuri, Claw of Progress]].

[[Cyclonic Rift]] - Essentially a tool to set up for the big finish by removing all of your opponents' potential blockers.
 
[[Eternal Witness]] - A tool for getting back cards that have been used/milled.

[[Lightning Greaves]] - Almost exclusively used to protect [[Ezuri, Claw of Progress]] from spot removal.

[[Herald of Secret Streams]] - Doesn't generate +1/+1 counters, but makes all creatures you control with counters unblockable.

[[Invisible Stalker]] - Unblockable 1/1 with Hexproof. Becomes huge when coupled with [[Ezuri, Claw of Progress]].

[[Panharmonicon]] - Creates more triggers for [[Ezuri, Claw of Progress]]. Synergizes well with enters the battlefield effects as well.

[[Rashmi, Eternities Crafter]] - A source of free spells. Works well with the low average CMC of the deck.

[[Reliquary Tower]] - With as many cards as this deck draws, having no maximum hand size comes in handy.

[[Swiftfoot Boots]] - See [[Lightning Greaves]]

[[Trygon Predator]] - Artifact and enchantment removal on a stick.

[[Vizier of the Menagerie]] - Allows you to play the top card of the deck if its a creature. Also allows us to use mana of any color for casting creature spells.
===endpanel
===panel:Proliferate
+1/+1 counters can be powerful in their own right. Any mechanic that can put more counters on your permanents should be a welcome addition to the deck.

[[Contagion Clasp]] - A basic source of proliferate. Costs [[symbol:4]] to use.

[[Contagion Engine]] - [[Contagion Clasp]]'s big brother. A board wipe and proliferate source in one.

[[Fuel for the Cause]] - Counter a spell and proliferate. Pure advantage.

[[Inexorable Tide]] - Expensive, but the ability to proliferate multiple times in a turn is very powerful.

[[Steady Progress]] - Proliferate and draw a card. Simple and effective.

[[Tezzeret's Gambit]] - Draw two cards and proliferate. Almost always paid for using life.

[[Thrummingbird]] - A proliferation machine. Very reliable source if you can keep it alive.

[[Viral Drake]] - Repeatable proliferate. Reasonably priced for the effect.
===endpanel
===panel:Token Generation
A minor sub-theme within the deck. Several cards generate tokens upon death. Mainly for use as board wipe recovery. If several small tokens enter the battlefield, can give several triggers for [[Ezuri, Claw of Progress]].

[[Avenger of Zendikar]] - Creates 0/1 Plant toekns equal to the number of lands you control when it enters the battlefield.

[[Blade of Selves]] - Generates multiple temporary tokens on attack of whatever it is equipped to.

[[Chasm Skulker]] - Creates 1/1 Squid tokens equal to the number of +1/+1 counters on it upon death.

[[Doubling Season]] - Doubles the number of tokens generated by other cards I control.

[[Hangarback Walker]] - As [[Chasm Skulker]], but produces 1/1 Flying Thopters instead of Squids.

[[Hooded Hydra]] - As [[Chasm Skulker]], but produces 1/1 Snakes instead of Squids.

[[Mycoloth]] - Produces 1/1 Saprolings at the beginning of your upkeep equal to the number of +1/+1 counters on it.

[[Nissa, Voice of Zendikar]] - Her +1 creats a 0/1 Plant token.
===endpanel
===endaccordion

ericalt91 on Accordion Block Issues

4 days ago

So as the title says, I've been having issues with my accordion blocks on my decks lately. Below is an example of the coding, and you can see the end result at the deck's page: Ezuri's Unending Progress

Any help would be greatly appreciated. I would like all of my decks to end up looking nice and uniform. My other deck Karlov's Tithes is exactly how I want things to end up. Thanks in advance!

Alt text

My third EDH deck, and my first non-Black EDH. I chose Ezuri, Claw of Progress because I have always liked the idea of a +1/+1 counter-based deck. Blue/Green (Simic) is an ideal color combination for such a deck, as mechanics like Evolve naturally place counters on your creatures. Coupled with the Proliferate mechanic from New Phyrexia, and you have a deck that easily turns one and two drop creatures into powerhouses.

