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|Modern Masters (MMA)||Uncommon|
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Counter target spell with converted mana cost 2.
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Spell Snare Discussion
6 hours ago
Silverdrake Wow thank you for this feedback and your effort. I like how you explane all of your sugestions. I understand the thing with the hardcounters and i will try this with Supreme Will and Spell Snare. I also like Opt over Serum Visions even more with the "reale" counterspells. And second Search for azcanta i have to include i think.
The thing with Monastery Mentor is that i complete understand what you say but it a card that i want to try out so munch that i decied to play him to test out. But i can imange that he have to go after playing with the deck.
After i see how the manabase work i can imagen to play other two color spells then just blacks.
With my meta it's not that easy becuse i play at different places with different metas.
1 day ago
Hey there, I've been playing Esper control on and off for the past couple years (playing Azorius when I get tired of Esper) and I've got a couple suggestions.
For counterspells, Remand is a great card and at first it feels like an awesome control card, but in practice it plays as much more of a tempo piece than an actual control spell. You may be better off running something that actually deals with the threat (putting it in the graveyard) rather than just delaying the inevitable, like Spell Snare. Supreme Will is another option you might want to try 1-2 of. Not playing any double blue does shut you out of some of the most powerful countermagic like Disallow, Cryptic Command, and Logic Knot, so I'd recommend you reconsider that bit of your gameplan, but know that you do have better options than Remand even if you decide to stick with only single blue cards. In terms of number, I'd say 5-10 is the range you should shoot for, but the actual sweet spot is up to you to determine.
For card advantage, I'd agree that a second Search for Azcanta Flip is the right choice. Note that even if you draw both, the flip ability is a 'may' effect, so you can flip one, then play the second and not flip it so you can keep the effects of both. I'd also suggest trading the Serum Visions for Opts. Serum Visions is similar to Remand in that it's a very powerful card, but it fits best in a different kind of deck - you don't need to fix your draws for a combo piece nearly so much as you need to hold up mana for counters and removal, so the instant speed part of Opt becomes relevant. Lastly, as I already mentioned, Supreme Will is an often overlooked modal spell that does excellent work digging for an answer or win condition when you need one.
Now for my personal thoughts - 9 Planeswalkers + 4 Lingering Souls + 2 Monastery Mentor = 15 non-control cards. Admittedly they do have some control elements to them, but even so dedicating a quarter of your deck to what is essentially just win conditions is something you're likely going to struggle with in a control deck. You're going to find too often you have a handful of cards that can help win the game once your in control, but no cards to stop your opponent from completely taking over. I'd recommend you cut to at most 7 Planeswalkers + 4 Lingering Souls. Monastery Mentor fits in the same category as Remand and Serum Visions in that it's powerful, but a control deck isn't necessarily the right home for it. It fits much cleaner in a straight tempo deck.
Now, keep in mind this is all just my opinions and you're free to build your deck however you like. They are, however, well informed and experienced opinions.If I had to make a loose recommendation I'd say you should cut 3x Remand, 4x Serum Visions, 1x Liliana of the Veil, 1x Jace, Vryn's Prodigy Flip, and 2x Monastery Mentor to replace them with 2x Spell Snare, 2x Supreme Will, 4x Opt, 2x Damnation, and 1x Thoughtseize.
Sideboard is, as you said, very meta dependant. If you let me know what your meta is like I can help with that too
1 day ago
I love red control lists like this in modern, I have felt like they were playing whack-a-mole in Magic: The Gathering, like against burn:
I'd really recommend the 4th Celestial Colonnade, they close games out like no Secure the Wastes! Also a second Supreme Verdict over Settle the Wreckage would by my choice, but you are the builder, I'd love to hear your opinion!
4 days ago
I Agree with APPLE01DOJ
2x Snaps is probably right.
You are going to end up with a fistful of cards usually, and U/W control is one of the few decks, like Draw Go Esper, where "any card" Is good.
All things instant with Tiago are better than Sorceries.
I haven't played against it in a while but Teferi at 2x ?
What am I missing?
5 days ago
I think you're right when it comes to having a tiny bit more countermagic. I really do want to add 1 Spell Snare over a discard spell. The chance of drawing a discard spell if I remove 1 falls down 5% which is 1 in 20 games so it's not that big of a deal.
As for Delve, it get's awkward with Search for Azcanta Flip and Snapcaster Mage. I used to run 1 Murderous Cut and decided to run Dismember over it after a while. More fetches would help, but then I would be running either less Field of Ruin or less basics which hurts in certain matchups. At the point I might as well just change to Grixis Shadow.
Not really a "threat" but I think 1 Liliana, the Last Hope would probably be a good addition. Getting back a Snapcaster Mage can be huge later in the game. If drawn early, I can just straight out win the game with an early emblem if I have enough protection.
5 days ago
Hey arvish! Thanks for taking the time to suggest some things, I really appreciate it! With the Blessed Alliances in the mainboard I had been thinking of removing them, for 2 Sphinx's Revelations, and your reaction to them finally pushed me into doing so.
As for Lingering Souls and Secure the Wastes the flashback for Lingering Souls needs black mana so it is only a 3 cost for 2 1/1 flyers and Secure the Wastes would just be another win condition that I don't really need since I already have about 4.
I had Myth Realized in the deck for a little, but unless I had 4 copies I never drew it early enough. It was fun when I did draw it or had it in my opening hand, but it was pretty much a dead card otherwise.
Finally, I didn't know about the general feeling that 8 counterspells was the magic number, so I have changed that by removing the Spell Snares and replacing them with 1 Fog Bank and 1 Jace, Unraveler of Secrets.
Again, thank you heaps for taking a look and suggesting so many things! It really helped me out, and any further help would be welcomed!
1 week ago
As for Spell Snare, I haven't had much experience with it, as I've never played against it, or with it. But knowing the big 2 drops in modern, cough Tarmogoyf cough Dark Confidant cough Snapcaster Mage... It would probably be impactful. I personally wouldn't play it however, because just the feeling of having a counterspell in your hand, that CAN'T hit the thing you want to counter, just feels awful. But 2 drops are very powerful in modern, so I'd definitely say it wouldn't be insanity to try it out. If you do, tell me how it goes!
1 week ago
LumpyMilk I didn't notice that Tidings was sorcery speed, now I feel stupid. Thanks for pointing that out! Also, I know it is situational, but what do you think about Spell Snare? Personally, I like due to the great disruption to tempo it causes to the opponent.