Solitude

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Solitude

Creature — Elemental Incarnation

Flash

Lifelink

When Solitude enters the battlefield, exile up to one other target creature. That creature's controller gains life equal to its power.

Evoke—Exile a white card from your hand. (You may cast this card for free by paying the evoke cost. If you do, sacrifice this when this enters the battlefield.)

wallisface on Why Do Some Players Keep …

1 week ago

jethstriker i‘m not convinced that legendaries were ever deliberately made to be more powerful because of their inherent drawback - this feels like something that players would intuitively expect to be the case (because it would make sense), but looking through magics history of the strongest cards in formats, we don’t see that to be true - moderns past is littered with staples like Snapcaster Mage, Tarmogoyf, Death's Shadow, Siege Rhino, Arcbound Ravager, Goblin Guide, Bloodbraid Elf, Stinkweed Imp, Fury, Solitude, and Orcish Bowmasters. Yes there’s stuff like Ragavan, Nimble Pilferer and Uro, Titan of Nature's Wrath, but I don’t think there’s enough density/evidence to conclude legendaries are inherently built stronger.

I would also be sceptical of this being the case because it would be weird for Rosewater to be wanting to remove the Legend rule if it served a mechanical purpose

This might be a question for Blogatog?

Ultarian on Modern 8 rack/ control

2 weeks ago

Shrieking Affliction is unnecessary with Urza's Saga (got up to the full 4). Anguished Unmaking is probably better in the side. Also, needs cheap removal like Fatal Push, maybe even Solitude. Damn is a nice touch, I'd add a second to the main or board. Flagstones of Trokair + Smallpox + Urborg, Tomb of Yawgmoth is a major draw to Orzhov Pox, that you're already like 60% there on.

wallisface on Azorius Aggro-Control deck

1 month ago

Some thoughts:

  • Last time you started a thread about a deck, it was described as you wanting to make a deck more competitive, but when those suggestions came through you decided you'd rather the deck be casual than strong. Is this the same scenario, or are you legitimately looking for advice on making a strong control deck.

  • Azorius Conrtol already exists as a well-defined meta archetype, consistently hovering between 1-5% of the meta. There is an established deck list here

  • The kind of deck your describing (being aggressive while also controlling the board state) is basically what the current Murktide Regent lists do - deck here. I think it is going to be very hard to justify playing white over red in such an archetype, because red brings most of the aggression, but it's probably still achievable with some concessions.

Some thoughts on your current list specifically:

  • For the deck to work, you need to be running the minimum amount of creatures possible - between 12-15. Running more than this makes it too hard to control the board, and running less than this puts you at risk of not being able to threaten damage.

  • All the creatures you run need to be able to quickly close-out the game on their own. If you check the Murktide list linked above, you'll notice all of those creatures are able to dish out extreme pressure. So far, NONE of your creatures are even remotely threatening. You want to be playing creatures that can end the game fast and can do everything they need to by-themselves. You should really be playing cards like Murktide Regent, Ledger Shredder, Tishana's Tidebinder and Solitude/Subtlety instead of these extremely weak creatures.

  • Any number of Academy Ruins is excessive when you have no real reason to want to recur any of these artifacts.

  • 3 mana countermagic is always bad - there's no reason to run Render Silent especially when you still have room to play another Counterspell instead.

  • Assemble the Players is a terrible card and shouldn't be here.

  • you need waay more wawys to powerfully interact with cards that the opponent resolves - Oppressive Rays is too weak for this. You need cards like Prismatic Ending and Leyline Binding.

  • You are severely lacking in efficient draw. I would expect Preordain instead of Peek at a bare minimum.

sergiodelrio on UB Turn 3 Emrakul (4 real)

3 months ago

Hi IHATENAMES, thanks for stopping by!

I appreciate the input, and oracle has indeed been on my mind for this brew, but truth be told, I have not looked into my long standing Modern T/O decklists (at least not those on open display) for a very long time, since it has been a huge turnoff for me after MH warped the meta.

I even have a deck that can push out an Emrakul T1... but imagine jumping through a lot of hoops, wild deckbuilding and theorycrafting, just for your epic payoff being ridiculed by someone who just piled up a bunch of OP expensive cards and brainlessly Solitudes your T1!!! Emrakul. (Just for the record, I am NOT bitter if someone has Ensnaring Bridge or even 3feri in their deck)

/rant

What I mean to say is, I have not been motivated to update my Modern decks.

