|Commander / EDH||Legal|
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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.
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Sphere of Resistance Discussion
2 weeks ago
first off, two things
mizzix is a combo general, not control, and "control" and "fun" arent really the same thing, if by fun control you mean YOU have fun and nobody else does, then you're talking control!
there's a million options for good control commanders, but for edh multiplayer the most common and reliable control are stax builds, where you ramp out very fast into stuff like Smokestack, Winter Orb, Torpor Orb and Sphere of Resistance which then slows everyone down immensely with you being in the lead, problem is most of the good ramp that gets you very far ahead very fast to be able to handle the effects of such cards on your own board state are pricy.
keranos because it combines the above stax with Counterspells galore and the ability to cast Jokulhaups/Obliterate/Wildfire without keranos dying, and he just draws you into more lands and counters and bolts creatures
meren because she can easily ramp early by stacking Arbor Elf type cards and then playing stax or cards like Living Plane, Grave Pact or Contamination to not let opponents do much of anything while getting a free creature to sacrifice every turn, abusing stuff like Sidisi, Undead Vizier, Gray Merchant of Asphodel or Eternal Witness
stax is the cornerstone of edh control, but many other commanders do it well,
the most fun but least competitive form of staxcontrol is chaos, where silly things occur and lots of dice rolls of chance, for these you want my favorite general, Nekusar, the Mindrazer, or other chaos generals like Norin the Wary
nekusar uses chaos to win in the form of mass draws via Teferi's Puzzle Box or Wheel of Fortune effects, which is like casting a bunch of global mulligans and can either win you games or feed your opponents based on what cards are drawn when you force draw
theres plenty more but those are the most common i can think of
3 weeks ago
Okay, brace yourself. I'm going all out.
- P.S. Sorry that my inner spike ignores price...
Cards to Cut: Show
- You don't need two 8 drops. She doesn't give global support like Avacyn, and Avy is your commander so she's already better. I say choose one (and we all know which 8 drop you should keep).
- I get the value of Shepherd, but it comes down to the same thing. You should only have one 7 drop. Pick one.
- Both are good. Just cut one. This will help curve out better and play more aggressively.
- So this card is okay, but not as good as it looks at a glance. The player has to draw 2+ cards at once, or in a similar fashion. Collector's replacement effect does not apply if a player cantrips after their draw step, or something of that sort.
- Life is not that important. Really. I get that he blocks, but Jubilation or Tithes can block too and they are overall better cards for a Staxy build.
- Great, great card. Super Stax. Only issue, is you need to have your artifacts. Tabernacleing your artifacts hurts you significantly worse than your opponents.
Maybe Mother of Runes
I know you love her, but really she doesn't contribute to the Stax theme. She "helps" curve, but I think we can do better here.
- This hurts you equally or more so than opponents. Yeah, this shuts down aggro token decks, but you need to swing with your fat fatties. The goal of this deck is to lock everybody in the game down, but giving yourself a slight advantage to get big creatures out to swing with.
- This is essentially a worse version of Aurification.
- Really this doesn't do that much. It could, but it's not worth it. A mana rock would be a better slot in, really.
This absolutely needs to go. This literally destroys everything that you set up from turn 1-10. It is such a nonbo that there is no real justifiable reason or "synergy" to include this card.
I get that this can grab any land, but it really is a waste of a turn. A lock hurts your opponents and gives you an advantage that is similar to ramp, but also makes you more and more likely to win the game. Serra's Sanctum doesn't win you the game. Make sense?
- Pseudo Stax because of the exile effect, but really I still don't think you need this. I cannot stress enough how you will always have the better and stronger creatures, so 6 mana to equip this for such a small ability isn't worth it, in my opinion.
- Cool, you get to draw some cards, but you help everyone else too!? No! This is the opposite of what you want to do. Deprive, deprive, deprive. You will have the upper hand enough that this meager card draw is irrelevant.
- This or Weathered Wayfarer needs to go. Reason being is that they counteract each other. You can keep both if you think you can play around it, but really I don't think it would hurt to let go of one or the other. Your call.
