Counter target spell. Its controller can't cast spells this turn.
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Render Silent Discussion
1 week ago
Rayze_Darr thanks for the input! Silence is a spell that I've been contemplating for awhile. On the plus side, it's only one mana, and can stop the opponents from playing multiple spells in a turn. That sounds great, but it only stops from playing spells during that turn, if I'm in a multiplayer game, that can only stop one opponent, and I don't even know if they were going to play something that was going to be problematic. It's all about balancing the control deck with the prison deck. If I stop them from playing spells for too many turns, they might build up enough stuff to do a lot in one turn that I can't counter, i.e. Silence builds up card advantage for the opponent(s). That being said, I don't care about how many spells they have to play if I have a flipped Erayo and/or a Rule of Law.
So if I'm playing Silence then I definitely want 4 copies of Erayo. Another reason to keep Erayo as a four-of is that it's easily removed if I haven't succesfully flipped it. Being that the plan of the deck is to stall out with counter spells or things like Gigadrowse/Silence till I can play & flip Erayo, I think that dignifies playing 4.
Baral, Chief of Compliance is the card that has me most conflicted in the deck, I think. On the plus side, he's a decent 2 mana defender with a kick-ass ability, especially if I have a flipped Erayo, (Automatic 1 card per opponent's turn, assuming they choose to play). However, once I have one out he becomes a dead card if I draw another, (though keep in mind he is subject to common removal like an unflipped Erayo). So with him, I have to find the perfect balance of how many I want in the main: how much is he worth by generating card, (and mana) advantage vs drawing a dead card once I have him down. Honestly, for this one, I think it's going to take a lot of playtesting to really decide, and even then it might be more of a preference thing than one number is truly better than the other. If I decide to take a few out, Judge's Familiar, Wall of Denial as well as Fog Bank are all very good substitutions.
Render Silent is interesting... on one hand, it's a Counterspell and Silence all in one. On the other, sometimes the difference between a 2 mana counterspell and a 3 mana counterspell can be a huge difference. Unlike Silence, this one counters and locks the opponent out, so there's not as much of a card disadvantage problem. If I'm going to put this in I think it's going to be a two - of in place of 1 Counterspell and one Remand, but I'm not sure, any advice for fitting this in would be great.
1 week ago
One major thing I think you should consider is reducing your Baral, Chief of Compliance and Erayo, Soratami Ascendant down to 2 each, since they're Legendary. Judge's Familiar and Wall of Denial might be good replacements.
1 month ago
First we need to look at purpose. I feel like we need to take each type of card (land, instant, sorcery, creature, planeswalker, enchantment, artifact).Land:- What mana does it produce- Does it enter tapped-- Is there a condition that can stop it from being tapped-- Does entering tapped provide an added bonus- Does it give a creature boost- Does it have any other external ability
Instants will always triumph over sorceries, but for the sake of it we're gonna include them togetherInstant & Sorcery:- Does it provide an adequate effect-- Is this effect better than other cards with similar effects-- Is this effect versatile- Does the mana cost (if an instant) allow for you to still play things on your turn- Is there an instant with the same ability (if sorcery)-- (chances are if there is an instant with the same ability it will cost an extra mana, or another negative effect)- Is the effect versatile-- Does the card offer multiple options--- Is the mana cost higher than cards with 1 option--- How many options can be selected-- Is the spell immune to counters-- what variety of cards can the spell target
Creatures, Artifacts, Enchantments:- Does it have high power and/or toughness- Is its ability good-- Is it better than other creatures/artifacts with the same ability-- Can the ability be found cheaper in an instant or a sorcery-- Can the ability be made with a good combo- Does the creature require other creatures to be considered effective (allies, melding cards etc.)- Does the creature have reach (this is big for green decks)
Planeswalker:- Is its ultimate ability really worth taking up an entire slot in your deck for?-- If not, is the other 2 abilities enough to make up for it-- If so, can it be supported by the rest of your deck, or by itself until it reaches this ability- Is the mana cost possible with the cards you have in your deck-- Is your deck centered around 1-3 mana creatures with a 6 mana PW--- Can you reach the mana cost before being wiped out-- Is your deck centered around 4-6 mana creatures with a 3 mana PW--- Can it defend itself before you get creatures out
Mana costs are one to be debated. Generally, lets take counterspells for instance, the order for good effect and mana cost goes as such- 3 generic (no counterspells like this) - many restrictions - 2 generic 1 blue (Disrupting Shoal) - some restrictions or alternate negative effects- 1 generic 2 blue (Forbid) - minimal negative effects or restrictions- 3 blue (no counterspells like this) - no restriction, possible good effect such as splice- 1 generic 1 blue 1 black (Psychic Strike) - no restriction, good extra effect- 2 blue 1 white (Render Silent) - no restriction, super awesome ability
and thats just the 3 mana ones, if we look at two mana counterspells (I wont include Counterspell because its illegal in modern) It is very similar- 2 generic (once again none of such) - high restrictions, negative effect- 1 generic 1 blue (Negate) - some restrictions- 2 blue (Deprive) - chances are there wont be restrictions, but if there isn't then there will be a negative effect, Counterspell was banned because it abuses this order- 1 blue 1 green ([consume magic]) - this card was the only example i could find (i dont think its real), but it allows a slightly good effect of countering abilities, at the cost of countering creatures planeswalkers and artifacts
then theres the classic 0 mana cards. 0 mana cards are a matter of necessity, do i really need Bone Saw, how well does it synergise with my deck, is it necessary for my combo. Do i really need Pact of Negation, is it absolutely essential to counter that spell, or will I win this turn.
