Counter target spell. Its controller can't cast spells this turn.
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Render Silent Discussion
1 week ago
3 weeks ago
Think Twice deserves a spot. 2 cards, 4 mana over as many turns as you want it good.
1 month ago
Fantastic, I slotted it into my deck as a response to my buddy going infinite with Prossh and Food Chain. What do you think of Sunforger? I assume you'll always have a creature, and the potential value/toolbox aspect seems really powerful in your deck. I'm testing it with Render Silent, Return to Dust, and now Comeuppance
1 month ago
Sorry about the delay, I wanted to devote some time to this.
So the first thing that stands out is that you're really missing a direction for the deck. You have a bit of everything going on, which means that you're not really strong in any area. First off, you need to figure out what kind of deck you want to build and then focus your card selection from there.
Also, I want to touch on a few points regarding deck building choices:
Cards like Blade of Selves aren't good with legendary creatures, which is the vast majority of your creature base. The second you make a copy of them, all but one of those copies are sent to the graveyard as a state based action. On top of that, most of your legendary creatures have static abilities, meaning that you won't get any benefit from making copies. At least if you used ETB creatures like Venser, Shaper Savant you'd get the triggers.
Running Zur the Enchanter with only a few targets seems like a waste of a slot. Zur can be super powerful as commander and good in the deck, but he is a build around card.
A really big one (and one I see a lot) is that life gain for the sake of life gain doesn't achieve anything. While a bit of extra life can be helpful, unless it's as a side note (see Selvala, Explorer Returned) or one of a few things a card does (see Deathrite Shaman) then it's not worth a card slot. And if you're going to run life gain effects, try to run stuff to capitalise on it. You have Serra Avatar but what about Aetherflux Reservoir, Felidar Sovereign, Test of Endurance? all these can help provide the deck with a win condition.
As for using Oloro specifically for your commander:
A common strategy is to play pillow fort with a bunch of "win the game" effects like the aforementioned Felidar Sovereign and Test of Endurance. There's also infinite mana outlets like Deadeye Navigator/Eldrazi Displacer and Palinchron/Peregrine Drake which then can be used to Exsanguinate/Blue Sun's Zenith your opponents. Or you can Sanguine Bond + Exquisite Blood combo. There's also redundancy in the combo by using pieces lie Vizkopa Guildmage.
Your counterspell/removal suite is a bit lacking. There's not much point in running so few counterspells - I would recommend either increasing the number or cutting them completely. Also, Disrupt seems too niche for your deck. Render Silent, Arcane Denial, Dissipate, Void Shatter, Swan Song are all really solid options. Removal wise, you're in the best colours in the game so you should take advantage of that. Utter End, Anguished Unmaking, Swords to Plowshares, Return to Dust, Cyclonic Rift, Reality Shift, etc. are all really good.
I would also recommend additional card advantage. You have cards like Phyrexian Arena, aforementioned Blue Sun's Zenith, Diabolic Tutor, Mystical Teachings will all increase the throughput of the deck.
While some of this is generic, some of this advice is also deck specific. I would recommend having a think about how you want to win with the deck and then I can help suggest some more specific cards.
2 months 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.
2 months 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.
2 months 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.
3 months 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