Summary Dismissal


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eldritch Moon (EMN) Rare

Combos Browse all

Summary Dismissal


Exile all other spells and counter all abilities.

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Summary Dismissal Discussion

pacolemere830530 on Red Blue I said NO

3 days ago


Things to drop

Remove soul

Mystic confluence

Logic knot


Combustible gearhulk

Mystifying maze

Things to add

Swan Song

Cryptic Command

Mana Drain

Force of Will

Summary Dismissal

High Tide


Paradox Engine

Azami, Lady of Scrolls

Daedalus19876 on The Ten Plagues: Locust God EDH | *PRIMER*

1 month ago

Sivartus: Primarily cost, to be honest, but I also don't like it as a general mana rock. Since I almost never play to untap, it's like a worse Mana Vault (that costs 3 times as much $$$). I might include it if I owned one, but I'm not extremely motivated to find it.

PartialPride: Thanks for the kind words! I agree that Pyramid of the Pantheon does seem bad at first glance, but honestly it's proven to be surprisingly good. I often end up with 1 extra mana during my turns of setup, which I can use to get brick counters, and have it "fully armed and operational" during the combo turn (without having to invest significant mana in a single turn - compare Gilded Lotus).

And with regards to Mindbreak Trap - you've kinda hit upon something I've needed to change for a while. You see, I misread Mindbreak Trap as letting me cast it for zero if I had cast 3 spells in a turn. I wanted to use it as a defensive counterspell, but instead it 'only' stops Storm decks. I still prefer it over Summary Dismissal, because it lets me counter Prossh decks in my meta while holding up 0 mana, but it might get the axe regardless.

Thank you both for your thoughts! :)

PartialPride on The Ten Plagues: Locust God EDH | *PRIMER*

1 month ago

+1 Pretty sweet deck and write up. I have two questions;

1) Why is Pyramid of the Pantheon in the deck? It seems really slow given how fast you're trying to be and bad in every scenario that doesn't involve Paradox Engine.

2) Also how often does Mindbreak Trap work for you? If you're concerned about countering uncounterable spells would Summary Dismissal be more useful?

Xica on Stealing Storm?

1 month ago

Icbrgr, Entrei
Mirror Sheen, Reverberate and the like don't work against storm.

Storm as an ability does the following:
1# It places a single copy of the original spell on the stack
2# THEN it places a triggered ability (as its casted, not on resolution) on the stack - this triggered ability creates all those many copies of the storm spell.
3# Then the triggered ability resolves, then the lot of freshly created copies resolve, and then the original resolves.

As such any effect that can interact with abilities is able to catch storm, be it "exile the stack" effects, like Summary Dismissal, Glorious End, Time Stop, and stuff that can counter abilties like Summary Dismissal, Voidslime, Nimble Obstructionist, Trickbind.

However these spell are only buying you time, they are not the same as casting Rakdos Charm against Splinter Twin, or Commandeer against Karn Liberated.

However if there would be a way to gain control of or create a copy (you own) of the storm trigger(ed ability), then your copies would enter the stack later, and resolve first, hopefully killing the storm player, if the storm count is high enough.

Boza on Stealing Storm?

1 month ago

Besides that, stifle effects like Nimble Obstructionist or Disallow will stop the trigger on the stack; Trickbind work perfectly and prevent them from negating the counterspell. Summary Dismissal is a single color overloaded Counterflux.

64616e6e79 on Job 38:1

1 month ago

Overall, your deck seems like it's got a bit of an identity crisis. On one hand, it wants to play loads of big, splashy angels, but on the other, it wants to be a classic UW draw-go control sort of build. If you want to go the angel tribal route, I would switch the commander to something that gets you access to green, like Jenara, Asura of War or Sigarda, Host of Herons in order to get some much needed ramp (more on that later). If you want a more controlling build, I would stick with GAAIV but cut most of the angels. Control builds in EDH tend to win via infinite combo (in the case of "traditional" control, like your deck) or via locking everyone else out of the game with cards like Smokestack and Winter Orb.

Also, you're in sore need of some card draw. Without it, you're going to be stuck in the late-game waiting to topdeck something useful while your opponents are winning the game. Rhystic Study and it's cousin, Mystic Remora are staple cards for blue decks. Adding some extra cantrips, like Brainstorm, Anticipate, and Preordain will help you stack your draws and get the best of your cards. Some other good card draw options are Recurring Insight, Jace, the Mind Sculptor, Fact or Fiction, Foresee, Blue Sun's Zenith, and Consecrated Sphinx.

I mentioned ramp earlier, which your deck DEFINITELY needs more of. Angels are expensive, and they won't do you much good when you don't have the mana to cast them. First of all, I recommend running at least 36 lands, and maybe picking up a few more dual lands, like Azorius Chancery and Glacial Fortress. Another important thing to consider is mana rocks. Azorius Signet is an autoinclude, Hedron Archive is great in slower decks, and Fellwar Stone, while more effective in 3 to 5 colors, is still a great rock, especially when you're playing against two or three other people who'll probably have the colors of mana you'll need. White also has some non-artifact ramp options, like Weathered Wayfarer and Land Tax, which often put in serious work. If you splash some green, you also get stuff like Cultivate/Kodama's Reach, Sakura-Tribe Elder, Burgeoning, and Exploration to help get your angels out as quick as possible.

You're also running low on tutor effects, which are essential in a format where you can only run 1 copy of a given card. Unfortunately, the best tutor effects (for your deck) are green and black, so you'll have to make do with cards like Enlightened Tutor, Muddle the Mixture, and Fabricate, although adding green (hint hint) gets you great cards like Eladamri's Call, Wargate, and Green Sun's Zenith.

Finally, I would cut out some of your worse counterspells (Absorb, Dispel, etc.) for some removal, hate cards, and better counterspells. Board wipes like Austere Command, Wrath of God, Supreme Verdict, and overloaded Cyclonic Rift are all extremely useful, hate cards like Rest in Peace, Dawn to Dusk, and Grafdigger's Cage hose powerful decks, and white, being the king of removal, has some awesome spells like Path to Exile, Condemn, and Oblivion Ring. For counterspells, I would consider Cryptic Command, Summary Dismissal, Overwhelming Intellect, and of course, Counterspell.

Tyrant-Thanatos on After reading the mtg website ...

2 months ago

Summary Dismissal exiles all spells and counters all abilities on the stack when it resolves. Effectively functioning as a super-counterspell that shuts down everything on the stack. It does nothing to permanents on the battlefield, nor cards in players hands, graveyards, libraries, etc.

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