1 month ago
As someone who has played UW control competitively for a while,
I can give a few suggestions,
Play 24 lands, it's standard for control decks and is the only way you'll be able to cast 6 drops consistently.
Is this for budget? If so I think that AEtherling would be a better finisher then Admonition Angel, since you can protect it and play cards like Wrath of God. (It also means that you can have it as the only creature in the deck.)
Vapor Snag isn't what you are looking for, as Condemn, Path to Exile, and Sunlance are all better options for removal. (I get you want to have the synergy with cards like Meddling Mage but those cards are pretty easy to deal with.)
A complete primer for UW Control is here Order Is Restored: The UW Control/Midrange Primer
1 month ago
Then may I suggest a Sunforger package? Helps both aspects of aggro and control.
There's so many strong instants in white and red and a lot of blue ones that share either white, or red. Like Counterflux and Render Silent in addition to the plethora of removal (e.g. Swords to Plowshares) and protection (e.g. Apostle's Blessing). There's just too many choices to make and those can be meta-related, but some that are always strong include those I've already mentioned plus Return to Dust, Into the Core, and Boros Charm.
Hope this helps a little bit more than before!
1 month ago
1 month ago
Looking at the list I would recommend replacing Mana Leak with Remand because Mana Leak is decent in the early game but in the late game it becomes much easier to play around. Remand on the other hand fits the tempo style of this deck much better and often feels like a Time Walk in the early game. Next I would drop the Favorable Winds for Serum Visions. Favorable Winds is just to slow for this deck and doesn't do enough, Serum Visions on the other hand can greatly fix you draws ensuring your tempo deck performs as a tempo deck.
Also some cards to consider as you develop your deck:--Stony Silence--Silence--Render Silent--Turn Aside--Faerie Conclave--Celestial Colonnade--Cavern of Souls--Ghost Quarter--Glacial Fortress--Mutavault--Mystic Gate--Nimbus Maze--Sphinx's Revelation--Azorius Charm--Snapcaster Mage--Pithing Needle
Some Cards you want to look out for:--Chalice of the Void--Supreme Verdict--Torpor Orb--Anger of the Gods--Essence Scatter--Molten Rain--Stone Rain--Path to Exile--Lightning Bolt--Snapcaster Mage--Engineered Explosives--General RDW, Goblins and 40 Bolt
That's everything off the top of my head, hope it helps.
1 month ago
1x Aurelia's Fury1x Beastmaster Ascension2x Bloodsoaked Champion1x Countersquall1x Elder Deep-Fiend1x Fatal Push1x Greenwheel Liberator1x Hero's Downfall1x Hex Parasite1x Howling Mine1x Isochron Scepter1x Kataki, War's Wage1x Konda's Banner1x Loxodon Smiter1x Lumbering Falls1x Mantis Rider1x Meddling Mage1x Myr Superion1x Obscuring AEther1x Preeminent Captain1x Ratchet Bomb1x Sorin, Solemn Visitor1x Stromkirk Noble1x Tezzeret, Agent of Bolas2x Varolz, the Scar-Striped1x Epiphany at the Drownyard1x Thoughtseize1x Bloodsoaked Champion1x Champion of the Parish1x Hero's Downfall1x Isochron Scepter1x Loxodon Smiter1x Myth Realized1x Pain Seer1x Thoughtseize3x Blood Scrivener1x Isochron Scepter1x Loxodon Smiter3x Thopter Foundry1x Glissa, the Traitor1x Hero's Downfall2x Loxodon Smiter1x Render Silent1x Remand4x Sword of the Meek
These are all the cards I am trading for ATM~$180!!!!!!!!!!!!!!!!