Counter target spell with converted mana cost 2.
|Want (2)||AuraSonic , Kedge2876|
Printings View all
|Modern Masters (MMA)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Spell Snare occurrence in decks from the last year
All decks: 0.24%
All decks: 0.29%
Spell Snare Discussion
1 day ago
Since you rely so much on the Amulet, I think you need a way to at least increase your odds of getting it every game, as well as always play 4 copies of the artifact itself. Dizzy Spell can tutor for it, Fabricate too. Also I would put some answer spells in here, like Spell Pierce, Vapor Snag, Fatal Push, Go for the Throat, Spell Snare, Stern Dismissal, Remand or Echoing Truth because your creatures are frail and the opponent won't be standing idle waiting for you to complete your board
Liliana's Reaver might also be useful here
1 week ago
Hey man! I have some suggestions. Feel free to ignore any/all of them as you see fit:
I think you should include Sensei's Divining Top. It's really good at topdeck manipulation, and activating it in response to Yennett's trigger can help you find the spell you want to cast for free.
Brainstorm is underplayed in EDH, so I'm glad to see it in your list. I think you need more shuffle effects though before it becomes really busted. Generally people do this by including fetches and duals like Flooded Strand, but those can be very pricey for EDH. I think slow fetches like Bad River, Flood Plain and Rocky Tar Pit are also good, and merit consideration. Evolving Wilds and Terramorphic Expanse are also good options as cheaper versions of Prismatic Vista.
Ponder and Preordain are the other cantrips usually included in blue lists, and I highly recommend them for your list, too. Filtering your draws can let you run fewer lands, which in turn increases your hits with Yennett.
As mentioned in (3), I think 42 lands is too many. In general, I try to play 33-34 at most outside mono-green land-drop decks. Running artifact ramp instead of the extra few lands makes it so that you can ramp up by more than one mana each turn. That said, I strongly dislike 3-drop rocks in EDH; it's not that they're bad, it's that 2-mana drops are available and way better. The best ones are Mana Crypt, Mox Diamond, Mox Opal, Mana Vault etc. but like the fetches, these tend to be a lot of money. If you aren't allowed to use proxies (and aren't loaded af), try things like Arcane Signet, Talisman of Dominance, Talisman of Dominance, Talisman of Hierarchy, Fellwar Stone, Everflowing Chalice, Mind Stone, Dimir Signet, Azorius Signet, Orzhov Signet... You can't cast these off Yennett triggers, but you can't cast the lands they'd be replacing either. Additionally, you don't really want to be hitting rocks off the triggers, but more things like In Garruk's Wake or Behold the Beyond.
Countering combo decks generally depends on your meta, but cheap counters are a good way to push the deck harder. Mental Misstep is surprisingly good (in my experience), since it can counter Sol Ring, Silence, Demonic Consultation etc. Force of Will and Force of Negation are also expensive, but the best in the business. Spell Snare is good (it counters Flash and a bunch of other combo nonsense; Spell Pierce, Swan Song, Drown in the Loch and Narset's Reversal are also good.
If you're looking for more permanent-based disruption, you're in the right colors. Narset, Parter of Veils is good, as is Counterbalance (especially with Sensei's Divining Top). Lavinia, Azorius Renegade is good (she nails opposing Force of Wills and ramp). So are things like Containment Priest, Aven Mindcensor, Ashiok, Dream Render... Hatebears are great.
Mystic Remora is a good way to draw cards and disincentivize storm players.
Right. That's all I got. I hope it helps!
2 weeks ago
there's a lot of cards out there that destroy all enchantments in one swoop. Since this looks to me like a slow board build, you might as well be playing lots of counterspells and creature removal to hold off opposing plays while you steadily drop shrines. Also I would remove the White and Green shrines from your Mainboard and focus on Red, Blue and Black ones. Red damages your enemy so you can win, Black does that and disrupts his hand by making him discard, Blue keeps your hand fresh and searches for answers. Also, Mirror Gallery can compensate your legendary handicap.
You need a stronger and more consistent mana base. Removing 2 colors will help you a lot. Dual lands, check lands, fetch lands and shock lands will do you wonders. Chromatic Sphere or Chromatic Star will help fill the gaps while refunding themselves instead of Pentad Prism.
