Stifle

Stifle

Instant

Counter target activated or triggered ability. (Mana abilities can't be targeted.)

Latest Decks as Commander

Stifle Discussion

Gidgetimer on Mana doubler question.

4 days ago

I have a small correction to make that isn't relevant to this example, but is an important distinction.

Mana Reflection never triggers off of anything. It is a replacement effect. Since this example deals with mana abilities it is a distinction without a difference. For similarly worded cards such as Doubling Season that apply to other things it matters though. A flashed back Increasing Devotion with Doubling Season out will make 20 tokens and nothing in the interaction can be Stifled.

RNR_Gaming on Oblivion Engine

1 week ago

Caerwyn - the effect is symmetrical in this instance. It's very similar to Bearer of the Heavens. Also, titans exist and this Raze mechanic seems a lot more fair to me than annailator. There are answers for the death trigger like Stifle, Eerie Interlude and Teferi's Protection. Having to build with the constant of having loads of artifacts for something to be effective is an opportunity cost. Its definitely strong but I don't see it as being unbeatable or entirely unfair.

Neotrup on What is considered a spell?

2 weeks ago

Activated abilities are not spells. Stifle can counter bloodrush, but Counterspell cannot. It's why Disallow has to combine the text to do either.

Tzefick on None

1 month ago

I agree that the +1 should not have Fight attached OR it should be a minus ability.

The -4 is incredibly weak. Compare it to Garruk, Caller of Beasts who reveals top 5 and puts ALL creatures revealed into your hand. And that's a +1 ability... He is also 6 CMC but this one is 3 colors against Garruk's green.

What if you turned the two abilities around?

Different take Show

SteelSentry on Isochron scepter and dramatic reversal …

1 month ago

Protean Hulk got worse with the banning of Flash, but it's still a fine "one card combo" in non cEDH environments. One of the go tos of you are in at least Bant is to tutor up Cephalid Illusionist, Nomads en-Kor and Thassa's Oracle, targeting the fish with your nomads ~30 times in response to the Oracle trigger, where nothing short of a Stifle can stop you from winning on the spot.

UpperDeckerTaco on Vadrok combos

2 months ago

There is no Jeskai Ascendancy in this list.

Also confused as to how you take "infinite turns"...Chance for Glory makes you lose the game upon end step. So I get you use Tale's End, but you would need 2 bounce effects to be able to recast either, and a create that can be cast at instant speed that has the mutate ability. Wouldn't it just be easier to play Sundial of the Infinite as well as other support cards such as Nimble Obstructionist, Trickbind and Stifle...

Also, how are you getting Omniscience out fast? It feels like this is just a slower version of better Omniscience decks....

Artatras on The Many-Faced God - [Primer]

2 months ago

That’s a really nice suggestion! While the token can only save Lazav from a single sacrifice trigger (Grave Pact effects will still be a problem), the card is extremely flexible being able to protect against single target removal and graveyard hate. I think it is strictly better than any of the Stifle effects, so it will probably replace one of those. Thanks a lot!

SimicVisionRy on Card creation challenge

2 months ago

I think as far as the cycle goes, I think Lich's Mastery is a pretty good standard for a black one, so Green it is! And as a side note, pretty janky combo in Esper to Fractured Identity then Stifle or Trickbind the lose the game trigger. Too much mana? perhaps. Stupid? Definitely.

Nature's Upwelling

Legendary Enchantment

Whenever you tap a permanent for mana, you may add three mana of any type that permanent could produce to your mana pool.

Mana in your mana pool does not empty as turns and phases end.

Creatures you control enter the battlefield tapped.

Creatures you control attack each turn if able.

You cannot cast non-creature spells, or activate abilities of non-creature permanents.

At the beginning of your endstep, if you do not control any creatures, sacrifice ~, and tap all permanents you control. They do not untap during your untap step.


I'd say that alone, 4 mana to triple your mana is beyond broken, but the 3 draw backs keep this card somewhat in check. Sure, you can just try to out ramp your opponent(s), but with no fetches, draw spells, or removal, eventually you will either fall prey to a wrath, like Damnation, but you can explode for one turn. If that's all you need, then this should do well.

Either create a black or blue one, or previous challenge!

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