Summary Dismissal


Format Legality
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual 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.

Price & Acquistion Set Price Alerts



Recent Decks

Summary Dismissal Discussion

DrkNinja on O-Kagachi-O

2 weeks ago

So I just want you to know vasarto77 I'm not trying to trash the deck but there's no coherent strategy. If you are going to use O-Kagachi that's fine but you have to build around that or build around a strategy. "Good Stuff" decks only work in decks like Jodah's Fire Sale! where we cheat stuff like Omniscience, Eldrazi titans, and Nicol Bolas, God-Pharaoh.

You are stuck in between a tron deck and random cards. Here are some cards that I feel should go in ANY 5 color deck immediately

If you are going to go the "good stuff" route I'd honestly just suggest switching commanders to Jodah, Archmage Eternal but if you are sticking with O-Kagachi here are some actual good stuff suggestions:

And if you want to go the tron route...

Open the Armory Steelshaper's Gift Masterwork of Ingenuity Puresteel Paladin Stoneforge Mystic Spectra Ward

I also think that Rowan Kenrith and Will Kenrith (BMHKain I FINALLY FOUND A DECK SHE'S GOOD IN!) I think would be good to help you trigger your commander's abilities.

Also Summary Dismissal is really good if you are having problems with people comboing out.

Zabrakus on Talrand and His Minions of Flying Doom

2 months ago

Hi Ashmed, it's me again haha. I just have 1 question. A friend of mine, has built his deck all around buffing 1 creature into the high heavens, with usually either applying hexproof directly (aura) or via another creature/enchantment granting hexproof. What can I use for that? Reality Shift, Summary Dismissal? Or does that not work anymore when they're hexproof'd up?

Craven183 on Sphinx Tribal

3 months ago

Hey Jon!

Hope you don't mind some suggestions from ya boi Owen. I've looked thoroughly through your list and have some ideas to propose to you. Totally up to you whether or not to use these cards (I won't be offended either way- at the end of the day this still looks like a solid, fun list!). But here are some suggestions:

  1. Replace some of the counterspells: I've noticed you've put a lot of counters in here. This is good- make sure people can't achieve their wincons. But 19 might be a little too much- mono blue can work very effectively with just 10 counterspells (especially with the draw and topdeck manipulation you will be able to achieve with this deck). Here are in my opinion the top ten best budget counterspells: Arcane Denial, Swan Song, Counterspell, Mana Leak, Foil, Pact of Negation, Summary Dismissal, Disallow, Muddle the Mixture, Condescend. And of course you have access to Mana Drain which could easily replace any counter out of the ones I just listed. Even if you want to stay at 19 counters, I would highly recommend taking out Annul, Ceremonious Rejection, Essence Scatter, and Spell Shrivel to put in cards like Swan Song, Arcane Denial, and Foil.

  2. Draw Spells: You've got good stuff in here like Pull from Tomorrow and Stroke of Genius, but sometimes paying X every time you want to draw cards can be a bit too much (especially when you are trying to cast high cost Sphinxes). I'd recommend removing Stroke of Genius, Fact or Fiction, and Fortune's Favor to put in Frantic Search, Dig Through Time, and Paradoxical Outcome. Frantic Search lets you untap lands, Dig Through Time is just too good, and Paradoxical Outcome can let you net mana off of bouncing Sol Ring while also letting you get more ETB effects off of your replayed creatures. For strong early game draw, I'd recommend removing Braingeyser to fit in Mystic Remora.

  3. Ramp: Since your average CMC of the deck is 3.48 and blue gives very little access to land ramp like green, you'll need to back that up with a buttload of artifact ramp. You need to put in Thran Dynamo, Mind Stone, and Sapphire Medallion. They will help you a LOT. Having Dreamstone Hedron, Everflowing Chalice, and Caged Sun in here addition to the other artifact ramp will definitely give you an edge over other players in mana. Also I'd recommend putting in at least 3 more islands.

  4. Acid Rain: This card makes me lol against mono green players. It seems entertaining but may be a useless draw when playing against decks that don't run green. Or even if they do run green it could be something like my Surrak Dragonclaw deck that only runs a few forests with most everything else being nonbasics that don't have forest type like Karplusan Forest. Due to this, if you want to put in some land hate, run Frozen AEther. People will hate you but it's not too mean and it certainly puts you ahead and gains you even more counterspell advantage.

  5. Sphinxes: Here are some Sphinxes I've found that I think would really do you a lot of work and versatility in this deck: Guardian of Tazeem, Chancellor of the Spires, Sphinx Ambassador, and Deadeye Navigator. Yeah, I know the Navigator isn't a Sphinx but he can blink your Sphinxes to get their ETB effects as well as Unesh's trigger. Endless value for only 2 mana.

  6. Target Removal: I would recommend taking out a couple counterspells in order to fit in Reality Shift, Rapid Hybridization, Pongify, AEtherspouts, or AEtherize. These cards have insane value. Everyone expects a counterspell, but nobody expects their Pathbreaker Ibex to suddenly become a 3/3 Pepe the frog at the end of main phase.

  7. The Immortal Sun. This card would do wonders for this deck- you saw first hand how well it worked on Saturday night. Imagine James trying to play that goddamn Teferi, Temporal Archmage with Immortal Sun out. Glorious.

