|Commander / EDH||Legal|
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|Masterpiece Series: Amonkhet Invocations (AKHMPS)||Common|
|Promo Set (000)||Rare|
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Counter target activated or triggered ability. (Mana abilities can't be targeted.)
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|Have (13)||TheRealPeaches , thetechzombie , miracle , ToolmasterOfBrainerd , perrin515 , tragic_slip , Ellyreia , knto , Spinalripper , DarkMagician , DrLitebur , philktoken8998 , mymanpotsandpans|
|Want (3)||, oryandaw , Grantley91|
5 days ago
To put it in a different way, it's a single effect that's basically "Create tokens and destroy them after combat", not "Create tokens" and "At the end of combat, destroy all tokens created by Blade of Selves". In other words, the ability only cares about the currently created combat step, and the currently created tokens, not anything that happened before - it doesn't account for the possibility that you ended the turn, or Stifle'd the ability.
6 days ago
Daedalus19876 yeah, my sights are set on a few counterspells.Spell Swindle in particular is an attractive option in addition to the ones you have. I may have to leave Defense Grid as a proxy for right now!
Interesting to know about Stifle interaction with Laboratory Maniac. I'll have to look into those rules more. In my last game I think he wound up getting blasted off the table by targeted removal before his effect resolved. in any case, I played it wrong and didn't have a way to free out some blue mana to react, but I know what I have to do now. I'll keep the Brainstorm in mind as well! Thanks again for the tips.
I think I need to play Jace, the Mind Sculptor some more to get a better feel for him on the deck. my biggest issue as of right now is playing cards like Jace, The Locust God, and other critical creatures / planeswalkers into counterspells. Ideally, I'll have more counterspells in the future to respond in those scenarios, as well as some mana to cast them.
Additionally, Wheel of Fate is an alright substitute for Wheel of Fortune, it allows you to dump the good cards in your hand before they get wheeled and only requires a modest amount of forward planning. Generally speaking, I think there's a lot of budget wheel effects available though.
6 days ago
Venom_Pistachio: Thanks, haha! I do need to update the section about building on a budget, though...
Combo decks in general have a bit of trouble against control, but Defense Grid and your own counterspells help a lot against it :)
Laboratory Maniac can be super risky, yeah. It's worth mentioning that it's a replacement effect, though, so Stifle can't stop Lab Man's effect. However, in this deck, I generally end up with my whole deck in hand if I am going to win with him, which gives access to a lot of free mana and at least two free counterspells (Force of Will and Pact of Negation). Plus, if an opponent aims a kill spell at him, you can respond by casting Brainstorm to win.
Jace, the Mind Sculptor is super handy in the deck, mostly for consistent Brainstorms, but he's not vital. He's good in my meta, because there aren't many creatures, but if you are in a meta with a lot of early creatures he might not be the best choice for you.
I hope that's helpful :)
6 days ago
Daedalus19876 I'll +1 as often as I can! This deck is awesome.
I can't think of anything in particular that you haven't already covered, it's pretty exhaustive as it is. From what i can tell, you've covered must-haves, budget alternatives, win-con breakdowns, synergies, etc.
In my experience, albeit with a budget version of this deck, I've had trouble against control, but I think I need to improve as a player in general. I tend to get greedy and go wheel-crazy once Locust God is out.
In my opinion, Laboratory Maniac is probably the riskiest win-con. I would stress that anyone going for a win with him should have two blue mana and a counterspell ready to fire off against an opponent's Stifle or Snapback. That, or a discard outlet to get Kozilek, Butcher of Truth into the graveyard in a pinch. But like I said before, I'm 100% sure you covered that already, so this is merely a reminder.
How relevant is Jace, the Mind Sculptor in your experience?
Sorry my comments are all over the place, I'm basically at a point where my next cards to buy for this deck are the most expensive ones so I want to make sure I make the right investments!
1 week ago
Yes. An activated ability is an ability that can be activated by a player by paying a cost. The cost can be almost anything, such as sacrificing a permanent, paying mana, paying life, or tapping the permanent with the ability (T). Activated abilities are usually found on permanents, but can sometimes be used on cards in other zones, such as the graveyard or a player's hand.Only an object's controller (or owner, if it has no controller) can activate its activated abilities unless the ability says otherwise. Also, you can usually activate an activated ability any time you have priority, unless it says otherwise. Except for those that are mana abilities, activated abilities use the stack.A player cannot activate an activated ability of a creature that includes the tap symbol (T) or the untap symbol (Q) in its cost unless he or she has controlled the creature continuously since the start of his or her most recent turn. This condition is informally known as "summoning sickness".Activated abilities cannot be countered by spells or abilities that counter spells, because they aren't spells. However, there are cards, such as Stifle, Squelch, and Voidslime, that can be used to counter these abilities.
1 week ago
I 100% agree with one of the prior comments made.. drop green. Green is not doing you a damn bit of good in this deck. Splashing a second color for a single Maelstrom Pulse and a bit of lifegain from Deathrite Shaman? Definitely not worth it. You are far better off splashing blue for some counterspell protection/disruption. Especially for Stifle which fits right into your theme. Turn two Phyrexian Dreadnought? Who could complain about that?
What I would do:
-2 Abrupt Decay
-3 Liliana of the Veil (Great card, but honestly too slow for the deck imo)
+3 Spell Pierce
Of course swap out the nonbasic G/B lands for U/B lands. I'd start there and playtest for a bit. But I honestly think these changes would go a long way for your deck. And with the changes I mentioned.. you could probably even get away with running 19 lands instead, since my suggestions are lowering your overall mana curve.
2 weeks ago
@ IronBlackZepp I added Vandalblast, Stifle, Spell Snare, and Natural State to my sideboard and I'm chuckling because the deck update somehow dropped my deck from a rating of 70% competitive to 30% competitive according to that little bar under the deck charts. I know this deck runs some unconventional cards, but come on now. I'm curious as to how the algorithm for that competitive meter works because it is in need of some serious retuning.