Card draw is a powerful mechanic, and no color does it better than Blue. In this particular deck the card draw is mostly creature-based.

Coiling Oracle - Mana acceleration or card draw depending on the card revealed.

Cold-Eyed Selkie - Card draw on damage. With all the counter generation in this deck, this card has potential.

Fathom Mage - Draw a card whenever she gets a counter, which in this deck should happen a lot.

Lifecrafter's Bestiary - Pay an additional whenever you cast a creature spell to draw a card.

Momir Vig, Simic Visionary - Whenever you play a blue creature, put the the top card of your library in your hand as long as it's a creature.

Nissa, Voice of Zendikar - Her ultimate ability can draw a considerable amount of cards.

Prime Speaker Zegana - With all the counter generation in this deck, she should draw you at least seven cards if not more.

Rashmi, Eternities Crafter - If the cast doesn't trigger from her ability, you can put the card in your hand.

Steady Progress - Proliferate and draw a card. Instant speed.

Tezzeret's Gambit - Draw two cards and proliferate.

The true essence of the Simic Combine and the bread and butter of this deck. +1/+1 counters beef up creatures and can be used to trigger a variety of abilities.

Avenger of Zendikar - Puts +1/+1 counters on its own tokens and those generated by Nissa, Voice of Zendikar.

Champion of Lambholt - Gets a +1/+1 counter whenever a creature enters the battlefield under your control.

Chasm Skulker - Gets a +1/+1 counter whenever you draw a card.

Doubling Season - Doubles all counters that would be placed on any permanent you control.

Ezuri, Claw of Progress - Places +1/+1 counters on a creature before each of your combat steps.

Fathom Mage - Evolve places a +1/+1 counter on a creature whenever a creature with greater power or toughness enters the battlefield under your control.

Fertilid - Enters the battlefield with two +1/+1 counters on it.

Gyre Sage - See Fathom Mage

Hangarback Walker - Enters the battlefield with X +1/+1 counters on it. Pay and tap it to put a +1/+1 counter on it.

Hardened Scales - Whenever a creature you control would get a +1/+1 counter it gets an additional counter as well.

Hooded Hydra - Pay X mana to have it enter the battlefield with X +1/+1 counters on it.

Kalonian Hydra - Enters with four +1/+1 counters; however, doubles the number of +1/+1 counters on all creatures you control when it attacks.

Master Biomancer - Places +1/+1 counters equal to its power on each creature you control that enters the battlefield.

Mycoloth - Gets counters equal to twice the number of creatures sacrificed as it enters the battlefield.

Nissa, Voice of Zendikar - Her minus two ability places a +1/+1 counter on each creature you control.

Plaxcaster Frogling - Enters the battlefield with three +1/+1 counters on it. Graft allows you to transfer these counters as well.

Prime Speaker Zegana - Enters the battlefield with X +1/+1 counters, where X is the greatest power among creatures you control.

Rishkar, Peema Renegade - Allows you to distribute two +1/+1 counters when he enters the battlefield.

Sage of Hours - Place a +1/+1 counter on him whenever you cast a spell that targets him. Doesn't really happen in this deck.

Simic Manipulator - See Fathom Mage

Verdurous Gearhulk - Allows you to distribute four +1/+1 counters when it enters the battlefield.

Vigor - Converts damage that would be dealt to creatures you control into the same amount of +1/+1 counters.

Vorel of the Hull Clade - His activated ability doubles the number of counters on target artifact, creature, or land.

Walking Ballista - Enters the battlefield with X +1/+1 counters on it. Pay to put an additional +1/+1 counter on it.

There is no more powerful, nor satisfying effect, than a well-timed counterspell. Being able to stop an opponent's big play or infinite combo is an amazing ability.

Counterspell - As basic as counterspells get.

Disallow - Counters any spell, activated ability, or triggered ability. Potentially a lifesaver.

Fuel for the Cause - Expensive as counterspells go, but does proliferate as well.