  8. Terramorphic Expanse and Evolving Wilds. Think about these two for a second. They come into play, you sac them and go fetch and island and put the island into play tapped. Your deck is mono blue- so the only thing you can fetch with these is a basic island. If you just replace these with basic islands they'll come in untapped.

Anywho- those are my recommendations! Hope they help and I'm really looking forward to seeing you play this deck! Sorry I went into so much gross detail about my suggestions but I really do love looking through lists and then writing about them.


Pheardemons on Platinum Moon

4 months ago

Love the idea. I think your sideboard needs some serious work. There are decks that go around and under you before you even set up. Mainly zoo, dredge, and the like. If you can get to midrange then your deck definitely has an advantage. Couple of thoughts. Snapcaster Mage? Allows for the double use of a lot of spells. It essentially doubles your cards from 4 to 8 (in theory). Maybe not a full playset, but I would say a 1 to 2 should be in here somewhere. For a control measure, you could add in some mainboard Blood Moons, if not at least sideboard. Can help take your opponent off colors, as well as stop some matchups like eldrazi or regular tron. If you go that route, maybe add in some more islands to ensure you have your blue.


You should consider cards that are helpful in the meta. Grafdigger's Cage and Relic of Progenitus are the main go to cards against graveyard strategies if you're not in black for Leyline of the Void.

A couple of Negates probably would be good to switch out a Mana Leak or Remand depending on the matchup. Remand is terrible in burn, but great against tron (excluding Ulamog, the Ceaseless Hunger). Mana Leak can be great in burn, but pretty terrible in tron. I'm not saying that Negate is specifcally good in these matchups (pretty good though), I'm just making note of different decks and different playstyles that cards can be good and/or bad against.

You may want to include some Vapor Snags (probably a couple mainboard) because your list doesn't do but so much against Death's Shadow. You are hoping to get to four mana to cast Madcap Experiment or Cryptic Command to try and save you, and that is only if your opponent hasn't Thoughtseized your answer at that point.

Mindbreak Trap and/or Summary Dismissal are good cards against storm (Grapeshot) and/or Emrakul, the Aeons Torn. Both exile Emrakul, the Aeons Torn, but Summary Dismissal stops the extra turn trigger as well.

Surgical Extraction is a great card for just about any sideboard. It can help take apart combo decks at instant speed.

Potential alternate win con - Keranos, God of Storms. Pretty good card here. If you are able to up Jace, the Mind Sculptors in the deck, a possible is Thunderous Wrath, but that is kind of cute. Not necessarily efficient enough.

CheeseTheGunslinger on Blue Tron Scrimage

4 months ago

Pheardemons just blew out an Emrakul, the Aeons Torn with Summary Dismissal way satisfying!

Pheardemons on Blue Tron Scrimage

4 months ago

I understand that as well. There is a solid 20 price difference between the two. U-tron plays counters which is why some people don't care for Mindbreak Trap. However, since you're playing a card that is similar, maybe it is worth it. I'm only mentioning it because you're playing a similar card, plus, gift's storm is everywhere. At least in my meta. It's a card that can definitely destroy them by making them combo out, then you stop all of the spells, at that point you can just sit and wait until you draw what you need because essentially they're out of gas.

Those are just the thoughts and suggestions. If big names don't play it, there is definitely a reason behind that. Again though, if Summary Dismissal has worked for you, you don't need to fix it when it isn't broken.

Pheardemons on Blue Tron Scrimage

4 months ago

I believe the reason a lot of people are saying Mindbreak Trap (aside from the fact that it costs 0 mana eventually), is that double blue tends to be a little difficult for blue tron. You run 8 sources, and I'm sure you've been in the situation of holding cards back just to counter something because you have to choose between the two. Mindbreak Trap allows you to stop something for free, AND hold up counters, or cast for free if needed. I completely understand that Summary Dismissal is better overall for stopping Emrakul, the Aeons Torn because it will also stop the extra turn trigger. However, Mindbreak Trap tends to be better in the meta we're in with Gifts Storm running about. Not to mention, a free counter if you get into a counter war with another control player.

I noticed something that wasn't in your sideboard, Trickbind. You seem to be worried about so many triggered abilities, so here is a card you should look into and playtest. I know that adding in both is more slots, but since you're considered 4 Summary Dismissals maybe do a split of 2/2 here. That's what I have in my deck. Trickbind hits ALL of the same cards that Summary Dismissal can hit, except of course Emrakul, the Aeons Torn which will resolve, but your opponent won't get another turn. If Emrakul, the Aeons Torn is truly that prevalent and is constantly cast that much in your meta, by all means keep Summary Dismissal, but some food for thought. I just wanted to lay out some reasons as to why people keep recommending one card over what you're playing. Of course, above all, play with what you like. It is more important.

CheeseTheGunslinger on Blue Tron Scrimage

4 months ago

Flooremoji I guess my thought with Summary Dismissal is that it's good vs Tron, Eldrazi, Storm, Humans, Planeswalker abilities, decks that rely on ETB and trigger effects, anything that can't typically be countered (since it's exiled), and now Jund/any deck playing Bloodbraid Elf. I've actually considered running 4 in the side. But I have been meaning to do some testing with Mindbreak Trap

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