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|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|Vintage Masters (VMA)||Rare|
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Sphere of Resistance
Spells cost more to cast.
|Have (4)||Shiromakuro , jstn.mrrtt , releasethedogs , buildingadeck|
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Sphere of Resistance Discussion
dingusdingo on Flex
3 days ago
It is true that there are infinite "what ifs" in a game as open as Magic, but we know that there are certain cards we can expect to see in the most competitive formats. If we look at what is currently being run and why its effective, we can better prepare our decks to be more resilient against them.
Your deck tries to combo out by ramping mana, drawing cards, and playing into a win-con. There are going to be certain styles of decks that are more prone to shutting you off, which is why I'm bringing up these strategies in particular. Since your combo window is turns 4-6, you need to be worried about two things in cEDH. The first is people comboing out faster than you. We see this in decks such as Gitrog, Godo Helm, or even Grenzo. When these decks are consistently busting their combo turn 2-3, you need to answer or lose. Relying on other players to put a stop to a win attempt will prove unreliable, which is why its so important that you slot removal. Your turn 4/5/6 answer does no good when the game is over by turn 2/3. If you have no way to turn off their win, you are asking them to goldfish to a victory on you.
The second type of decks that will prove problematic for a turn 4-6 combo deck is stax, because their deck is designed to deprive you of resources and push your combo window so far back that you are unable to combo before they have won. They drop very fast and efficient heavy mana rocks, and then put down tax effects to make you unable to play. This specific style of deck can be hard for your build because they can lock you out of playing your draw spells, they can steal your draws, or simply prevent your draws altogether.
Let me give an example to show you what I mean.
Stax Example Show
You take your second turn, you play another land, and are unable to play due to Trinisphere
Your opponent takes their second turn, playing a fetchland into Underground Sea . Tap tomb to make , untapping Grim Monolith with Voltaic Key , leaving . Tap Monolith up to , use sea and opal to get to . Drop Tangle Wire then Sphere of Resistance
You take your third turn. You tap your two lands to Tanglewire, play a third land, and are still unable to play due to Trinisphere .
Your opponents third turn, they drop Tangle wire to 3 before tapping tanglewire sphere and ancient tomb. They drop any land, use it for voltaic key to Grim Monolith, before using monolith for and opal for / for Timetwister / Wheel of Fortune / Windfall , gaining them 7 shiny new cards while making you lose your mulligan card quality opening hand. They pass, knowing you still can't play anything
Your fourth turn, you have to tap all 3 untapped lands to Tangle Wire , you play a land, and pass. You have basically been timewalked 3 turns in a row.
Your opponent starts their fourth turn, dropping Tangle wire to 2 before tapping wire and sphere of resistance to Tangle wire. They are now free to drop more stax pieces ( Nether Void Winter Orb Static Orb Thorn of Amethyst Lodestone Golem Stasis ), play whatever commander/s they run, tutor up very cheap and cost effective winning combos, or establish a game-winning board presence that leads to their game winning combos.
Your fifth turn starts, you tap two lands to Tangle Wire , and if you play a fifth land. You have 3 untapped, so you might be able to play a spell assuming they haven't dropped anymore stax pieces and aren't holding any counterspells. Note that you can only play a 1 or 2 cmc spell, Sphere of Resistance is out, so your commander is still a no-go, and Trinisphere ensures you are only getting 1 spell max here no matter what. Its more likely than not with your current build you won't be able to play any spells here at all because your average CMC is so high. You've basically been time walked 4 turns in a row.
Stax is a very common archetype in the competitive scene, which is why its so important that you try to stax-proof your deck. It looks to me as if stax can cause serious problems for you.
On top of taxing stax, there's another type that may shut your deck off. Heavy discard. An early Sire Of Insanity can hose your whole game, while Mindslicer can impact your card advantage enough to cause a loss. Multiple discard effects like Necrogen Mists Bottomless Pit Oppression landing by turn 2 will make your build extremely sad (Turn 1 Dark Ritual Cabal Ritual Mana Crypt + any producing land and drop two discard enchantments). Chains of Mephistopheles turns off all your big draws, so does Alms Collector or Notion Thief
Another set of cards I would recommend taking a peek at is recursion. It can help against discard effects that would otherwise shut you off, or serve as a 2nd/3rd/4th copy of your draw spell. Wildest Dreams would work surprisingly well in your deck, the mana aspect is negligible and lets you reuse multiple big draw spells from your graveyard, as well as recover from wipes. Nostalgic Dreams is arguably worse with the additional cost, but can translate extra basics tutored by your 3 cmc ramp spells into more draws. Regrowth is also fantastic.