I understand this isn't a deck that's meant to be a tournament winner, but mostly to play on multiplayer with friends, but still, there's improvements to be made here that would make your build more frightning to others and fun for you. Hope I helped :)
3 weeks ago
Context is important. I don't think it's possible to rank counterspells in general, as different formats want different things from cards. Swan Song is considered one of the top counterspells in cEDH as it is cheap and often provides decks with backup win condition lines (via countering your own spells for a bird army). I have seen lists that will run Swan Song but not Force of Will as the blue count in the deck is low enough that force of will is as much a liability as it is an asset.
On the other hand, Swan Song is not great in modern, giving your opponenet a 2/2 with flying can be a death sentence in a 20 life format.
It also comes down to the function of the counterspell. Is it being used in an offensive or defensive mana? Pact of Negation is a fantastic counterspell on combo turn, however paying 5 mana on your next upkeep makes for a sad panda. But protecting your double-striking damage buffed Primeval Titan or sticking your Isochron Scepter with imprinted Dramatic Reversal is nice. And you don't care about the delayed cost if the game is already over.
There's also counterspells like Ceremonious Rejection. These are considered bad (mainboard at least), but when you sit down against a tron deck and then having this in your opening hand feels good. Meanwhile, that Spell Snare that you're running might feel a lot less good.
As I said, conetext is important. Meta is important. So I would be be reluctant to try to rank counterspells on a general scale.
3 weeks ago
I mean, Mental Misstep is the best though, while narrow, every format it's been has warped around it. Arguably Force of Will is the closest, with it's much worse cousin Force of Negation still being incredibly powerful.
Mana Drain is honestly not that amazing. Is it busted? Sure, but Counterspell is often similarly powered in most situations. Swan Song is only great in EDH, whereas Spell Pierce, and occasionally Flusterstorm (Spell Snare, perhaps the new Miscast, and even Dispel could fall near here) see actual play in the more competitive formats like Legacy to Vintage (Where Mindbreak Trap deserves much more of a mention than the rest.)
Pact of Negation is only good in a few decks, cEDH lists for sure, but then there was Amulet Bloom, Ad Nauseam, and only a couple modern lists I can think of that used it. Older formats have better cards to run. Spell Pierce is better most of the time.
But then, the value countermagic matters too. Cryptic Command and the new Archmage's Charm fit here. Charm hasn't been around enough for me to argue it's validity, but looks promising. Command is amazing. Historically one of the most busted counterspells.
Obviously Pyroblast and Red Elemental Blast are good too, and are extremely good reasons to run red in older formats, but they are equally used as removal in my experience as countermagic, and fall short a bit having only assuming the use of their countermagic.
Now onto Chalice of the Void. It's busted. Straight up dominates multiple formats. Modern Eldrazi Tron, Legacy Karn Echoes (used to be much more dominant in Legacy, still is strong), Golos and Ravager Stax lists in Vintage, Chalice is basically Mental Misstep on everything or Spell Snare on everything. It's amazing, absurd, and busted. Only reason it's not the best is because of the deck-building requirement for it.
1 month ago
Don't be afraid to go a bit heavy on 1 mana cards in a garfield deck btw. There's a metric ton of conditionally insane blue counterspells that cost a single blue to cast.
Dispell, Swan Song, Flusterstorm, Annul, Ceremonious Rejection, Blue Elemental Blast, Hydroblast, Nix, Spell Snare, Stifle, and Spell Pierce, just to name the "best of the bunch"
1 month ago
I suggest replacing Hindering Light with a different counter spell because you don't have many permanents in the deck that will be targeted by spells that often (Of course you could keep it in sideboard if your opponent would board in enchantment hate). Spell Pierce or Spell Snare could be good replacements.
2 months ago
My recommendations :
I think most people will tell you that Oloro offers little competitive advantage to you compared to other esper commander like Zur (who can fetch Necropotence into play) or even Aminatou (who is a combo piece in the command zone). I think upsides for Oloro would be that he can do larger ad nauseam and possibly can even run Humility which few decks can win while it is on the board.
MANA COST TOO HIGH
I would first add better ramp, better draw, potential Stax, tutors and then other win cons.
Verity Circle (good against dorks)
Plunge into Darkness (a good Impulse)
CONSULT COMBO Demonic Consultation
AD NAUSEAM COMBO Angel's Grace
Ad Nauseam (draw whole deck, can Windfall and make everyone die while AG means you can't lose
Heliod Walking Ballista
Rocks that produce at least three mana total (outlet is extort with blind obedience or crypt ghast) If have pristine Talisman gain infinite life, which is infinite draw with commander
Didn't look at landbase