Counter target creature spell.
|Have (2)||cassa , gildan_bladeborn|
Printings View all
|Masters Edition III (ME3)||Common|
|Tenth Edition (10E)||Common|
|Ninth Edition (9ED)||Common|
|Ninth Edition Foreign Black Border (9EDFBB)||Common|
|Eighth Edition (8ED)||Common|
|Seventh Edition (7ED)||Common|
|Starter 1999 (S99)||Common|
|Classic Sixth Edition (6ED)||Common|
|Fifth Edition (5ED)||Common|
|Promo Set (000)||Common|
Combos Browse all
|Commander / EDH||Legal|
Remove Soul Discussion
1 day ago
So this deck is marked under 'help,' so I'll list my recommendations. Feel free to ignore any/all of them:
Some of your choices of countermagic seem questionable. Is there a reason you're running Withering Boon over something like Remove Soul or Essence Scatter? I guess the blue spells can be Pyroblast-ed, but I feel like not having to bolt yourself is worth it for the marginal added risk.
You may wish to consider running Preordain in addition to your Brainstorm and Ponder. Like in Legacy Delver decks, it isn't as good since you'd need to top both cards with the scry to guarantee a high CMC flip off Yuriko, but I feel like one-mana cantrips are likely good enough to run regardless.
There are some evasive creatures worth running in Yuriko because their ETB effects are good and ninjutsu bounces the creatures. I'm thinking of things like Baleful Strix, Snapcaster Mage (if you want to invest money), Trinket Mage (which can fetch Sensei's Divining Top, Sol Ring and any other 1-cmc artifacts you want to run), Spellseeker... If you want to go deep, Thalakos Seer works well with Ninjutsu, too...
You might also consider running Conspiracy or Arcane Adaptation. I like Arcane Adaptation a lot more (it costs less mana) but both are good, and if you need a third version Xenograft works. They'll make things like Gingerbrute trigger your Yuriko.
Some 4-cmc instant-speed card-draw seems alright; you leave up mana for a counter, and if you don't need it you get a draw. Consider things like Fact or Fiction, Chemister's Insight, Glimmer of Genius, Frantic Search, Gush, Thirst for Knowledge, Inspiration... They'll ding your opponents off a Yuriko flip and give you something to do with mana you don't need on their end steps.
Idk how competitive your meta is, but consider running Narset, Parter of Veils and/or Ashiok, Dream Render. These two hose card-draw and fetches/tutors, which are all very common as you go higher in deck power level. I especially like Narset, Parter of Veils with Windfall or Timetwister, but that'll depend on your particular moral compass.
Lastly, if you up the amount of artifact ramp in here you can lower the land count and make flipping a land off Yuriko less common. While it may be dangerous to go lower than 30 lands if you're not running things like Mana Crypt, Mox Diamond or Mox Opal (which you should run if your groups allows proxies), you may have luck running things like Talisman of Dominance, Arcane Signet or Fellwar Stone. If you don't land a turn-two general, these'll ramp you for the later game; and even if you do, flipping them off Yuriko's trigger is better than flipping a land.
Right. That's all I got -- let me know if you have any questions.
1 week ago
I would drop:
- Fleeting Distraction
- Grip of the Roil
- Obsessive Search
- Radical Idea
- Reach Through Depths
- Spell Syphon
- Twisted Image
- Slip Through Space
- Apprentice Wizard
- Deranged Assistant
- Hedron Crawler
- Sea Scryer
- Prismatic Lens
One reason is that you have a lot of cards that do nothing but draw one card. Which is usually fine in 60 card 1v1 as they function as almost running fewer cards. This lets you draw into your business spells with more consistency. However, in EDH multiplayer, I feel like you want cards with more impact. I kept in cards that let you scry or let you decide card quality because those have more impact.
The other reason is that you really aren't accelerating into anything big, so why do you need a bunch of mana ramp cards? You definitely want to hit all your land drops, but your 2-for-1 and 3-for-1 draw spells should keep filling your hand with lands. You want more business spells that keep you in the game long enough to get Talrand into play and start beating down.
I know Talrand tempts you to play a bunch of cantrip spells to have a sort of combo finish. However, in my experience it is better to have a more solid lock down of the game and win with inevitability than just trying for an alpha strike. A few 2/2 flyers can go a long way.
I would go up to 36-38 lands to make sure you keep getting those land drops.
Then I would add a few more counters:
Then some more bounce (although you have most of the good ones in there already):
Then maybe a couple more recursion spells:
Just to give you some card advantage in other ways or to get back powerful spells that you were forced to use early.
Blue shenanigans can be hard to play. Sometimes you want to be aggressive with your countermagic and bounce to stall your opponents. Other times you want to hold back and wait until the more opportune time.
Hope this helps.
10 months ago
Whenever a player casts a creature spell, counter it unless they pay .
Some spheres pull in all directions.
I'm super hyped for War of the Spark, so design one of the following(or both on the same card, if you want a challenge!)
What you think the scrapped Skirmish mechanic mentioned by MaRo in would be like, or
A card designed to work with Armies without mentioning Amass or +1/+1 counters.
11 months ago
Wall of Deceit is a 2 Mana 5/5 that draws a card as it enters. That is really good. It doesn't really need an additional effect. The only other 2cmc wall that is able to compete at this cost is Thing in the Ice Flip, as a simple scyfall search can show. Thing in the Ice Flip might be an interesting experiment, but I can't really tell without knowing the meta if you even want the flip effect and if you can control when it happens enough.