I hope you don't mind the close inspection! I really enjoy your build, I'm just curious to know if you run into these cards and how you interact with them. Almost all the stax cards I linked are included in tournament proven cEDH lists with various commanders, so they're cards that are in the meta and will be played.
dingusdingo on Flex
6 days ago
Nice deck! A lot of neat combos tucked in here. I have some suggested edits for you though!
Mouth of Ronom is a card you could very easily run. Green doesn't have a lot of targeted removal, and the opportunity cost for playing it is extremely low. If you swap your forests for snow covered forests, you're golden
I'm confused why you're running a fetchland at all. You don't need color fixing, and the deck thinning is extremely marginal when you consider how much it can slow you down against cards like Root Maze Back to Basics Thalia, Heretic Cathar Blood Moon Magus of the Moon Frozen AEther Kismet
Some of the card draw you run is pretty inefficient or extremely expensive. I'm specifically looking at Seer's Sundial and Sandstone Oracle . Sundial costs you 6 mana for the first card, while Sandstone is always dependent on opponents hand sizes for card draw, making it unreliable (and also costing 7 mana). I'm also not a huge fan of Sea Gate Wreckage but the opportunity cost for running it is extremely low. Have you considered Memory Jar or Howling Mine ? With your massive mana production Memory Jar could allow you to draw 7 and dump your entire hand. Howling Mine will accelerate your draws much earlier, although it is symmetrical. Beast Whisperer could be a good replacement if you don't want to give advantage to opponents, you certainly run enough creatures to justify. Life's Legacy is also a solid choice, especially since you're already running Greater Good
You run quite a few basic land tutors, some of them pretty low card quality. When you have access to Gaea's Cradle and Nykthos, Shrine to Nyx , why are you spending mana and card resources looking for basic lands? Specifically looking at Cultivate Kodama's Reach Nissa's Pilgrimage Seek the Horizon Journey of Discovery and Yavimaya Elder . If you ran fewer than 40 lands in this deck, you probably wouldn't have to run so many cards to deck thin to help your top deck, you could pretty easily cut to 34-36 lands. I'm also not wild about the very high CMC Hour of Promise , but it does search for non-basics. I'm also not very hyped about Tempt with Discovery , if you are playing against even mediocre or up skill level opponents you will be paying 4 CMC to search for one non-basic land. You're only getting more than one land off Tempt against bad players, or against players who can drop a Gaea's Cradle or other super value land against you.
Speaking of ramp, you should consider running Priest of Titania as well as Karametra's Acolyte . Currently you are very vulnerable to Armageddon and Ravages of War , two cards that see play in stax decks (as well as others). Having Ramunap and Crucible is a good choice, but you won't have access to those every single game you get hit by Armageddon. You should really consider mainboarding Carpet of Flowers as well, its virtually guaranteed someone will be running blue in a pod of 4, and it will let you hit turn 2 Azusa, and provide more value as the game goes later for very small investment.
On the topic of Stax, your deck is super vulnerable to getting caught. Almost all your draw is 3+ CMC, you have basically no removal, and you run a barebones 0/1/2 CMC ramp package. Thorn of Amethyst Sphere of Resistance Winter Orb Static Orb Thalia, Guardian of Thraben Lodestone Golem all cause immense problems for your deck. I understand that if you start your draw engine, you can escape from underneath them by dumping lands with your commander, but what do you do if one of those stax pieces lands on turn 1? Going fast works against stax, but there's no way you're going faster than a deck that runs the full suite of 0/1/2 cmc artifact ramp (which most stax decks do). You aren't going fast enough to threaten a win on turn 3, so you need to include removal. Having no removal is also a huge problem when beatdown is your wincon. What do you do against Moat ? Or Island Sanctuary ? Or Solitary Confinement ? A single piece of removal in the form of an 8 cmc creature is just not gonna cut it against real decks.
I would also recommend casting a really critical eye towards anything 5+ cmc. Cards that cost that much that don't actively win or directly lead to winning are most likely not worth the mana investment or the card space, even though you are a deck that ramps mana and draws cards. To put it in other terms, there are better things you could be doing with that mana. Your primary win con costs 10 mana to cast, 20 more to use, for a whopping 30 mana. Its forcing you to run pretty low quality cards like Mana Reflection and Zendikar Resurgent to get to that absurd amount of mana, on top of 40 lands. Running lower CMC spells will allow you to free up those expensive CMC slots that only enable you to play other expensive spells.
