Counter target spell. If that spell is countered this way, put it on the bottom of its owner's library instead of into that player's graveyard. Put Spell Crumple on the bottom of its owner's library.
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Spell Crumple Discussion
1 week ago
Here again. Hinder and Spell Crumple are good in EDH due to the fact that putting something at the bottom of a 100 card deck of one of copies can make it very likely that the spell will not show up again. Good land replacement you could use is Temple of the False God.
1 week ago
1 week ago
Consecrated Sphinx (draw engine that hits things)
Decree of Pain (Draw engine board whipe OR uncounterable board wipe with a draw)
Fierce Empath (Creature tutor that tutors creatures)
Forbid (With damia, the buyback isnt even that big of a drawback)
Green Sun's Zenith (ALL THE TUTORS!)
Increasing Ambition (MOAR TUTORS!)
Mystical Teachings (tutors!)
Phyrexian Delver (high value creature; only life point that matters is your last)
Protean Hulk (Stupidly high value creature they unbanned)
Putrefy (more removal because the deck needs it)
Sakura-Tribe Elder (Ramp and a blocker... just good)
Solemn Simulacrum (Ramp and draw... just good value)
Spell Crumple (Get tucked nerd)
Sylvan Tutor (Tutors = consistency = win)
Swan Song (Cheaper counters)
Tooth and Nail (Blightsteel Colossus + Torrential Gearhulk = crazy value; so many options)
Toxic Deluge (Awesome removal spell)
Venser, Shaper Savant (removal/counterspell on a creature)
Volrath's Stronghold (recur creatures with a land. Nuff said)
Vraska the Unseen (removal and a walker)
Worldly Tutor (Tutors = consistency = wins)
Asceticism (just counter stuff)
Collective Voyage (Symetrical, therefore not helpful)
Coiling Oracle (not strong enough)
Consuming Aberration (just a big fatty... but rarely game swinging)
Darksteel Citadel (I have no clue why you would need an indestructible artifact land)
Devastation Tide (Sorcery therefore too slow & you'll have better options)
Dissipate (You only need about 10 counterspells; this one is just a cut to make room for better cards since you had 11 counters)
Dissolve (getting replaced by Forbid)
Evacuation (better options available)
Far Wanderings (Slow ramp)
Horizon Chimera (I'm not sure you need the life gain so badly that he has to stay, and he's not here for any other purpose. I think you have enough gain with Scooze and Obnoxious)
Isochron Scepter (too likely to get you 2-for-1'd)
Kydele, Chosen of Kruphix (not good on its own)
Leyline of Anticipation (Your deck already has a good half of its castable cards at instant speed)
Naturalize (you are adding enough artifact/enchant removal... should be ok to cut)
Neurok Stealthsuit (just counter stuff)
Rewind (Expensive, and that untapped mana is so rarely relevant in my experience)
Rupture Spire (bad land, and your deck is stable enough with land)
Thing in the Ice Flip (too slow/not good on its own)
Thrasios, Triton Hero (you have tasigur and a ton of ways to tutor him up... probably dont need the "2nd copy" of tasigur)
Time Stop (it's just so expensive)
Exploration (to ramp up to Damia and then let her refill your hand letting you play tons of lands all the time)
Exsanguinate (This provides a wincon or a source of lifegain in a pinch... but I'm not sure you need lifegain that badly, and no good deck will let you kill them with a massive exsanguinate... so if you don't need it for lifegain, you just don't need it).
Courser of Kruphix (same lifegain boat... requires testing to see if he might be needed, although at that point it would be worth looking into boarding Horizon Chimera back in, or maybe running a Wurmcoil Engine).
Fierce Empath allows for a lot of stability with fetching, which is where I am trying to cut off some of the lower curve of your creature base when you have more powerful options available at higher costs, and can spend the first turns of the game trying to keep opponents off of pulling too far ahead of any one other player. Early turns can also be spend casting any of your many tutors to set yourself up.
