Spell Pierce

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Modern Masters 2017 Edition Common
Zendikar Common

Combos Browse all

Spell Pierce

Instant

Counter target noncreature spell unless its controller pays .

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Spell Pierce Discussion

PookandPie on Arcum's Infinite Puzzle Box

1 day ago

Hi there. Long time Arcum player, here, as I built him as my very first Commander deck back in 2013 and have largely been involved in discussions for the deck in TrueNub's Tinker to Victory thread on MTGSalvation.

I did the swap to Paradox Engine back when it released and have greatly enjoyed the change. There are a few optimizations you may be able to make in order to make playing the deck easier, which I will outline below:

Dissolve is an okay counter spell, but you do have better options available to you. You don't run Negate, which is easily one of the best options to run as it stops most spells that would target Arcum (you win if you can tap your Commander, so generally countering other people's creatures isn't that large of a deal- including Commanders). If you don't like Negate, that's fine, as you still have Spell Pierce (one of my favorites) and Pact of Negation for those clutch turns when you need to force something through to go off but don't have the extra mana to waste on a counter.

Delay is almost strictly better in this deck than Memory Lapse. Anything you counter won't be relevant until turn 5-7, giving you even more time for a comeback in the event of someone trying to remove Arcum (a Swords to Plowshares on your turn with an un-hasted Arcum can be effectively stopped by Delay since it buys you multiple turns, while Memory Lapse lets them untap, draw, and re-cast it to exile Arcum. That's problematic).

Thousand-Year Elixir needs to be in this deck. You run Lightning Greaves and Swiftfoot Boots, but Elixir also gives valuable haste to Arcum for only 3 mana (and can untap him in a pinch, like if you don't have a second spell to cast to untap everything and grab Citanul Flute during the Paradox plan). Null Brooch could easily come out for this; Brooch isn't exactly very good anymore-- it's 4 mana, and there's no point in wasting an Arcum activation to go get that when you could just win. If you're casting Arcum when you can't win (like you don't have the mana to cast a spell to untap your board post-Engine), then you shouldn't be casting Arcum and should be biding your time in preparation for when you can. Brooch directly conflicts with the Paradox plan, as well, so I haven't been able to support it since adding Engine and Flute.

Junk Diver may be a better option that Elixir of Immortality. Junk Diver and Myr Retriever, in the Paradox Engine loop, make you infinite mana. However, even outside of that, Junk Diver is a relevant sacrifice to start/continue the Arcum Paradox plan.

YamishiTheWickedOne on Bolas Control

2 days ago

You really need fetch lands.

Gris might not be ideal here. If you have the budget, consider adding Dark Confidant, Jace, Vryn's Prodigy  Flip, Young Pyromancer, Grim Lavamancer, Tasigur, the Golden Fang or Gurmag Angler.

There are much better counter spells than things like negate. Spell Snare, Spell Pierce, Dispel, Second Guess come to mind. I feel like there's more ramp you could include if you wanna play early 8 mana spells. There are also other walkers that are solid here. Liliana of the Veil, Liliana, the Last Hope, insert whatever Jace here. There are a few ok Chandras. Tamiyo works too, Sorin Markov.

run 4 lightning bolts btw. Just do it, you'll thank me. Also consider the new Fatal Push.

Scorprix on Saheeli Rai of Kaladesh

2 days ago

This seems like worse Splinter Twin, combo which is ok, just make sure you follow the same principle: Your deck is really only going to win by comboing out (except in very cornercase scenarios), so you want many copies of your combo cards. Check out this list from 2015: Splinter Twin.

Then come the dig. Sage Owl is quite weak compared to something like Serum Visions. Your lands and tutors seem a little strange, so just some pointers for cards to add: Mana Leak, Spell Pierce, Negate and Dispel are all great counter spells for any combo deck, and cards like Lightning Bolt and Snapcaster Mage belong in almost any deck that can support them. Electrolyze is also very good.

One last note is that Eldrazi Tron is pretty good in this meta, and that deck plays Emrakul, the Aeons Torn sometimes, so finding an alternate win condition for the sideboard other than Altar of the Brood might be a good idea. I've seen March of the Machines work, as you can also use it to shoot down lands with Liquidmetal coating. Spellskite is another effective SB card to consider.