A couple more cards in specific you should reconsider Akroma's Memorial Ring of Three Wishes . Memorial you can replace with Lightning Greaves as a haste enabler for Craterhoof Lines, and Ring happens to cost you 10 mana to get a single card to hand, 15 for 2 cards, 20 for 3 cards, which we would call inefficient.
Would recommend Staff of Domination , especially if you include Priest of Titania or Karametra's Acolyte . Opens up lines for infinite mana and drawing your deck, or just provides a solid dump when you have too much mana and nowhere to go. I would also recommend Eldritch Evolution as another strong tutor. Uncage the Menagerie and Weird Harvest are a bit lower quality, but potentially what you're looking for as well. And I can't stress enough, add some removal to your deck. There are plenty of hyper efficient 1/2 cmc removal spells in green, as well as creatures that pack removal on ETB, which combines well with all the green tutors you run.
1 week ago
Gotta say, you have a nice deck there. I love it! I've been working on a GAAIV deck for high-power, yet not cEDH, meta for a while and I'd love to hear your thoughts on it; The Nope Pope.
I also have a few specific questions and I'd love to hear from you on these matters;
1) IsoRev combo - how happy are you with it? Where would you or would you not recommend it? Why?
2) Long-Term Plans - is it worth the mana cost and the wait?
4) Terminus - how pleased are you with it? And if you are, is it worth it without Scroll Rack ? My meta can be very aggressive and I want to keep an eye out for any useful piece of removal. Is it worth it without Scroll rack?
5) Teferi, Hero of Dominaria - how happy are you with it? I'm thinking about buying a copy once it gets reprinted in Challenger decks and/or rotates out. Is there a better way to spend 20-ish euros? I've been extremely happy with the walkers I've got in so far and I'm very interested in adding more.
6) Sphere of Resistance - I'm considering it for the deck. My meta isn't awfully fast, but it could help me tax my opponents hard and to make conditional taxing impossible to pay
7) Winter Orb / Armageddon - when would you play these? I included them at first, but I accidentally found myself thriving under opponent's WOrb and it got me thinking; my non-cEDH meta relies on lands a lot. I'm interested in your perspective on the matter.
9) Helm+RIP - I currently don't have Helm. I'm planning on getting it eventually, but I'm interested in your perspective about how important it is. Is it a must-have piece I cannot do without or can I reasonably delay it and, if so, what would be more urgent/efficient upgrades to my deck?
I know this is a lot and I fully understand if you don't cover everything. I'm thankful for any feedback I can get.
And again, a nice deck! I only recently upvoted it, but it was one of my source lists since the very beginning and I respect your work. Which is the very reason I respect and want to hear your opinion.
1 month ago
This is response to Darkshadow327 for how my tournament went.
Pretty much played 3 different decks my Tuvasa, Kess, and Meren.
Tuvasa won two games out of three, was in a pod against GAAIV, Nikiya, and Omnath. First game lost to Omnath due to GAAIV controlling the board and having Sol Ring start that went into a Damping Sphere and Sphere of Resistance T2, Nikiya popped all artifacts, but Omnath had Lotus Cobra shenanigan and dumpstered the board. Game two Tuvasa went all nuts and blackjacked Omnath T3, than GAAIV T4, than Nikiya the turn afterwards. Last game I went infinite mana with Bloom Tender / Pemmin's Aura and proceeded to have an unbeatable board state and nuked everyone. It was great.
Kess won two games out of three as well, in a pod against new Kozilek, Wrexial, and Numot. Game one I comboed out with Labman / Demonic Consultation on T4. Next game lost to Kozilek due to him having T1 no land but playing Crypt, Sol Ring, into a Metalworker and casting Kozi T2 and smashing everyone in the face. I died first that round :')...Next game Kess was unhappy with that loss as I drew the most bull**** hand, went T2 Ad Nauseam into Labman win ^^
Meren won all three of her games, it was lit. Went against Nekusar, Vannifar, and Kumena. First game had sick synergy plays. T1 casted GSZ into Dryad Arbor , T2 cast Culling the Weak sac'ing Arbor to cast Meren and Entomb into Life from the Loam . End step trigger brought back Arbor. Dredged on T3 into Protean Hulk and played Phyrexian Tower , Reanimate targeting hulk and proceeded to gain value while locking the board down with Plaguecrafter . Game two was an attrition game Nekusar had an early start with mana crypt and signets into a T2 Nekusar, but on T4 I Mindslicer everyone with Meren on board and proceeded to lock the board down not letting anyone have hands, eventually picking up devotion and draining everyone with Kokusho and Gary . Game three was a doozy, mulled down to 5 and pretty much shafted. Vannifar was going off but Kumena was able to stop the combo multiple times and smash Vannifar in the face. Nekusar player also got shafted due to me blowing up all his artifact/enchantments with Reclamation Sage and Caustic Caterpillar . Got lucky with a Living Death after being countered three times. Eternal Witness was MVP of that game.
