Spell Pierce

Spell Pierce

Instant

Counter target noncreature spell unless its controller pays .

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Printings View all

Set Rarity
Ixalan (XLN) Common
Masterpiece Series: Amonkhet Invocations (AKHMPS) Common
Modern Masters 2017 Edition (MM3) Common
Zendikar (ZEN) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Pioneer Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Block Constructed Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Spell Pierce occurrence in decks from the last year

Standard:

All decks: 0.45%

Blue: 6.43%

Modern:

All decks: 0.18%

Blue: 4.62%

Legacy:

All decks: 1.07%

Commander / EDH:

All decks: 0.04%

Blue: 0.28%

WUB (Esper): 0.36%

Spell Pierce Discussion

newyxX on Azorius Unblockable Auras

4 hours ago

Hi Nofis.

I don't like Glacial Fortress cause it isn't helping in any way. Ideal scenario is to have first 3 lands come into play untapped. When you have Glacial Fortress it's less likely to have optimal plays since you would need to play for example a hand with 2 lands, that would be 1 Glacial Fortress and one basic. If that basic land would be a Plains, and your hand would be full of blue creatures that you need to play turn 1, then you would be screwed. With Port Town that's not the case. With that said I want to keep the amount of non-Island and non-Plains lands as low as possible, so that's why I would play only 6 of them. If you want you can analyze the odds to optimize it as much as possible but I don't really have time or need since this works fine.

As for Karametra's Blessing it's really a no brainer... Gods Willing gives protection from colors which is much more versatile the maybe getting hexproof and indestructible from the Blessing. For example if you are forced by a bad mulligan to keep a hand with Alseid of Life's Bounty as the only creature you can make it potentially unblockable as well as protect it which won me games.

Counter spells are not needed for the main board since everything we would need to counter we can give protection from with our 11 protection cards and maybe the worst card that we would face could be Supreme Verdict which can't be countered. Ofc I would sideboard some counter spells but I tune make my decks to meta at my LGS, so I would need to test this deck more before I make any decisions. For now deck really struggles with burn decks which is understandable, but is really good with the rest of my local meta, for example dredgeless dredge, mono black zombies, orzhov zombies, mono green hardened scales, sultai delirium I have tested against and I won most of the games but burn demolished me. I won maybe 3/10 against burn... As for which counter spells I prefer, I would say it depends on what I want to counter. General counter spells are slow and should not be played outside control decks, and even they don't play them. Dovin's Veto is great, Mystical Dispute is great for counter wars or to defend the combo although I would also consider Swan Song as a combo protection, Stubborn Denial is also amazing in a lot of decks and if you don't play creatures Spell Pierce is also an option, Wizard's Retort could be a interesting if Wizards control deck would emerge in the future. Drown in the Loch could be amazing in a Dimir or Grixis if some bombs drop for those colors. Syncopate and Censor are also playable. Everything for 3 or more mana should not be played if you ask me, except in specific situations(Azorius control).

And good thing about this deck is that you don't need to play if as full tempo, you can wait and chill against deck that have a lot of removal since you got protection and unblockable creatures can always kill...

I hope that answers you questions. :)

xtechnetia on A Haunting in Azorius Senate

7 hours ago

These are typically the "core" Modern spirits creatures:

Now you're on a budget so I think Queller and Selfless are out. But if you can squeeze Wanderer and Phantom into your budget (I'd replace Tallowisp and your two 2x spirits), I highly highly recommend. A scalable utility 1 drop and a 2 drop lord make a huge difference. Then you can probably cut to 22x lands.

You usually want slightly more blue than white mana sources, since more of your color pips are blue in most spirits decks. Try 1-2 extra Island, swapping out Plains.

I don't like Temple of Enlightenment, a tapped land is such a tempo killer for this deck. Any chance you can acquire Port Town in its place?

For creature removal, since Path to Exile is presumably not an option, try Sky Tether. Your creatures almost always fly so in a lot of cases this is as good as actual removal, and for 1 mana too.

I've tried Staggering Insight and I honestly don't think it's worth it at 2 mana. Curious Obsession imo is better if you want this sort of effect. If instead you decide you don't want any of this, I suggest something cheap like Spell Pierce, just as a nice easy out to planeswalkers and other noncreature stuff people might drop on you.

Hope some of this helps you out. Good luck! Spirits is insanely fun.

GeminiSpartanX on Urza's Paradox

2 weeks ago

If you say that the deck is too slow, then I'd speed it up with a few more cantrips and black discard/counters while dropping the phantasms. Since you're running snow lands anyway, throw in a set of Arcum's Astrolabe in place of some lands (2x watery graves and the Urborg, as well as the 1st Phantasm) to dig through your deck faster. They also make Urza better. Many of the modern Urza decks get away with only using 20 lands, and with your vials plus not needing more than 3 lands in play I think you can shave a few. The other 2 phantoms can be Thoughtseizes or counterspells of some sort (Spell Pierce or Swan Song for mana efficiency's sake), or simply Mishra's Baubles for more cantrips and to add artifacts for Urza.

May I ask why Painter's Servant is in the deck? From what I can see, it's just to save a mana when you drop Grand Architect for the win, but do you need it as a 4-of? It may be another possibility if you need to shave something for additional controlling cards. Looks like a sweet list though!

dingusdingo on Best Counterspells in Commander?

3 weeks ago

Blue

Your very top tier auto-include for lists is going to look like

Your situational includes are going to look like

Other blue stuff is usually just too expensive. Paying over 2 mana for a counterspell just doesn't cut it when there are so many threats for so cheap. Don't pay more than 2 for a counterspell unless it does something wild on top. Counterspells with fewer restrictions on what it can counter are going to be better.