If/when I come back to this, I will certainly keep in mind what you said.

Thanks again! Would you mind elaborating on your charbelcher idea, I don't quite get that... have a decklist maybe? I've never really dug into that specific combo. Cheers

capwner on Preston, White Rabbit

3 months ago

Solid looking list. My only idea is more wraths just because they synergize so well with Eerie Interlude. Also Solitude :)

legendofa on Dec 4th 2023 Ban announcement

3 months ago

Grief is the best turn 1 scam by far, in a tempo deck where play patterns matter. Fury was good because it had a pretty open window for targeting, and Solitude is kind of in the same boat. Fury's advantage there was that it could clear out a mid-sized target or a swarm of small targets, while Solitude removes one target, take it or leave it. Subtlety is fine, but highly reactive and has a narrow window of utility. Endurance has higher deck building requirements to make its (optional) ability relevant--a flashed-in 4/5 reach creature for and a couple cards in hand is solid in a vacuum, but it's not on the same level as the other options.

I'm wondering if Esper Scam is a viable option. Lean harder into control, the and can be simply flash-evoked and sac'ed if needed (they're still free removal and pseudo-counterspells), and fill in with some of the go-to control cards. The color balancing would be a little harder to work with, but not impossible.

First pass, off the top of my head with minimal consideration:

23 lands

Scam set: 4x Grief, 2x Solitude, 2x Subtlety, 4x Not Dead After All, 1x Undying Evil, 4x Ephemerate

Control: 3x Teferi, Time Raveler, 3x Counterspell, 4x Thoughtseize, 4 Leyline Binding, 4x The One Ring

Finishers: 4x Orcish Bowmasters

Basically, take the Dimir and Orzhov Scam lists and add some of https://www.mtggoldfish.com/archetype/wu-68d6e340-6601-4aab-9a70-4bdccc013e7e#paper.

wallisface on Is Leyline binding worth it?

6 months ago

Leyline Binding is very powerful, but if you think its likely to be removed, then you have to be conscious of what you’re taking. At either end of the spectrum, exiling a Hangarback Walker is permanently killing it, where as exiling a Hornet Queen is giving your opponent a chance to get a strong etb they can trigger again.

But, its more complicated than that. Leyline Binding is currently one of the absolute best forms of removal, and there’s a bunch of reasons for this. Comparing it to Spell Queller doesn’t seem fair:

  • Spell Queller existed in creature decks where it would often end up trying to exile a killspell - which means that the opponent just had to kill the Queller and you would have felt really blown-out. There’s nothing close to that kind of feel-bad outcome from Leyline Binding. Binding exists in control or grindy decks looking to buy themselves time to “win by default” - they can either protect the Binding easily, or assume that by the time its removed the game is already soo far in their favour that it doesn’t matter.

  • Queller is a whopping 3 mana, Binding is effectively 1 (or 2 in a pinch).

  • Queller, being a creature, is trivially easy to remove compared to Binding, a high-mana enchant. Added to this, as Queller was in creature-based builds, it was actively beneficial for your opponent to remove it regardless of whether a spell was under it - there’s nothing inherently beneficial to removing Binding other than getting your spell back… in fact taking time off to removal an enchantment likely plays into the control-players hands.

  • Just added to the above, a massive swath of decks have absolutely 0 ways to deal with enchantments in their mainboard. Most of these decks are unlikely to bother sideboarding-in enchantment removal either.

  • Queller being unable to remove high-powered threats like Fury, Solitude, or our friend Leyline Binding is all-too painful.

  • Queller having to remove cards when they’re cast is very different to Binding being able to remove them whenever you deem appropriate.

Now, Queller is still a fine card, I still run it in one of my decks, but it’s no Leyline Binding. Binding is super powerful because it can remove almost any threat for a single mana, is one of the hardest card-types to remove itself, and is played in decks that aim to mitigate its downsides through control and/or card-advantage.

Binding is one of the strongest removal cards, but does take some deck-building consideration… perhaps your personal build isn’t a good home for it?

wallisface on Leyline of the Land

6 months ago

I like this concept a lot, and from the look of the list it feels very easy to assemble.

My only thought is that there has to be more obnoxious permanents to cast for 5 mana… you’re not restricted by colour so you can just put any egregious nonsense into play pretty easily. Imo Titania, Protector of Argoth is only really any good in a deck running fetchlands.

I had a quick look through gatherer and the following might be worth considering:

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