That was how all my matches went!
1 month ago
Just my opinion, but I'd recommend against both moves.
Spell Burst > Muddle. It's so much more flexible. Just as a threat it's great -- opponents know you have an answer in your hand, can probably match any CMC value for X (due to Miz making the spell cheaper), and you'll have it back in your hand after you cast it! So good. Muddle is a one-time counter or a one-time tutor. Less good.
You absolutely do not want Helm of Awakening in this deck. Your main advantage is making your spells cheaper - if you make their spells cheaper too, you're losing advantage. If anything, Miz wants Sphere of Resistance effects to exaggerate her advantage.
1 month ago
Nice brew, neat idea to counter those clunky and annoying Vannifars!
As smne who played Mono-W Stax for a while, with the amazing Hokori, Dust Drinker at the helm, I'll share with you what thoughts inspire me your sweet Linvala decklist.
(Even if it has already been pointed out before, I wanna say that I also love the Urborg combo. It's unexpectable and freakin' gud!)
Let's start by the beginning: mana fixation. Extraplanar Lens is insane in every monocolored archetype, so it's a quite logic inclusion you made here. Nonetheless, I suggest you to go for Snow-covered lands to synergize better with it - that way you won't give a lift to your opponents playing white.
Pearl Medallion and Sol Ring are basics, nothing really worth to say about it. Thran Dynamo and Worn Powerstone are more debatable. I don't know what is your budget issue, but if you want a competitve list, Mana Crypt , Mana Vault , Grim Monolith , Mind Stone , Everflowing Chalice etc. are all better options. Dynamo and Powerstone aren't bad cards, but they just come after those ones if you really do need a solid ''ramp'' package.
Opal Palace feels badly slow and ineffective in a monocolored stax deck. You won't win the game by taking up the board with your creatures armed of a little +1/+1 counter.
You have notable exclusions in your lands for a mono-white. Eiganjo Castle is the first card that comes through mind. Buried Ruin also is a recursive tool you should consider, even over Inventors' Fair . If you manage to find one, Ancient Tomb has its place there replacing Temple of the False God .
At its final shape, my Hokori decklist was running a powerful Crucible of Worlds package including Wasteland , Strip Mine , Dust Bowl , Flagstones of Trokair , Lotus Vale and City of Traitors . I was up to 39 lands, not counting Maze of Ith .
Now let's jump straight into your gameplan!
So... you're planning to focus your eyes on ruining Vannifar's day. To help with this strategy of being the nasty ''combo killer'' guy, I think you should put in some additional pieces of disruption.
That said, I don't know which Vannifar's version(s) your playgroup perform with. If it's a Thornbite Staff / Intruder Alarm one, things would be easier to calm down and you won't need such a heavy stax package - you'll need more single-target/multi-target removals though. And if it's the other one, certainly the most popular now (and also the most powerful/absurd), based on many shenanigans around the creatures Vannifar brings to the table, you'll need more stax support.
One of the very best cards you could add to stop all those creature-centered combos is Humility . This card is broken, this card is stupid. It even disables etb abilities. The only way your opponent has to go through is to destroy it with a creatureless source / or with a ''casting'' effect (like Ulamog has).
Single-handly, Humility tears apart most of the competitive Vannifar lists. However, based on the fact that it is still fragile to enchantments/permanents removals, you'll have to build a defensive shield for your stuff. Vannifar lists often keep a strong package of cheap permanents' removals in their pocket (like Beast Within for example), so you'll need to play carefully.
There's a lot of different ways you can head in order to reinforce your permanents' presence on the battlefield. A pretty simple and most of the time effective, despite of its ccm, you already included is Avacyn, Angel of Hope . I think you still lack a way to cheat her casting cost out to make her a stable and destructive power house.
Stax ''enchantment'' strategy is imo one of the most viable and solid strategy. With Academy Rector (amazing alongside your High Market ), you'll be able to search the exact piece you need to lock the game in your favor.
Notable stax exclusions :
Static Orb > staple
Storage Matrix > staple
Arena of the Ancients > staple
Thalia, Heretic Cathar > staple
Lodestone Golem > Considering all the artifacts you're playing, ~ seems like a consistent pick for your draft.
Ethersworn Canonist > personal preference there. I always loved ~ in my stax deck. Synergizes well with Teshar.
Phyrexian Revoker > another personal preference. Always found ~ useful.