- Im sorry man, but this card is not very good. I can show you so many lands that would be better. Scrap this one.
- Really, games won't go on so long that you will have to recast Avy enough times to worry about this. Plains would just be better.
- I know this has a decent ceiling, but there will be games where you have 10 lands out and still don't get this trigger.
- This is a good card, but really I don't think it will be all that relevant. Your call, but a basic would be just as good, really.
- Really I don't know what this does for the deck, besides coming in tapped. Not trying to harp, but I don't see you using this ability hardly at all.
- This card is sooooo baaaad. It's very overrated, and it's too slow. You want to just outrun your opponents long enough until they trip. This makes you trip and your opponents catch up.
This is up to you. It can whiff hard, even more than Sky Ruin. Especially with the land destruction in the deck. I say pass on this, and I'll find you a better but similar replacement.
Cards to Add: Show
With all the artifacts you should be running, this card is great. Even without a ton of artifacts, this just tells your opponents "no".
- You might want to get rid of Ghostway, but this is great. It shuts down flicker/blink decks, shuts down Worldgorger Dragon combo, and so much more. All of my goblin cheaters, everything. This is a good card.
- Winter Orb on a creature. This should go in (all of this land hate will make sense in a little bit).
- Basically Pithing Needle on a critter. Both of those are almost as good as Nevermore, but cheaper. So they balance out.
Maybe Sanctum Prelate
- Almost Trinisphere. Again, both of those are good.
- Needs. More. Thalia.
Good graveyard hate. It does have the chance to nonbo with Emeria and maybe some others, but again, you control when to cast things. Also, you can play RIP years before Emeria. So think about what can get you more use: A card that sticks around for 8 turns, or one that sticks around for a few?
- Good combo card with RIP. I know you think it's confusing, but all it says when paired with RIP is, ", : Mill all cards in target opponent's library."
- Great taxers. You should have enough artifact ramp to negate this effect.
- This might be better than, equal, or mutually good compared to Quicksilver Amulet. Lower CMC, easier to get benefit from, but takes time to set up. This is up to you, but it is not mana intensive, meaning you can lock up the board and play stuff for free each turn. Thats huge.
- You know tons of cards to name with this card. Lands, booger creatures, etc. Plus, if you see your opponent has their commander with an activated ability, name that!
Maybe Grafdigger's Cage
- This is more graveyard hate, but really might just be a worse card than RIP. Both might be good, but really this is just a suggestion for you to see at the very least.
- Might as well deter your opponents from attacking you as much as possible. This is not a great card, but paired with all of your locks and Prison effects it nearly stops your cold.
- Hurts your opponents for playing without any repercussions on your behalf. This wrecks against mono-colored or when paired with Winter Orb
- Both this and Hokori, Dust Drinker. You will see why lands dont matter as much in this deck.
- Maybe also the moxen (Mox Diamond, Chrome Mox, Mox Opal) because theyre free ramp
- These all are abusable mana rocks. They generate tons of mana, bypass all of the taxers you set up, and can let you get Avy, or really any of your high drops, out super early.
- I think this is a must. This lets you reuse any mana rock that generates more than 1 mana.
This is a little gimmicky, but it can turn off Winter Orb and the likes, plus it lets you reuse mana rocks again. If it had a little lower CMC then this would be an auto-include.
Remember when I said that I would suggest a better Temple of the False God? Well, here ya go. Right out of the gate it works. Yes, sac it if you play a land, but the tempo this skips you ahead is justifiable without a doubt.
- Dude, come on. Run this. Hell, maybe even run Wasteland.
This is not all that great, but after an Armageddon you get an extra body, and every bit of a lead you get makes it harder and harder for your opponents to win.
3 weeks ago
Yo buddio, let's have a look shall we:
- Gitaxian Probe - What're you hoping to actually achieve with it? Storm decks run it as a free draw w/ doomsday, free spell that cantrips whilst generating info about what the control players are up to, why this over something like Opt for you - or something higher impact? I just don't see where this fits into your overall strategy. I'd rather run Telepathy over this and I'm not a Telepathy fan. I'd just want something higher impact.
