Stifle

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Stifle

Instant

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

Coward_Token on

1 month ago

Stifle & friends? Lets you save Melek from being killed by a random Bojuka Bog

Ammonzy on Magic Rhino

2 months ago

Fun trick with Roon of the Hidden Realm as he's 1 if the not the only commander capable of this, although this would require some deckbuilding changes.

Roon has the ability to permanently exile another person's commander. What you do is have a counter-trigger ability card in hand like Stifle or Tale's End. You then activate Roon's ability to blink someone's commander; now the opponent has 2 choices

  1. Allow your blink to resolves
  2. Place their commander in the CZ, essentially accepting death

Now the fun part is if they choose to allow the blink to resolve, you counter your own ability. And since the opponent didnt choose to move the commander into the CZ, it's now stuck in limbo forever.

ASalesman on Unesh, Ultimate Guide (Tribal)

5 months ago

GHoag Thank you for the good wishes! I intend to record what happens the best I can so I can accurately report on the games. Whatever happens I couldn’t have done as well without you! I do have one big question for you below, if nothing else please help me settle the Palinchron debate.

I got to playtest Tezzeret the Seeker last night and in my limited experience he is VERY good in this deck. I can’t say I would want to see Thran dynamo more than tezzeret in almost any situation. He is an absolute lightning rod. If your opponents know you have dramatic reversal in hand, they have to counter the tezzeret or they will simply lose the game. They can’t wait to see what the ‘-x’ ability grabs (unless they run Stifle or Disallow which isn’t common right now), because the Isochron Scepter just enters the field. If the opponents don’t know you have dramatic reversal in hand it is even more precarious for the opponents, because they don’t know if you are about to win the game or not. Furthermore they should still probably counter it because of the +1 ability alone. Untapping a mana vault every turn is extremely valuable.

Dream Eater performs remarkably well also. It did so well, that it was actually the target of Phantasmal Image at times. Bouncing a Kraum or a Talion to their owners hand feels really good, shutting down their card advantage and setting up my own.

Fabricate is definitely the next tutor to go in if I were to add another one. Still debating what comes out for it. Muddle more likely grabs Isochron Scepter because there is one less artifact tutor than spell tutor. I think I am happy with the tutor base after adding Tezzeret though.

Admittedly submerge is awful against non-green and even 4-5 color decks, because they often don’t run many basic lands except dual-lands. It is definitely a meta choice. Rapid Hybridization is more expensive but meta flexible. Since I don’t know exactly what the meta will be at lotscon and there is no sideboarding allowed I’ll probably go with the more flexible card.

This week my top debate is Palinchron. In the current rev it is starting to feel clunky. Requiring 6 lands on the field seems like a tall order in cEDH, doable only in slower games. He is also clunky because I can’t tutor him or recur him from the graveyard, without exploring the addition of Body Double. Questioning Palinchron also brings Aetherflux Reservoir into question, because Palinchron is the biggest payoff for aetherflux. Without Aetherflux there is no back-up win-con to Thassa’s Oracle which is monumentally important. So taking out Aetherflux is not an option. The Aetherflux/Palinchron wincon is slower than Isoscepter and hard to know when to go for. Though Palinchron is clunky, he is currently the best payoff to aetherflux, and it assists Thoracle. BUT thoracle doesn’t need the help of infinite mana in this deck because I am noticing that I can get to the bottom of the deck before I have 6 lands in play. So I just need a card to be an Aetherflux Reservoir Payoff.

That all said: I posit Shrieking Drake vice Palinchron. This card combos with Defiler of Dreams and Aetherflux Reservoir to have infinite spell casts, life, and damage. Shrieking drake is more innocuous and FAR less expensive therefore making him less risky to run. Shrieking drake also has the versatility of returning a Sphinx to my hand to be cast again. The biggest downside to this choice is that there is less infinite mana combo redundancy than with Palinchron. I think this downside is mitigated by Unesh getting through a lot of the deck very quickly, without needing the help of infinite mana. After briefly exploring the addition of Body Double, I think this course could be doable if we replace Sphinx of Lost Truths. Body double gives me combo safety with Palinchron, makes the combo only require 5 lands in play if I am doing it with Body Double, and has the versatility of copying anything in ANY graveyard. Worth noting, copying things in an opponents graveyard is not often the best choice. The biggest cons here is this makes the deck generally more expensive to play, and body double doesn’t further plan to get through the deck.