Glen Elendra Archmage - Counters noncreature spells. Easily repeatable with the amount of +1/+1 counters the deck generates.

Mystic Snake - A counterspell and a creature that can trigger Ezuri, Claw of Progress.

Plasm Capture -A little expensive for a counterspell, but gives you mana during your next precombat mainphase.

Voidslime - See Disallow

Mana is required to play spells. This is one of the most basic concepts of magic. More mana allows more spells to be cast. More spells allow for more plays to tilt the game in your favor. Therfore, getting mana as rapidly as possible increases one's chance of victory.

Birds of Paradise - One mana for a chump blocker that also produces mana of any color. A staple.

Coiling Oracle - You either draw a card, or get an additional land onto the battlefield.

Cultivate - Search for two basic lands, put one into play, and the other into your hand.

Devoted Druid - Basic mana dork with a twist. Reusable due to +1/+1 and -1/-1 counters negating one another.

Fertilid - Remove a counter and pay mana to search for a basic land. Highly repeatable coupled with the +1/+1 counter generation in this deck.

Gyre Sage - Potentially a massive mana source if you are able to put sufficient +1/+1 counters on it.

Kodama's Reach - See Cultivate

Nissa, Steward of Elements - Her second ability can put a land onto the battlefield from the top of your library.

Plasm Capture - Counters a spell and gets you some mana during your next precombat main phase.

Rishkar, Peema Renegade - Turns any creature with a +1/+1 counter on it into a mana source. Very powerful in this deck.

Simic Signet - Mana acceleration and fixing in one. A staple.

Sol Ring - to get . Few cards are as powerful.

Some cards in a deck don't really fit into the deck's broad categories. This is sort of a catch-all for useful, but perhaps niche effects or supplemental cards.

As Foretold - Gives you a free spell every turn. Couples well with all of the Proliferate effects in the deck.

Blighted Agent - Unblockable 1/1 with Infect. Possible win-con coupled with Ezuri, Claw of Progress.

Cyclonic Rift - Essentially a tool to set up for the big finish by removing all of your opponents' potential blockers.

Eternal Witness - A tool for getting back cards that have been used/milled.

Lightning Greaves - Almost exclusively used to protect Ezuri, Claw of Progress from spot removal.

Herald of Secret Streams - Doesn't generate +1/+1 counters, but makes all creatures you control with counters unblockable.

Invisible Stalker - Unblockable 1/1 with Hexproof. Becomes huge when coupled with Ezuri, Claw of Progress.

Panharmonicon - Creates more triggers for Ezuri, Claw of Progress. Synergizes well with enters the battlefield effects as well.

Rashmi, Eternities Crafter - A source of free spells. Works well with the low average CMC of the deck.

Reliquary Tower - With as many cards as this deck draws, having no maximum hand size comes in handy.

Swiftfoot Boots - See Lightning Greaves

Trygon Predator - Artifact and enchantment removal on a stick.

Vizier of the Menagerie - Allows you to play the top card of the deck if its a creature. Also allows us to use mana of any color for casting creature spells.

+1/+1 counters can be powerful in their own right. Any mechanic that can put more counters on your permanents should be a welcome addition to the deck.

Contagion Clasp - A basic source of proliferate. Costs to use.

Contagion Engine - Contagion Clasp's big brother. A board wipe and proliferate source in one.

Fuel for the Cause - Counter a spell and proliferate. Pure advantage.

Inexorable Tide - Expensive, but the ability to proliferate multiple times in a turn is very powerful.

Steady Progress - Proliferate and draw a card. Simple and effective.

Tezzeret's Gambit - Draw two cards and proliferate. Almost always paid for using life.

Thrummingbird - A proliferation machine. Very reliable source if you can keep it alive.

Viral Drake - Repeatable proliferate. Reasonably priced for the effect.

A minor sub-theme within the deck. Several cards generate tokens upon death. Mainly for use as board wipe recovery. If several small tokens enter the battlefield, can give several triggers for Ezuri, Claw of Progress.