- Spell Pierce - Sure, meta call - totally fine.
- Prismatic Lens - Yeah, filtering for coloured mana when you're going off w/ Paradox is hella good in certain scenarios. Fine inclusion.
- Sphere of Resistance - Personally hate Sphere, we run a pseudo turbo xerox gameplan, a lot of cheap cantrips and mana rocks, Sphere is super bad for these, great if your meta is all fast combo and food chain though. Decent silver bullet.
- Reshape is fine. You're gonna love Transmute when you get it. Paradox all day erry day.
- Whir of Invention - Yeah fine. Pretty 'okay' feeling card when I've played it; very infrequently been impressed by it, but always at least decent.
- Blue Sun's Zenith - I mean, I guess. Rev is really good w/ lifegain and the double GAA4 benefit. Honestly don't see the 'can function as a win condition' as much as a pro considering how the deck currently operates.
- Thirst for Knowledge Yeah, I used to run it myself, Manifold is getting cut actually too actually.
- Glen Elendra Archmage u wot m9? Nah. I'm not down with this. I'd suggest introducing a Counterbalance package if you want repeatable countermagic. 6 mana for double negate is super clunky. Bad! Stop!
- Consecrated Sphinx - Yup. Top banana that card, in the right matchup. Sometimes a man just needs haymakers.
Overall a fine list, but yeah, not liking 1, 7, 9 and iffy on 4. I'd also suggest another piece of spot removal if you're dropping wrath. Reality Shift is tutorable with Muddle, Merchant Scroll and functions as a Paradox/Scepter wincon by exiling people's entire libraries (providing they have at least one valid target).
4 weeks ago
I didn't check on this site for quite some time - now i'd like to respond and comment on your list, deadmanwaltzing, cause I also did some playtesting and changes to mine. I'll create a deck soon to also show you my current list.
Last time I asked a lot of questions regarding some cardchoices. Maybe you didn't feel like answering to all of these, so this time I'm gonna just outline the cardchoices that are different in my list from yours. Also, I'd like to tell you that I agree with most of your decisions regarding your development of a competitive Arbiter-List and that I respect you as the more experienced player in this regard.
I started playing EDH about a year ago in a quite competitive playgroup (General Tazri, Teferi, Derevi, Prosh, meanwhile also a Thrasios/Tymna list, a Keranos, a Rashmi and a Kaho which is very fun to play against). Starting with Brago I shifted to GAA4 because it felt like my Brago was always a bit slow in comparism to the others at the table... With GAA4 everyone is frowning at your Commander, hoping that it doesn't come down in T1-2 :) also I do like the control-playstyle and the interaction it provides.
Well, the different cardchoices in my list are:
- Gitaxian Probe
- Spell Pierce | I don't run Flusterstorm
- Prismatic Lens
- Sphere of Resistance | I don't run Torpor Orb
- Reshape | Don't have Transmute Artifact yet
- Whir of Invention
- Blue Sun's Zenith | I don't run Sphinx's Revelation but not 100% sure
- Thirst for Knowledge | I don't run Manifold Insights
- Glen Elendra Archmage | Instead of Wrath of God because I feel like non-creature spells are a lot stronger and both the Yisan-Deck and the Derevi-Deck aren't present in my playgroup anymore
- Consecrated Sphinx still playtesting - current experiences: good in midrange- and, prism-matchups. Actually awfully slow in most games against combo or combo/control
Cards I don't run from your list are:
- Into the Roil
- Relic of Progenitus
- Mystic Gate
- and Mana Drain & Timetwister which are obvious inclusions but I couldn't afford them yet.
I currently think about how to get rid of Staff of Domination because it feels clunky lots of times when drawn to early and Sensei's Divining Top also does his job together with Scepter. I will playtest an Academy Ruins for the case that Top gets countered. Also Lotus Petal might be good in matchups like General Tazri and Thrasios/Tymna where they are quite slowed with Arbiter in play and you want fast mana as soon as possible...