I think playtesting is required to know which of the two paths (body double or shrieking drake) is best to take. But with limited time, my gut tells me the Shrieking Drake path is better because it is still lower to the ground, and has synergy with the 20% rule.

plakjekaas on Eminence: Do you like it …

8 months ago

Because the only way a card is problematic is if it's viable in cEDH? That's some ignorant prejudice '^^

Arahbo's eminence is not better than Edgar's. Cats may be powerful, but the ability of Arahbo can be negated by fogs, removal spells, Moat, and does nothing without a target, for which you need to invest in a board presence first. Edgar gives free board presence upon casting spells, which can only be negated by Stifles. You'll cast more vampires in an Edgar deck than you'll have combat phases in an Arahbo deck. To compare the advantage of both eminence abilities and conclude that Arahbo is the more powerful out of the two is frankly delusional.

Eminence changes the rules of the game for the user, without any cost tied to it. It's the same reason Companion is the most problematic mechanic of all time. The reason it's not a real problem like companion was in 1v1 formats, is because competitive formats don't have a command zone. If Inalla's eminence ability was obtainable in legacy, the card would be banned yesteryear.

The only reason it works in commander, is because it's a casual multiplayer format, which can correct overpowered cards with table politics. A lot of other broken cards and mechanics are fine in commander because of that. The infamous Command Zone analysis on t1 Sol Ring success rates proves that powerful effects can be mitigated by the inherent self-balancing of multiplayer formats.

I'm not advocating Eminence cards should be banned, but I will judge you for choosing an eminence commander over the plethora of other options every color has to offer now. If you choose Arahbo over, say, Mirri, Weatherlight Duelist as your cat commander, I will act accordingly because you're trying to exploit free resources I can't interact with. Your deck defines itself with this unfair advantage in the command zone, radiating its privilege from its safehouse. Just own up to that and we'll be fine, but don't deflect and argue eminence isn't that powerful, because it is. People are allowed to feel bad going up against it, just like people are allowed to feel bad when they get Armageddond.

Play unfair commanders, get treated unfairly, is all I'm saying.

Gidgetimer on I recently heard that we …

9 months ago

(meant to comment on this when I saw it the day it was posted, but forgot by the time I had time to comment on it)

It is almost assuredly that someone in this scenario is misunderstanding something they heard about permanents that have ETBs that target. Declaring a target as you cast Oblivion Ring isn't required since the ETB targets, not the spell. So if someone has a Counterspell but not a Stifle you are giving them "additional free information" that matters.

Delphen7 on Timing question: Alchemist's Retrieval and …

9 months ago

Since loyalty abilities are a subset of activated ability, you cannot respond to them paying the cost, but you can respond to the ability.

  • 209.2: "An activated ability with a loyalty symbol in its cost is a loyalty ability. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if none of that permanent’s loyalty abilities have been activated that turn. See rule 606, “Loyalty Abilities.”"

Even if you bounce/destroy/exile/etc Ral Zarek, his ability's on the stack, and so would require different interaction (Stifle)

NonetheWeisser on Torpor Horror

1 year ago

Then it's a bug. Nyxathids ability is not a triggered ability that triggers upon it entering the battlefield. It's technically a static ability. That's why it doesn't work with Stifle either.

https://www.mtgsalvation.com/forums/magic-fundamentals/magic-rulings/magic-rulings-archives/543759-torpor-orb-nyxathid

Balaam__ on Balaam__

1 year ago

@Caran_Lyg Ok I think I have the answer here. Your opponent has to cast Diminish prior to tapping the tree or else Diminish is useless. Therefore, you do have an opportunity to respond to Diminish itself, and before they try to activate the tree. That’s a fact. There’s a gap there, an opportunity for response. As long as you bolt the tree between when Diminish resolves but prior to the tree’s activation, you’re good.

If you try to respond to them activating the 1/1 tree, you’ll deal damage to the tree but be at 1 life point regardless. Once activated, nothing stops the tree’s ability except some sort of ability canceling spell like Stifle or something.

I’m fairly certain this is correct and I’m going to say it’s the definitive answer.

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