Avenger of Zendikar - Creates 0/1 Plant toekns equal to the number of lands you control when it enters the battlefield.

Blade of Selves - Generates multiple temporary tokens on attack of whatever it is equipped to.

Chasm Skulker - Creates 1/1 Squid tokens equal to the number of +1/+1 counters on it upon death.

Doubling Season - Doubles the number of tokens generated by other cards I control.

Hangarback Walker - As Chasm Skulker, but produces 1/1 Flying Thopters instead of Squids.

Hooded Hydra - As Chasm Skulker, but produces 1/1 Snakes instead of Squids.

Mycoloth - Produces 1/1 Saprolings at the beginning of your upkeep equal to the number of +1/+1 counters on it.

Nissa, Voice of Zendikar - Her +1 creats a 0/1 Plant token.

cornpie987387 on Buff Healing Angels

1 week ago

Mana ramp is considered to a green staple. Other colors have little for ramp. I make use of Azorius Cluestone and other clustones as well as Chalice of Immortality both of which are modern legal.

You could also think outside the box and go for Plasm Capture.

As for green Explosive Vegetation is a favorite.

You could make use of Nykthos, Shrine to Nyx which is another that I use in my angel deck.

Pieguy396 on Stormy Horizons

2 weeks ago

Hello there! I don't see anything huge you're missing (other than lands), but I definitely think you should at least consider Sol Ring, Cultivate, Kodama's Reach, Eternal Witness, Mystical Tutor, Plasm Capture, Counterspell, and probably Blue Sun's Zenith and Stroke of Genius as well. If you're looking for cards to cut to make room for lands, I would start with the following. A lot of those cards are for what appears to be an Edric subtheme; I'd stick to just one plan, making a lot of mana and killing your opponents with it.

In any case, good luck! Feel free to let me know if you want some more suggestions!

cornpie987387 on Search your Opponents Library and Remove All Lands

2 weeks ago

I suppose that's true, although those Progenitor Mimics really go nuts with the Paradox Haze. I suppose Creeping Mold or Naturalize would both work for removal with Liquimetal Coating so I will include Creeping Mold for removal and additional land destruction. I wouldent consider Counterspell but I might consider Plasm Capture.

cornpie987387 on Everflowing Harmony

1 month ago

I am partial to Jenara, Asura of War and also Plasm Capture because I am mean to my friends.

LVL_666 on The Queen's Egg

1 month ago

Juppe,

I'm having second thoughts on cutting Swan Song. I need counterspells in this deck. As opposed to cutting a counterspell, i'm going to share some thoughts on some alternative cards. I'd appreciate it if you could give me your thoughts on the following:

  • Undermine - It's a neat card, but not necessarily competitive enough. At least in EDH.
  • Plasm Capture - The supposedly "fixed" mana drain. I think it fits the theme of the deck, but I'm concerned that it's not competitive enough.
  • Arcane Denial - This was in the deck once upon a time, my only issue with this spells is the fact that it awards the opponent with two additional draws on their next turn.
  • Force of Will - Also used to be in this deck, but I upgraded to a Mana Drain because there's simply not enough in the deck to support this.
  • Forbid - This seems like it would be a good fit in here, as it can be reused on a semi-consistent basis. I think of the cards previously mentioned this is probably the best contender of the bunch. It seems perfect for EDH.

madzoze on Ezuri, Claw of Counters

2 months ago

Pal00ka Hey! Thank you so much for your comments and suggestions!

Been looking forward for adding Lightning Greaves, Ring of Evos Isle looks pretty good, tho, it's proly a good add!

I liked those counters, I've recently added Plasm Capture but still haven't played it yet! What do you think about Swan Song?

Progenitor Mimic is there so every upkeep it can trigger Ezuri and activate ETB abilities that my enemies might have!

I've removed Planar Bridge, Kruphix, Orochi Hatchery, Majestic Myriarch and Loam Larva, they weren't helping me at all. Triskelion is a cheaper option to Walking Ballista (it's very expensive here in Brazil because standard! ugh, but one day I plan on getting it)

Overall thank you for your suggestions!

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