1 month ago
Oh, i should rephrase the Defense Grid / Sphere of Resistance story. The defense grid made it impossible for me to stop the brago player from comboing off* It also made him impervious to what I could do to him...
1 month ago
Just played against a mono red deck that used Defense Grid + Sphere of Resistance to completely ruin my game. Highly suggest those two. Not entirely sure of what you play against, Relic of Progenitus/Feldon's Cane (favor for flavor?)/Tormod's Crypt/Sentinel Totem might be (if not necessary) pretty good to include. Grafdigger's Cage also works! Lastly, 30 lands appears to be low. Yes you have the loot effects and yes you have the artifact fast mana (psst Lotus Petal!), but 33 lands should be easier (at least on mulligans).
1 month ago
Ehhhhhhhhhhhhhhhhhhhhhhhhhhh......I'm not sure about this just yet. One of the benefits of Affinity is the power of its man lands and an explosive early game. Tron just gets put together, then starts doing unfair things (like turn 3 Karn Liberated).
This current iteration seems like a weaker version of Mono-Brown Eldrazi Tron, except it doesn't have Eldrazi Temple. At the same time, it's not nearly as fast as Affinity because it doesn't have Springleaf Drum and a bunch of 1 and 0 CMC creatures.
Which brings me to this:
...which is a Vintage deck. Of course, we're looking for Modern options, but there's some cool things going on that I think you should see.
Third, look at the creatures. It's using Arcbound Ravager, Walking Ballista and Hangarback Walker just like you are, but it's forgoing the high CMC artifacts in favor of Phyrexian Revoker, Lodestone Golem, Thorn of Amethyst, and Sphere of Resistance.
So how can we port this to Modern? I think you're right playing Tron lands, but then I'd toss in Inkmoth Nexus and Blinkmoth Nexus. Maybe you play Glimmervoid, Darksteel Citadel, Academy Ruins, Buried Ruin, and some basics if you have room.
But probably the strongest aspect to playing this type of deck in Modern? Trinisphere, Thorn of Amethyst, Chalice of the Void, and Lodestone Golem are all unrestricted, unlike Vintage where you can only have 1 of each. Probably the dumbest thing you could do is play a turn 2 Trinisphere/Thorn of Amethyst into turn 3 Ghost Quarter and Lodestone Golem.
The thing you have to be mindful of is that your mana base isn't as good as it is in Vintage, so too many Sphere of Resistance effects can cripple you more than your opponent. You also have to decide between playing a bunch of powerful 1-mana accelerators (Expedition Map, Springleaf Drum, and so on) or Chalice of the Void. I'd also forgo some of the higher CMC cards normally seen in Tron like Ugin, the Spirit Dragon. Swap these out for cards like Phyrexian Revoker or Thought-Knot Seer.
1 month ago
Lots of goodies to consider before Disciple likely. Sitting here looking at:
- ramp (Elvish Mystic, Bloom Tender, Gaea's Cradle, Cabal Coffers/Urborg, Tomb of Yawgmoth)
- midrange-y goodness (Grave Titan, Avenger of Zendikar, Craterhoof Behemoth, Lord of Extinction)
- a Necrotic Ooze combo (Walking Ballista, Phyrexian Devourer, Mikaeus, the Unhallowed/Triskelion)
- dredge package (Golgari Grave-Troll, Stinkweed Imp, Life from the Loam)
- table drain (Gray Merchant of Asphodel, Exquisite Blood, Massacre Wurm)
- attrition package (Merciless Executioner, Fleshbag Marauder, Desolation)
- creature based targetted removal (Reclamation Sage, Caustic Caterpillar, Woodfall Primus)
- stax package (Thorn of Amethyst, Sphere of Resistance, Contamination, Null Rod)
- tutor package (Buried Alive, Birthing Pod, Demonic Tutor, Vampiric Tutor, Sidisi, Undead Vizier)
- better sac outlets (Phyrexian Altar, Ashnod's Altar, Viscera Seer, Greater Good)
- general good stuff (Sylvan Library, Damnation, Mana Crypt)