Spell Rupture

Legality

Format Legality
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Gatecrash (GTC) Common

Combos Browse all

Spell Rupture

Instant

Counter target spell unless its controller pays X, where X is the greatest power among creatures you control.

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Spell Rupture Discussion

Okiechamploo on Sister's of the Dark Nile

2 weeks ago

I have been wanting to replace my Spell Ruptures for Mana Leak, and I also had thought Dark Ritual was modern illegal, but I checked the wizards of the coast main mtg website and as of February this year, Ritual isn't on the banned list, I'm a bit confused, and new to the game as well, 3 months in, and loving the MTG world and it's people so far.

Okiechamploo on Sister's of the Dark Nile

2 weeks ago

I have been wanting to replace my Spell Ruptures for Mana Leak, and I also had thought Dark Ritual was modern illegal, but I checked the wizards of the coast main mtg website and as of February this year, Ritual isn't on the banned list, I'm likely wrong, but would it be because it was printed in the M25 set?

landofMordor on Amateur Eldrazi

1 year ago

So, technically Sol Ring and Crop Rotation are illegal in Modern. If your group is cool with that, then go for it, but you might find something like Hedron Archive or Basalt Monolith to be better. Next, I highly recommend cutting down to exactly 60 cards -- that way, you'll maximize your chances of drawing your really good cards at the moment you need them. I'd start by cutting Blinding Drone and Thunderstaff.

Then, I'd do my best to increase your ramp and "stave off attacks and threats until you cast a game-ending threat" cards, while trimming down your Titans and other game-ending threats to only 5-6 cards. That will more or less ensure that you'll draw one when you need it, without getting five enormous uncastable Eldrazi tied up in your hand every game. Try keeping just Ulamog/Emmy/Winnower/Betrays/Pathrazer for starters, while cutting every other Eldrazi above 6 CMC. Then, make sure all of your lower CMC cards either keep you alive until you cast a Titan, or help you cast said Titan sooner. I also think you can cut all cards besides Deepfathom Skulker that say "can't be blocked" -- it's what's called a "win-more" condition, because making Emmy unblockable just means that your opponent takes ~3 more damage than they would have and will still lose next turn. That should free up enough slots for 4x Blisterpod, Hedron Crawler and other colorless mana sources, and maybe some control like Cancel, Pulse of Murasa, or Spell Rupture to keep you alive until you can actually cast a big Eldrazi.

Hope that helps! Best of luck. Mention me if I can help!

landofMordor on Illusionary Tribe

1 year ago

I would add more disruption. Spell Rupture and Stubborn Denial are both brutal here. Love the deck!

WhiteWeasel on Building a budget Voltron

1 year ago

So due to being less than thrilled with my Bant Token deck, I was thinking about rejigging it to be a voltron deck since my commander; Ishai, Ojutai Dragonspeaker is pretty good at powering themselves up since I often play multiple opponents in my local magic group, and was considering of changing it to a new theme.

Cards I own

I For control and disruption I have plenty of control cards like Convolute, Counterspell, Simic Charm, Spell Rupture, etc... Disruption includes Divine Reckoning, Pacifism, Diminish, Paralyzing Grasp, Rapid Hybridization, Defang, Cage of Hands As well as stuff that trashes enchantments and Artifacts.

For powering up my commander my Artifact pool is less than ideal, had to work with what I got. They include Trailblazer's Boots, Fireshrieker, Skyblinder Staff, Ring of Evos Isle, Grafted Exoskeleton, and Livewire Lash.

Enchantments and effects for protecting my commander and/or giving them evasion include: Infiltrator's Magemark, Holy Mantle, Guildscorn Ward, Alpha Authority, Ghostform, Sheltering Word, Survive the Night, Haze of Pollen, Shielded Passage, Rogue's Passage etc...

Mana Ramp: Assume all of my mana rocks in the bant deck are going to be cannibalized.

Creatures: I don't have the good stuff to do a true one man voltron, but I can use walls like Angelic Wall, Fog Bank, Wall of Frost for protecting myself and the effects of creatures like Fan Bearer, Mistmeadow Witch, New Prahv Guildmage, to aid my commander so they can swing in for lethal damage.

Cards I'm Scouting to Buy

New commander to pair with Ishai: Reyhan, Last of the Abzan

The cards I'm looking to get for this build would be things like the WUBRG Wards and the dual color protection like Shield of Duty and Reason, and Spectra Ward. Mask of Avacyn, Swiftfoot Boots, Aqueous Form, Steel of the Godhead, Indestructibility, and Battle Mastery

Others: Ring of Thune (and the variants in the other colors),
Sword of Vengeance, Whispersilk Cloak, Inquisitor's Flail, Grappling Hook, Mask of Riddles, Sigil of Distinction,

Think this is something that I can/should pull off? Any Budget recommendations?

lagotripha on Temur Counters

1 year ago

Experiment One Cloudfin Raptor and Avatar of the Resolute are really, really strong in decks like this, particularly if you chose to run Vines of Vastwood and other hexproof effects in place of collosal might. Heroic Intervention will help deal with boardwipes, and Inspiring Call will do similar, but card draw. A lot of your creatures provide scaling mid-to-late game presence, but there aren't tools to survive the earlygame in the deck. I'd reccomend Anger of the Gods and lots counterspells if you want to keep the creatures as 5 drops or slow like vorel. U/R/G provides some interesting non Winding Constrictor tools, you should abuse them heavily. Creature protection, primarily effects like Spell Rupture and Unified Will, and ramp like Rishkar, Peema Renegade will enable max performance for the deck. If you find yourself stalling out, consider sources of ongoing lifegain like Spike Feeder/Kitchen Finks and Asceticism.Most of all, good luck and have fun testing.

NoSoyYucateco on Jalira, Master Polymorphist

1 year ago

I love Jalira's possibilities, but I feel like there are a few areas where you can make some cheap and easy tweaks to improve the deck.

You have a few creatures here that I wouldn't be thrilled to polymorph into.

You have a lot of creatures that create tokens, like Drowner of Hope, Incubator Drone, Master of Waves, and Wall of Kelp. I would consider taking all of these out and adding Zoetic Cavern, and leaving those empty spaces to add some draw/lands, which I think you are lacking. I realize that Jalira wants stuff to stay in the library rather than in your hand, but you'll be able to pay the mana costs on these cards later in the game just fine.

Recurring Insight and Flow of Ideas are my favorites for big draw cards that won't break the bank. If either of these resolve, it can win you the game in the long run. I'd put in some islands in lieu of your deck-thinning non-basic lands (like your panoramas and Wilds/Expanse) for Flow of Ideas, since these lands are slowing down your game and eating into your Caged Sun and Scourge of Fleets profits. Blue has tons of draw options, and it doesn't need deck thinning, even in a polymorph build.

You also have a few creatures that are just uninspiring in general, like Morphling and Broodbirth Viper, which is blocked by everything. I would swap these with some fun ones, like Patron of the Moon, Tidespout Tyrant, or Azami, Lady of Scrolls. Or, if you've got some extra dough, Venser, Shaper Savant or Teferi, Mage of Zhalfir.

I would also think about swapping some of your instants. There is no reason to run Spell Rupture before Counterspell, and you don't have enough artifacts to play Thirst for Knowledge before you play Compulsive Research.

If you like these suggestions, I can make more. All in all, this looks like a fun deck to play, and I like where you're going with it.

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