Silence is really bad in commander, if you don't plan to win this turn, but I agree, even in creature heavy metas Remove Soul is suboptimal. I would always run Arcane Denial over it and looking at how much blue you have maybe Force of Will .
Also Aura Shards is broken as hell and should be in every deck that has the colors and plays creatures. I would slimply cut a land to play it, at 2.22 average cmc you can easily run 34 Lands.
Also Fetchlands would be great, to make sure you get your dual lands more often, which you will need to reliably play your commander. If you can afford it, run all 9 that hit a color of yours. E.g. Arid Mesa hit's only one of your colors, but can get Hallowed Fountain or Temple Garden so basically any fetchland gets you any color you need. Besides Bloodstained Mire , don't run that one xD
Dusk sucks because it kills the commander, which should always be out if possible, but Slaughter the Strong surely is awesome in here. However it doesn't kill an army of 1/1s so it's not better than Wave of Reckoning , but you could run it over Fell the Mighty if you feel that the cheaper cost is better than the choices you get.
11 months ago
Your argument with Bant Charm putting commander at the bottom of someone's library is actually outdated because now "Replacement effect" is a thing and every time Commander tries to change zones it can be put into command zone instead.
But still taking out combo piece or huge beater with Trample or Infect is value. I might try it in my deck anyway.
Also how about Silence ? It's actually a little better than Remove Soul - you cast Silence at the beginning of someone's upkeep so they actually have to respond with counterspell or they're stuck with draw-land-pass turn
1 year ago
Thanks for the ideas Feyamius.
I have play tested most of what you have suggested. Especially the Gateway Plaza,Rupture Spire and the Transguild Promenade. I have found that these lands slow the deck down quite a bit. This is the reason I run the Shimmering Grotto and the Unknown Shores and also the Terramorphic Expanse/Evolving Wilds package. Most of the lands (Gates) enter tapped. The Spire, Promenade and the Plaza enter tapped as well and require you to set yourself back even further on top of that by having to pay to keep it in play. They are no good early game. Late game, they can help but by then you should have yourself set up and not need them quite as much.
I have played Crop Rotation in the deck. I took it out to add the Search for Tomorrow. I found that it was more times a dead card. I went for ramp instead. I will likely try to add more ramp in the future. It's extremely important to make the land drops and also to get a head of your opponent as this deck plays as a control deck 99% of the time.
As far as adding a Displace. I've thought about it. Although I have shot myself down due to the Drift of Phantasms I play which can be used to search for it (Like running 2 copies) and also running the Izzet Chronarch and Mnemonic Wall the Ghostly Flicker gets recycled and abused. I see no need to add a second flicker effect spell.
Thanks for the input. Much appreciated!!!
1 year ago
I've done my research in form of a list in my deck's description here: Impenetrable Shield. My deck has a little lower mana curve but works very similarly to yours :)
Also what are your thoughts on Wall of Shards and Wall of Mulch? I play both in mine deck one as a strong beater with little downside and the other as steady card draw for each turn with Wall of Kelp but it sometimes works as combo extender or emergency draw in case someone tries to exile my defenders or take control of them.
And finally I'd consider swapping less optimal cards like Remove Soul and Steadfastness for Heroic Intervention and Lightning Greaves because Arcades is the most important card in the deck and should be protected by any means
1 year ago
Sure thing. Sorry that took a while:
- Woolly Razorback: too expensive, not good
- Hindering Light: not good
- Remove Soul: not good
- Render Silent: too expensive, hard to cast
- Rewind: you don't wanna leave 4 mana open
- Chromatic Lantern: fixes all your mana, so it will be destroyed right away
- Cultivate: not good
- Skyshroud Claim: too late
- Condemn: not good
- Disenchant: claim is better
- Shield Wall: calculate mana cost/toughness boost. a 2 toughness per mana boost is good, anything wose should just stick or do something(like Call to Glory or Glorious Anthem, and even these are kind of bad.)
- Steadfastness: see shield wall
- Disallow: trickbind is better imho
- Pongify: leaves a 3/3
- Mana Leak: can be useless
- Dispel : very narrow for a deck like yours. I'd prefer Autumn's Veil or Heroic Intervention. adding the latter.
- Reality Shift: exile is awesome
- Noble Hierarch: mana dorks
- Elvish Mystic
- Llanowar Elves
- Fyndhorn Elves
- Arbor Elf
- Birds of Paradise
- Wild Growth
- Selesnya Signet: mana rocks
- Azorius Signet
- Simic Signet
- Mystical Tutor: finds everything
- Nature's Claim
- Echoing Truth
- Muddle the Mixture: finds a lot of really crucial cards and doubles down as an emergency counter
- Sylvan Library: too good not to run, even without paying life, fetches make this great. maybe also consider Mirri's Guile
Mana base(33 is enough at this average cmc):
- Tropical Island
- Arid Mesa
- Flooded Strand
- Marsh Flats
- Misty Rainforest
- Polluted Delta
- Scalding Tarn
- Verdant Catacombs
- Windswept Heath
- Wooded Foothills
- Horizon Canopy
- Reflecting Pool
- Adarkar Wastes
- Yavimaya Coast
- Ancient Tomb
- Nimbus Maze
- Strip Mine: Maze of Ith so you always wanna have one of these four sooner or later during a game.
- Ghost Quarter
- Tectonic Edge
- 3 Forest
- 3 Plains
- 4 Island
That's what I'd do and then playtest it and go tweaking. Hope that helps and also that it wasn't too brutal. For real tweaking please add a list of decks you play against or how a normal game looks like(amount of combo decks, creature decks, control decks per game). You do run lot's of creature spot removal, but I let that in, since you might need it.