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Counter target spell with converted mana cost 2.
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Spell Snare Discussion
1 day ago
Spreading Seas have been invaluable. A lot of decks in Modern are mana hungry, and the top decks right now are non-blue. Death's Shadow plays very few actual lands and try to function off 2-3 for the whole game. Eldrazi Tron too. It's even incredibly strong against Burn and those are the top 3 decks right now. It's also important to have something on the board so that Felidar Guardian isn't just a 4 mana 1/4. However, I am certain that 3 is the correct number at the moment, not 4 like a lot of Saheeli lists.
The creature suite is something I've been tinkering with myself. I don't like Wall of Omens because against a lot of decks it just doesn't buy enough time, and against other decks it's just a 2 mana 0/4 draw a card, which does nothing against dedicated combo decks (Scapeshift, Ad Naus). I am not on Wall of Omens at the moment.
I am, however, testing a less All-In list with a grindier creature package, similar to the one you mentioned. Right now, I like having: 4 Felidar Guardian (half of the combo, must play 4), 4 Snapcaster Mage (best reason to be a control deck, must play 4), 1 Vendilion Clique (2 is too many, but good against opposing Control/Combo decks), and 2 Pia and Kiran Nalaar (great on an empty board, great when you're behind, synergy with Saheeli Rai and Felidar Guardian, protects Saheeli Rai in the air and on the ground). The instant/sorcery build also changed slightly, so let me know if you're interested in how else my build has evolved.
As for the counterspells, I also don't think Mana Leak or Condescend is where we want to be, nor should you be playing maindeck Negate. The main counterspells to consider for this build are: Remand, Spell Snare, Cryptic Command, or Dispel. I think you have a fundamental misunderstanding over the role of Remand. It's key role is not to protect the combo turn, but rather maintain tempo (keep the board clear, stop your opponent from casting cards, all while drawing deeper into your deck to find the combo). It also can be really strong in counter wars against opposing control decks by targeting your own spells. I also think Cryptic Command can be great in the more controlling lists, so I wouldn't count out Cryptic Command. Swan Song is completely unnecessary with what this deck is trying to do, so anytime you're considering Swan Song, consider Dispel instead.
Sleight of Hand is great in a completely dedicated combo deck where all cards are based around the combo (Storm, Ad Naus) but less powerful in a Control deck with a Combo win condition. Thanks for the suggestion though.
2 days ago
You really need fetch lands.
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.
2 days ago
there is couple of useless cards :
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!
Why you play 4 copies of Evolving Wilds when you play only 4 times basic forest land. Kick him out!
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 :
4 days ago
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.
5 days ago
Thundermaw Hellkite is in the deck as a way to race other Midrange decks and some of the tougher matchups where you need to push through damage quickly, like Valakut or Tron. It's also in here because it really helps against decks that are running Lingering Souls and has great synergy with Restoration Angel.
The number of 3 CMC creatures is to help insure that we have a creature threat on board turn 3 about 75% of the time, if I were to drop any creatures it would be the Spell Queller in place of 1 Serum Visions and 1 Spell Snare.
Hope that helps you a lot, I'm consistently updating my list to adjust for the meta, so feel free to check in from time to time to see where I'm at.
6 days ago
Ruaach No problems! I figured I'd try to help! That's what the communitys for, am I right? :D
Good day! :)
1 week ago
As for sb - I'd move Skullcrack and Spell Snare to the sb, adding 2x Serum Visions to mb. Other option for sb is Blood Moon, esp if u plan on running more basics than I suggested. Unfortunately I'm not as well versed in UR burn sideboards as some others on this site, so that's about the extent of my knowledge on this topic. Good luck!
on bURnin Ice
1 week ago
I suggest adding another threat, like Monastery Swiftspear and another cantrip, such as Sleight of Hand or Thought Scour instead of Skullcrack and Shrine of Burning Rage. You want to typically be as lean as possible with your spells (mana cost wise), so you can cast more at once to flip Thing easier.