Punish Ignorance

Punish Ignorance


Counter target spell. Its controller loses 3 life and you gain 3 life.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Shards of Alara (ALA) Rare

Combos Browse all


Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
2019-10-04 Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Punish Ignorance Discussion

discipleofgary73 on Crime and Punishment

8 months ago

Fenryr Haha mana rocks are something one might find in a pawn shop after murdering its broker... I had some signets in originally, and honestly might put some back in because getting Merieke out by 3 is critical. I agree on the counters- thinking Arcane Denial , Insidious Will , Summary Dismissal or even Punish Ignorance , though Rewind and Cryptic Command would be better at 4 mana. Definitely keep the others you mentioned in mind as well. Thanks for the upvote!

legendofa on What Issues Exist that May ...

1 year ago

kanokarob Thank you for the clarifications, and my apologies for jumping on you. But could I please ask you to explain further what you meant by "a narratively necessary threat bigger than Bolas/the end of the world"? If my inference that you were suggesting that Alara would be most successful if it was nearly destroyed is incorrect, what were you going for? I understand it's not your main point, but it's a point I would like to understand.

I also agree that some people will hate New Alara for not being Old Alara. I think, and I admit to drawing from a small sample, that more people will respect and understand the necessary changes than condemn them.

Arvail I'll respond with continuing your example of Esper as the cards. The idea of mana in new shards was briefly touched on in Alara Reborn (Necromancer's Covenant comes to mind), but shard identity hasn't seen much if any development since. The idea of in Grixis or in Bant should allow for sufficient room to explore new meanings for without confining it entirely to artifacts. Punish Ignorance can only appear on Esper, thanks to its set and color identity, but has no interaction with artifacts. It could well be reprinted as part of a influenced Grixis. Breya, Etherium Shaper is from a -influenced Esper, in four colors. What would she look like without ? The mana influx to new places creates the room for exploration needed. As long as there is some artifact identity, some graveyard identity for Grixis, and so on, similar to Magic Origins having Lorwyn, Innistrad, and others' identity, the spirit of the original can be kept without unnecessary restrictions. If it was spread into two sets instead of condensed into one, I don't see any reason why the shards color identities couldn't be fully developed.

Cloudius on Approach Aminatou, See What Happens

1 year ago

+1 for Approach of the Second Sun idea. I made a Creatureless Yennett deck with it as one of the wincon too! Without interruption, the deck can consistently combo off between turns 6-8 usually.

We Love Freebies! *Primer*

Commander / EDH Cloudius


I see much similarities in our deck cause we run alot of instants and sorceries. You've some interesting card choices.

I'd take out Punish Ignorance and put in counterspells with lower CMCs like Arcane Denial, Counterspell, Mana Drain, Disallow or even Cryptic Command at 4 CMC but with wider applications.

Keep in touch and feel free to give suggestions for my decks too.

Tyrant-Thanatos on Let's Discuss: Shards, Wedges, and ...

1 year ago

Favorite Shard: Grixis

Manipulative, cruel, powerful. Edicts, burn, bounce, counterspells, everything control can be found here, and with a handful of evasive, aggressive creatures to swoop in with once you've established control of the board, or you can play the slow-burn game with effects like Nekusar, the Mindrazer. Put your opponent(s) on a clock and deny them the ability to stop it. Plus their ability to run some of the meanest creatures in the form of things like Kederekt Creeper, Baleful Strix, Master of Cruelties, etc. So much fun to be had.

Honorable mention to Esper for similar reasons. Oloro, Ageless Ascetic, Punish Ignorance, etc. Good shit.

Favorite Wedge: Abzan

Relentless power. I love Abzan because of its resilience, strength, and versatility. I'm not a huge fan of a lot of Abzan specific cards, but being able to run things like Animate Dead, Sun Titan, Brave the Sands, alongside gigantic green creatures like Ghalta, Primal Hunger, Ghoultree, Avatar of Might, etc is just incredible. The incredible suite of removal that B/W brings to the table in the form of Vindicate, Anguished Unmaking, Utter End, etc, combined with the might of Green creatures, further compounded by the volume of powerful reanimation effects these colors all have, builds a powerful, versatile deck that just never gives up. I've run Abzan decks that have had their most crucial cards hit with Slaughter Games type effects, and they still didn't stop, didn't slow down, and pulled out a win.

Another Honorable Mention to Sultai. Muldrotha, the Gravetide is amazing, Damia, Sage of Stone is probably one of my top 10 favorite cards ever, and Sultai Charm works wonders.

Favorite Allied Guild: Rakdos

Rakdos just knows how to throw a party. Every time I've built Rakdos I end up having fun, win or lose. Chaotic game-changers like Everlasting Torment, Havoc Festival, and Sire Of Insanity just bring a lot of shenanigans to the table that people just aren't prepared to deal with. Terminate is one of the kings of removal. Cards like Backlash, Delirium, and Rakdos Charm punish a variety of opposing playstyles. The individual colors also contribute a lot to your ability to handle creatures, and create even more chaos. Endless Whispers, Scrambleverse, you name it.

I cannot wait to get my hands on Last One Standing.

Favorite Enemy Guild: Simic

This one is simple, these two colors compliment each other so well it's insane. There is almost nothing that exists in this game that Simic cannot do. Green's weakness is its inability to manipulate the board much without combat. Blue's weakness is in its board presence and creatures. They are ideal together. Ramp, removal, aggro, counterspells, creature control, resilience. Simic has all its bases covered, and with just two colors. Mystic Snake, Trygon Predator, Kiora's Follower, Plasm Capture, Voidslime, Simic Charm, these cards are amazing, and that's without getting into the mono-color cards.

I'd also like to throw out some love for "Growth", the combination. The only pure Growth cards we have thus far are Atraxa, Praetors' Voice, and Witch-Maw Nephilim, but boy what cards they are. But the colors themselves are awesome together. G/U's flexibility, W/B's removal, much less other multicolor synergies, access to Abzan cards, Sultai cards, Esper cards. Obviously the mana base gets complicated fast, and it can be hard to handle, but if it works, it works.

FutureWitness on Chromium, the Mutable EDH

1 year ago

There is a neat combo that could work with the Enchanted Evening, Aura Thief. I'm not sure about your play group but could work out! Other than that the deck looks fun, maybe include Archfiend of Ifnir? Also optimizing some removal and counters for subjectively better cards in my opinion dropping maybe Infernal Reckoning or Punish Ignorance? Hope the deck works out!

Attack_of_Mogis on Ramos - Budget Commander

1 year ago

This is fantastic. I'm so happy you made this. I also have some suggestions for good 3+ color spells:

and finally, Urza, Academy Headmaster. :)

You have a great deck here. I'll probably make some minor changes and pick it up for myself.

joshuaspencerfox3 on

2 years ago

I took a look at you deck and I went ahead and dropped Punish Ignorance and Undermine for Voltaic Key and Altar of the Brood. Will comment on the deck after I have had more time to look at it.

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