Similarly I am trying to develop the deck with a lot of cards which have high power and also provide a high level of consistency by tutoring in one way or another, examples being Increasing Ambition, Protean Hulk, Mystical Teachings (which can fetch Torrential Gearhulk, Venser, Shaper Savant, Snapcaster Mage, and Teferi, Mage of Zalfir).
So these suggestions are supposed to bring about consistency in the deck and therefore achieve power by method of consistency. It makes the deck very slow and you'll have to get really good at shuffling and making snap decisions for finding cards from teh deck when you tutor, but from my experience playing control sharuum, consistency is king for control decks, and having just a few high power creatures should be enough to win you games.
2 weeks ago
Hey, Adam. I really appreciate the feedback and the recommendations! Both Venser, Shaper Savant and Snapcaster Mage are great suggestions and have been tested and reconsidered in the past, but I feel as though Snapcaster Mage doesn't provides enough to my overall goal for this deck, minus a few cards like my counters and tutors and I don't feel like I have enough to justify his addition. Venser, Shaper Savant is extremely versatile and powerful for only I've often consider trying him out with each iteration of this deck. I'll give it another shot, perhaps. With all that being said though, seeing Riptide Laboratory I think I'll have to give Snapcaster Mage another shot as well.
My LGS is deathly afraid of Hanna, Ship's Navigator and never allow her to stay on the board for a full rotation, so I decided to cut Mystic Remora due to the fact that I feel it's a little clunky when I can't take advantage of my general's ability. Don't get me wrong though, it's a great card, especially paired with Hanna, Ship's Navigator, if it was any other play group than my own, it would be something I'd add it back.
Venser, the Sojourner was in the last iteration, but was removed due to the fact I didn't feel like I was taking full advantage of it's abilities, especially with it's some-what high mana cost. I do agree, it's +1 is powerful, but I feel as though I could be doing much more with
As far as Spell Crumple goes I think it's very important in highly competitive play groups such as mine. You're right; not being able to tuck generals does make it worse, but I still feel as though it's worth having. Being able to tuck a combo piece can be crucial, especially when facing against a recursion deck. When I do try Snapcaster Mage again, I'll replace Spell Crumple with Hinder and see how that works instead.
Again, thank you so much for the feedback and the recommendations, it's very appreciated. If you'd like to add more, please do so.
2 weeks ago
Something I think most any blue deck should do is play a Snapcaster Mage. The card is just nuts. I understand that is out of your average players price range. Also Venser, Shaper Savant is likewise insane. I like how Venser gets around uncounterable cards and it also can bounce permanents. The card puts in so much work. The only reason I recommend these two cards side by side is because if you run a Riptide Laboratory you can sometimes generate a lot of value on the two creatures. Also Riptide Laboratory has the added benefit of being able to bounce your Trinket Mage to get some extra hidden value. Speaking of cards that bounce things I also can't recommend Venser, the Sojourner highly enough. The card is just amazing. Bounce your Basalt Monolith/Mana Vault/Sphere of Resistance/Nevermore/Solemn/Phyrexian Metamorph/Vesuva/Bounce a creature to play a board wipe (granted you run little creatures and I can see why/Just bounce a land. The card does so much more than it seems like it does at face value. It opens up the possibility to put a Mystic Remora in your deck and continue to pay one to bounce it as well to keep the time counters at 1. Thats the penny my thoughts are worth. If there was any card I would recommend cutting. Probably Spell Crumple. Card isn't as good as it used to be since commanders can tuck right back into your command zone. Outside of that the deck looks fantastic. No idea what you could cut to make room for any of that. I understand changing a few cards can alter a decks entire personality.
3 weeks ago
I decided to put a Triumph of the Hordes to replace Primeval Bounty. And as for Spell Crumple, well sure, there's plenty of better counter spell cards, but I've gone for Forbid for now at least. The buyback option allows it to be as flexible as I need, while being a bit more consistent, in its reuse than Spell Crumple.