I also advise not to play the Kaldra cycle. It is very weak and easy to remove.

puroki on Sultai Control

2 days ago

there is couple of useless cards :

  1. Do not play 2 copies of Grim Flayer, he is good in the start of the game. 2 copies cause that he will be not in your oppening hand very often. So kick him out!

  2. Why you play 4 copies of Evolving Wilds when you play only 4 times basic forest land. Kick him out!

  3. Sleight of Hand is not a good draw in this deck. It is good in another types. Serum Visions are enough from direct blue draws.

  4. Another problem is Dissolve. It is very slow counterspell when you play with tapped lands too. Kick him out.

This is enough for today. Now I write some cards to add :

  1. 2x Island, 2x Swamp instead 4x Evolving Wilds

  2. 2x Thought Scour instead 2x Sleight of Hand

  3. Spell Pierce and/or Mana Leak and/or Spell Snare instead 2x Dissolve

BarbeChenue on Yawgmoth's Engine

4 days ago

I remember that Yawgmoth's Will + LED game!

I see you've made quite a few modifications to the list. I'd have to go over many cards to get a good grasp of the changes (this tool helps: https://www.youtube.com/watch?v=VwPRfXnu2EE). I'll compare it to my static tournament-legal list Paradox Scepter Storm.

What I've noticed is the addition of Astral Cornucopia as a replacement for Mishra's Bauble (since you can cast it for 0 as a way to trigger Paradox Engine in a pinch, and it doubles as a color fixer). You had already added Everflowing Chalice as a replacement for Urza's Bauble, it was probably based on the same argument. You added Cyclonic Rift, Vandalblast, Jace, Vryn's Prodigy  Flip, Helm of Awakening, Merchant Scroll, Cabal Ritual, and Spell Pierce: all of which I can easily fathom the reasoning; Helm combos with top, and Jace combos with both Dramatic Scepter and Paradox Engine, the rest are great removal/counterspells or added rituals. I guess Merchant Scroll can fetch for both removal in Cyc. Rift or Dramatic Reversal. You always ran Culling the Weak, which is very explosive. You run two different lands in Inventors' Fair and Gemstone Caverns while I prefer Tarnished Citadel and Arid Mesa.

I'm a little surprised by the return of Whispering Madness: I'm guessing you found utility in it despite the higher CMC? Waste Not returned as well. Codex Shredder is a spicy addition as well, I'm guessing it is there to get back Paradox Engine when it's removed?

The other card I still play and you don't are Bloom Tender, Candelabra of Tawnos, Dimir Signet, Fire Covenant, Flusterstorm, Kiora's Follower, Lim-Dul's Vault, Praetor's Grasp, Simic Signet, Sylvan Library.

I'd be curious to try both lists in a pod. Your play style is miles more all-in than mine, and this latest iteration reflects that. Very good work!

Polupus on Sultai Delver

4 days ago

+1

Maybe balance your answers more? Seems like you have a lot of early game answers and non creature counters, but you could swap some number of Spell Pierce for Spell Snare or Vapor Snag and be more resilient against aggro.

Bernie1o1 on Infect

6 days ago

You shouldnt play Spell Pierce main board you should instead play more pump spells. I would also suggest cutting how many unblockable spells you play. I would personally cut the Distortion Strike and Artful Dodge and keep the Slip Through Space if you really want to. You should also consider dropping the Ichorclaw Myr and instead play x4 Birds of Paradise. For pump you should bump Might of Old Krosa to x4 and the same for Groundswell. You should also not play Misty Rainforest you should instead play Windswept Heath and Wooded Foothills they are cheaper and do the same job of fetching Breeding Pool. And you should also cut the Rancor for more pump spells. You should also add Apostle's Blessing and Dismember

xSkulk3rx on Merfolk

6 days ago

chrisbouui1 I agree and thats one of my favorite merfolk cards. But the reason I went to 3 is because In my meta at least 75% is jund and tidebinder mage is a great card against jund which is why there is 1 main and 2 side, the 1 main increases my chances in game 1 against jund. Also I needed the room main board for another kira and master of waves because Master of Waves is merfolks end game and one of the most powerful cards in merfolk and Kira, Great Glass-Spinner is very good in heavy removal matchups which there is a lot of in my meta as well. Also I should technically be running 4 master of waves but Spell Pierce is too good as a 1 of mainboard to take out. Again as I said in the comment above its pretty much all based off of preference and what your local meta looks like. Thats just my explanation as to why hope it makes sense and thanks for the feedback and comment!

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