Spell Shrivel

Spell Shrivel

Instant

Devoid (This card has no color.)

Counter target spell unless its controller pays . If that spell is countered this way, exile it instead of putting it into its owner's graveyard.

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Set Rarity
Battle for Zendikar (BFZ) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Limited Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Rules Q&A

Spell Shrivel Discussion

JoosetheMuice on Artifactually Magnificent Future

1 year ago

I agree with Pat with all of these, the only maybe isGeode Golem, which I like in my Bosh deck, but with Saheeli being only 6 mana it might not be worth it.

I would sawp Gauntlet of Power for Caged Sun (would save you about $11) I have never been impressed with Blinkmoth Urn, even in artifact decks. You would be surprised how much it can help your opponents, especially if you need tap out to to play it.

I personally would cut: Damping Engine Mycosynth Lattice (ruinning that and vandalblast is pretty rough) Jhoira, Weatherlight Captain, both of your Essence Scatter Memnarch Steel Hellkite Spell Shrivel Whir of Invention

I would try to make room for Pilgrim's Eye

patrickd117 on Artifactually Magnificent Future

1 year ago

I'd definitely cut:

Brudiclad, Telchor Engineer, Jhoira's Familiar, Tawnos, Urza's Apprentice, Mindlock Orb, Orbs of Warding, Truth or Tale (this one especially is total garbage), Essence Scatter, Opt, Frantic Search, Magmaquake (there are a lot of earthquake effects that don't negatively synergize with your commander like this does), Remove (Not sure if this is even in the deck), Spell Shrivel, Syncopate (there are way better counter spells)

I'd probably cut:

Foundry Inspector, Geode Golem, Sharding Sphinx, Thopter Engineer, Tormod's Crypt, Damping Engine, Brainstorm (Brainstorm really wants more ways to shuffle your deck than you have.)

I really like the card Steal Enchantment I'm surprised I haven't seen it in other decks before.

I also think you need at least one or two more lands. 34 is really low.

Cannonhead on Mono Blue Control EX

1 year ago

Void Shatter, Spell Shrivel and Dissipate all exile countered spells.

Craven183 on Sphinx Tribal

1 year ago

Hey Jon!

Hope you don't mind some suggestions from ya boi Owen. I've looked thoroughly through your list and have some ideas to propose to you. Totally up to you whether or not to use these cards (I won't be offended either way- at the end of the day this still looks like a solid, fun list!). But here are some suggestions:

  1. Replace some of the counterspells: I've noticed you've put a lot of counters in here. This is good- make sure people can't achieve their wincons. But 19 might be a little too much- mono blue can work very effectively with just 10 counterspells (especially with the draw and topdeck manipulation you will be able to achieve with this deck). Here are in my opinion the top ten best budget counterspells: Arcane Denial, Swan Song, Counterspell, Mana Leak, Foil, Pact of Negation, Summary Dismissal, Disallow, Muddle the Mixture, Condescend. And of course you have access to Mana Drain which could easily replace any counter out of the ones I just listed. Even if you want to stay at 19 counters, I would highly recommend taking out Annul, Ceremonious Rejection, Essence Scatter, and Spell Shrivel to put in cards like Swan Song, Arcane Denial, and Foil.

  2. Draw Spells: You've got good stuff in here like Pull from Tomorrow and Stroke of Genius, but sometimes paying X every time you want to draw cards can be a bit too much (especially when you are trying to cast high cost Sphinxes). I'd recommend removing Stroke of Genius, Fact or Fiction, and Fortune's Favor to put in Frantic Search, Dig Through Time, and Paradoxical Outcome. Frantic Search lets you untap lands, Dig Through Time is just too good, and Paradoxical Outcome can let you net mana off of bouncing Sol Ring while also letting you get more ETB effects off of your replayed creatures. For strong early game draw, I'd recommend removing Braingeyser to fit in Mystic Remora.

  3. Ramp: Since your average CMC of the deck is 3.48 and blue gives very little access to land ramp like green, you'll need to back that up with a buttload of artifact ramp. You need to put in Thran Dynamo, Mind Stone, and Sapphire Medallion. They will help you a LOT. Having Dreamstone Hedron, Everflowing Chalice, and Caged Sun in here addition to the other artifact ramp will definitely give you an edge over other players in mana. Also I'd recommend putting in at least 3 more islands.

  4. Acid Rain: This card makes me lol against mono green players. It seems entertaining but may be a useless draw when playing against decks that don't run green. Or even if they do run green it could be something like my Surrak Dragonclaw deck that only runs a few forests with most everything else being nonbasics that don't have forest type like Karplusan Forest. Due to this, if you want to put in some land hate, run Frozen AEther. People will hate you but it's not too mean and it certainly puts you ahead and gains you even more counterspell advantage.

  5. Sphinxes: Here are some Sphinxes I've found that I think would really do you a lot of work and versatility in this deck: Guardian of Tazeem, Chancellor of the Spires, Sphinx Ambassador, and Deadeye Navigator. Yeah, I know the Navigator isn't a Sphinx but he can blink your Sphinxes to get their ETB effects as well as Unesh's trigger. Endless value for only 2 mana.

  6. Target Removal: I would recommend taking out a couple counterspells in order to fit in Reality Shift, Rapid Hybridization, Pongify, AEtherspouts, or AEtherize. These cards have insane value. Everyone expects a counterspell, but nobody expects their Pathbreaker Ibex to suddenly become a 3/3 Pepe the frog at the end of main phase.

  7. The Immortal Sun. This card would do wonders for this deck- you saw first hand how well it worked on Saturday night. Imagine James trying to play that goddamn Teferi, Temporal Archmage with Immortal Sun out. Glorious.

  8. Terramorphic Expanse and Evolving Wilds. Think about these two for a second. They come into play, you sac them and go fetch and island and put the island into play tapped. Your deck is mono blue- so the only thing you can fetch with these is a basic island. If you just replace these with basic islands they'll come in untapped.

Anywho- those are my recommendations! Hope they help and I'm really looking forward to seeing you play this deck! Sorry I went into so much gross detail about my suggestions but I really do love looking through lists and then writing about them.

Cheers!Owen

Freezey on

1 year ago

Swiftfoot Boots is another good equipment.

All of the cycling lands and the mirage fetches are good: Flood Plain, Bad River, Irrigated Farmland, and Fetid Pools.

Trinket Mage fetches for 1 or less so Ancient Den an Vault of Whispers are a goo include, and Welding Jar might not be bad either. Also it could fetch a Phyrexian Dreadnought to combo with a Torpor Orb, Nimble Obstructionist, or Stifle.

Necropotence is an insane card draw engine.

Absorb, Counterspell, Cryptic Command, Daze and Undermine are all better than Cancel or Spell Shrivel. Countersquall might be worth a thought as well.

Some mana rocks that could help are: Commander's Sphere and all of the signets (Azorius Signet, Dimir Signet and Orzhov Signet). Fellwar Stone also helps with fixing for your opponent's mana.

Also some prime removal spells/boardwipes are:Anguished Unmaking, Utter End, Vindicate, Merciless Eviction, and Supreme Verdict.

And finally Sorin Markov would make a great planeswalker.

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