Other Colors

This is where it gets saucy boys

  • Red Elemental Blast Pyroblast are VERY good. In a pod, there is almost definitely blue at the table. Every single red deck can slot these for commander without fear. Do note that REB works against any spell that includes blue (multicolor), while pyro only works against spells that are ONLY blue (monocolor).
  • Fork Reverberate (Twincast) these allow you to copy a counterspell to create a counterspell. More access for red to counterspells. They also conveniently work very well against tutors, ramp, big draw spells, and extra turn spells.
  • Guttural Response Weird hybrid color and somewhat restricted but still a good include in most RG decks.
  • Burnout a bit worse then the elemental blasts as it costs 2 mana and it is limited. The cantrip is nice though
  • Mana Tithe not that good in EDH but give it a whirl I guess
  • Lapse of Certainty costing 3 hurts, but this is more a tempo card than anything.
  • Dash Hopes Don't play this card in EDH lol
  • Withering Boon on the chunkier end at 2 CMC, but in a color that doesn't get much of this. The 3 life and the restriction hurt, but definitely EDH playable. Every deck runs a commander, 99% of which are creatures
  • Imp's Mischief can counter a spell by having it target Mischief, as can Misdirection Shunt Swerve and Ricochet Trap.
  • Veil of Summer 1 mana green Cryptic Command
  • Autumn's Veil Counterspell + silence against UB
  • Bind I bet you didn't even know this card existed. Cantrips. GOOD IN THE YISAN MIRROR MATCH?
  • Avoid Fate Weird protection oriented counterspell
  • Nether Void Mostly ran in stax builds, brutal lockout card
  • Planar Chaos One of my new favorite cards. Brutal with recursion like Hall of Heliod's Generosity. Play when you're ahead
  • Deathgrip Lifeforce These are based if you have any method of color shifting. Realistically, you could run Lifeforce in Momir Hackball. These cards can cause scoops on casual tables lol.
  • Vexing Shusher can render counterspells useless. Similarly, Dosan the Falling Leaf Grand Abolisher Prowling Serpopard Gaea's Herald can all protect against counterspells. Far more marginal but still worthwhile are Hall of Gemstone and Ritual of Subdual for turning off counterspells for opponents.

RZKS on Bant Spirits

4 weeks ago

TheSimikBOat man, my LGS's meta changed a lot these past few weeks. I've made some changes to the deck and Nebelgast Herald has earned a spot on the main deck. This guys won me a lot of matches I wouldn't have a chance without him, like monored prowess and monoblack aggro.

I changed my mind about the Faerie; I don't need it. I also dropped to 23 lands and I think I did hit the sweet spot. I was drawing too many lands before that.

Another change (and I don't know if I'll keep it) was to swap the 2 copies of Spell Pierce and the 24th land for 3 Azorius Charm. I'm a big fan of modal spells, and this one helps a lot. It's never a dead card 'cause I can cycle it, it allows me to essentially timewalk my opponent (or at least I can remove a blocker or attacker for a turn, which is game changing most of the time) and against faster aggros and burns, lifelink can not only save me, but win the game on the spot, since the life swing potentially puts me so far ahead in the race my opponent won't be able to come back.

hejtmane on Best Counterspells in Commander?

4 weeks ago

good old fashion Counterspell and the over priced because not being reprinted Mana Drain are the top two

Now in the cedh world Force of Will and Pact of Negation are in the mix of tier two

Spell Pierce becomes a dead card real quick and has been surpassed by Flusterstorm in counter spell wars because of storm heck i would run Mystical Dispute before spell pierce now

GeminiSpartanX on Best Counterspells in Commander?

4 weeks ago

Hello all!

I'm simply asking which are the best counterspells available in EDH. I have a UW somewhat-controlling deck, and I want to make sure the last few counterspell slots I have (roughly 12 or so in total) are better than other possible options. I know that Force of Will, Force of Negation, and Mana Drain are the best, followed closely by Pact of Negation, the OG- Counterspell, Cryptic Command, and then possibly Negate or Dovin's Veto. My question is which ones do you choose after those? Here are some that I've run before:

Swan Song

Dispel

Spell Pierce

Arcane Denial

Archmage's Charm

Muddle the Mixture

Delay

Deprive -(when you also run Mystic Sanctuary)

Disdainful Stroke

Stubborn Denial

Render Silent

Disallow

Which of these would make the cut in a deck that cared both about the overall quality of the counter as well as the efficiency (cmc) of the counter? Are there any more that I've missed that are worth mentioning? Please let me know which ones (4-5) you would use after the initial 8 that I mentioned! (P.S.- I know we're talking about blue counterspells here, so please be kind even if it's the type of magic that you don't like).

Phroggy1 on Mono-Blue Burn + Your Stuff is Mine

4 weeks ago

Peer Pressure seems pretty situational at best and pretty bad at worst. Umbral Mantle is a strict upgrade to help with your twiddle combo. unless you play against a lot of mono red Blue Elemental Blast is terrible, red being the worst color in the format that ele blast will whiff a lot i would run something more like these as budget replacements Overwhelming Denial or Narset's Reversal Foil Tale's End Spell Pierce <--- all decent budget counters, narset's reversal and tale's end have a lot of extra uses. Serendib Sorcerer seems ok, but not sure it fits with the rest of your theme. Chromeshell Crab seems a bit overcosted here for this effect and anyone that play against this deck will know in no time what that morph is as you only have 2 morph creatures in the deck and you would likely never play the alchemist face down.

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