Pithing Needle > destroys Vannifar for 1 mana.
Orb of Dreams > more of an Hokori all stars card, but could also be good here.
Sphere of Resistance > staple, should be played carefully to slow down your opponents combos and not threw away as soon as possible like I see many people casting it
Mana Tithe > unexpected white counterspell - another Hokori all stars... I don't know if it would be any good there
Other cards to consider :
Platinum Angel > slow down combos, create a premium target for every combo player removals.
Greater Auramancy > protection for your enchantments
Sensei's Divining Top > not the best card draw you could find, but provides something White struggles to accomplish
Barl's Cage > strong mana sink against Vannifar and creature-heavy decks
Condemn > more removals
Abolish > more removals
Dispatch > more removals
Catastrophe > clears everything except enchantments/artifacts
Approach of the Second Sun > win con
Idyllic Tutor > searching for Humility
A bunch of meta depending stax tools :
Cards I'd cut from your list :
Martyr's Bond > Slow and unreliable on this brew. As you're not sacrificing any kind of permanent on your own, you'll struggle to get any value out of it outside of a lost political blast deflagrating when the game should already be over. Unless you add in some cards like World Queller , it defenitly doesn't deserve a slot imo.
Bishop of Rebirth > a lot of people seems to give love to this card recently. However, I personally think it is just a bad inclusion. You spend 5 mana on a understated body and you have to wait a whole turn before getting value out of it IF you are in the researched scenario. There will be times where you have Boots or Greaves on board and this will be an insane mini-Sun Titan, but the situation is too rare to justify its presence.
Sublime Archangel > No real interest here. Good creature but doesn't provide anything for the stax strategy.
Gift of Immortality / True Conviction > weird ''win con'' heavily situational cards based on creatures. There is some logic behind Gift, but it's just too much of a unreliable idea. True Conviction has nothing to do here... it's 6 mana spend to lose the control on the game. If you're searching for card advantage and a bit of healing, go for the brand new Dawn of Hope (also is a good mana sink).
Blackblade Reforged > intersting alternative win con. Feels slow nonetheless.
Emeria Shepherd > too slow for my liking.
Whispersilk Cloak > can't understand what this does in a deck full of flyiers and tapping effects.
Finally, as you want to challenge Vannifar, which is a blue deck, you'll need something to deal with the classical Cyclonic Rift . Teferi's Protection is a good solution (and it could also protects you form a lot of various situations / removals / etc.), but I'm sure you can find a lot of other response.
I hope you'll find useful ideas in this comment. Thanks a lot for sharing this, it reminds me good times. Keep up the good work, keep up brewing!
1 month ago
@chessdude13 , euhm Sphere of Safety is not a Stax card but a pillow fort spell meant for casual aggro meta. But you got a point, Sphere effects like Thorn of Amethyst or Sphere of Resistance (Maybe you meant this one :) do increase the cost and make a Mana Crypt for example castable again... while Helm of Awakening makes a Sol Ring countered without any other effects in play...
Knowledge Pool and Omen Machine are mere soft locks as it doesn't affect commanders... and omen still lets you play from your hand while most people run interaction so 1/3 just has to have something and you're done for...
( Rule of Law effects combined with Omen Machine does lock everyone completely but then again you'll have to out-scale them and hope they have an empty board for your 2/2 to dish out 21commander damage to 3 players...
If an opponent is playing Yisan, for example, you will outright lose as his commander outruns you through all these soft locks
1 month ago
CyborgAeon Vampiric Rites is admittedly kinda bad (I've realized that relying on having engines set up in order to perform basic functions life drawing cards is good if it works, but very risky--putting aside the fact that that's sort of this whole deck), so I guess can play another hate piece.
I don't like how Priest of Forgotten Gods requires me to have two other creatures to sac. She can't sac herself, and I'm obviously not going to sac Shirei to her, so that means I have to be doing pretty well already just to get use out of her. Don't get me wrong, she does a lot, but I can see her just not being useful most games.
Mindblade Render does seem like pretty good tech, admittedly. Smothering Abomination is a little worse than my other draw engines because I can't just play him by himself and let him sit there until I'm ready to use him, so I suppose I'll cut him.
As for Oblivion Stone ? I'd like to play a full playset of removal effects, and I don't know how I feel about going all-in on our plan without any outs to someone having a Leyline of the Void . Oblivion Stone as a 1-of is too slow for that anyway if they start the game with it in play, but you get what I'm saying--I'd like a 1-of that I can tutor for to deal with unforeseen problem permanents that I'd normally have to scoop to.
Sphere of Resistance occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%