|Commander / EDH||Legal|
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|Ravnica: City of Guilds (RAV)||Uncommon|
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Activated abilities cost (2) more to play unless they're mana abilities.
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Suppression Field Discussion
1 week ago
I had a new idea: Use Enduring Ideal to get a Fall of the Thran , then, on your upkeep Aura of Silence it before it gets the 2nd lore counter after your your draw step. This will stop lands from coming back, and opponents will be unable to pay for the Ghostly Prison and Suppression Field . And, it's not like you need lands once Epic is happening.
2 weeks ago
Fr0sty11 So first of all, I'd like to mention that I really haven't done much with this decklist for a couple years. I pretty much bought every card in this deck with a budget of under $5, but the meta seems to have changed enough to increase the price of some cards.
I haven't been playing the deck recently because I've moved on to some other decks that I enjoy, but from my previous experiences, I've found that this archetype can morph to more playgroups than you'd think, you just need to think about the long game. That being said, I think this deck definitely fits in the 60-75% range in terms of meta. Anyways, let me clear some things up:
The deck can play to multiple different archetypes: Control, Group Hug, Mill and Pillow Fort are the biggest ones. A big thing to keep in mind with this is that depending on your specific playgroup, you'll probably want to tune the deck to suit the problems that you are facing. Personally I don't play against many enchantment wipes. Have problems with board wipes? Try tossing in Faith's Reward or other redundancies such as ways to give your stuff indestructible. Counterspells also work.
Your opponents will remember your past games, and they will try to avoid past mistakes. A big thing about this deck is attitude. If you come in saying "Hey I'm gonna mill y'all", people are going to be wary of your generosity in letting them draw cards for example. They might also take your offerings as threats, undermining your biggest way to protect yourself. In general, you HAVE to run this deck as a group hug deck, and swing the game into your favour once the game is close to an end and you can get people to root for you. The best way to get to this win condition by playing as a group hug deck is to swap in cards that subtly work well for you while benefitting everyone as a whole. A good example of this is Collective Voyage , which gives everyone lands, but it also might get you a lethal Strength of Cedars or enough mana for an insta-mill.
An addition to the previous point, if you want to win multiple games in a row, you're going to need to find a different angle each time, otherwise you're going to attract unnecessary attention; If, for example, you won one game by pumping up Walking Archive , people are going to be afraid if you play that card again, so consider trying to look for counterspells and play something like Forced Fruition instead on your next game, allowing you to lead your opponents into a trap, or go a completely different angle, either winning through politics or again playing an angle like Strength of Cedars .
Don't feel bad if you have a losing streak, the deck is mainly focused around making the game wacky, and other people aren't going to have fun if you're winning too much. While winning is the goal, it's not what you should exactly aim for for the majority of the game, since I really made this deck just to see what crazy shenanigans could happen.
My playgroup tended to play nice with politics when I made this deck, but if your playgroup is different, you may want to add more ways to discourage your opponents from attacking you. Caltrops is a good example, or any other pillow fort card (I tried to avoid these), and if you find that there is just too much in play, try something like Portcullis instead.
There are really no "necessary" cards. The point of the deck is redundancy, so if something is out of your budget range it's totally fine not to include it. Try looking at other people's suggestions, the maybeboard, or other decklists if you'd like more inspiration, but usually the best thing to do is look at the problems that you are seeing and put some patches on those holes.
I was never able to test this deck against combo, mainly just goodstuff decks. If you're having trouble with combo, try something like Torpor Orb , Suppression Field , Grafdigger's Cage or just more counterspells. The weirdest thing to balance in this deck is contingency plans, so I had to go with purely what worked for me.
Opposing control decks are your friend, just don't make yourself look like a target to them. Usually they will attract a lot of hate, so you can let them counter the scary stuff while taking hits, and once they inevitably die, you may have enough resources to assemble a wincon.
Have other decks to play, because people will definitely get tired of having you throw too many wrenches into their plans. The deck is meant to be a fun thing that you play every once in a while, so too much of it can be a bit annoying to opponents.
Finally, I'd like to mention that with this deck you REALLY need to know when to hold things back. This deck requires a lot of knowledge of your opponents' decks as well as a lot of patience, so if you're just playing your hand, you will most likely attract too much attention. If you notice that you are attracting too much aggro, take a step back and reassess how you've affected your opponents. You may find that if you just waited for an extra turn, you could have won rather than getting your stuff removed.
Anyways, this was just a lot of random thoughts, but I hope it helps! I really believe in this deck, but I definitely need to revise some things now that I've made more control decks and, well, played more commander. This was the first deck that I've ever purchased for EDH, so it definitely holds a special place for me, and I hope that it ends up working out for you! I'll see if I can find some budget options later, but for now I need to sleep...
3 weeks ago
I have to take time to consider your other suggestions but in this deck I prefer Suppression Field over Pithing Needle because it tends to hit multiple things and taxing an opponent to fetch and activate a planeswalker or activate an Aether Vial really limits what they can do each turn.
These days I'm actually more in favor of Sorcerous Spyglass than Pithing Needle because of the information it provides. Even when you know the opponents list quite well there is often a better in hand target than just naming their big guns right away.
Lord_Grimm on Hexes
1 month ago
Eidolon of Rhetoric , Replenish , Arcane Laboratory , Solitary Confinement , Mystic Remora , Rule of Law , Unquestioned Authority , Suppression Field , Energy Field , Edge of Divinity, Standstill , Curse of Verbosity
1 month ago
Have you ever considered running Suppression Field and Rule of Law ? It can be fair to think of them as the Ghostly Prison or Windborn Muse for decks that don't use their combat step to win the game, and they can be helpful when it comes to slowing down fast games.
1 month ago
Oh, I forgot some things. I'll just list there below without any real ordering.
Ward of Bones is an annoying card. Nevermore prevent your opponent casting Vannifar on T4. Suppression Field slows down Vannifar and any other creature's abilities (fine with creatures you're running). Scepter of Dominance is something to consider (even if it's slow, it taps anything each turn). Mishra's Helix (which was one of my favourite card in Hokori stax) is strong alongside Extraplanar Lens and makes a good mana sink that slows down your opponents.
1 month ago
Dark Betrayal doesn't seem like it would set the Gitrog player back that much, it probably only buys you a turn. Slapping Darksteel Mutation on it at least forces them to dig for enchantment removal or a sac outlet [and the sample list I looked at only has discard outlets] so maybe you get a couple more turns to find a longer term answer or win with your own combo.
Not an expert on the differences but I believe Gitrog's abilities are as follows: Deathtouch = static ability, upkeep cost, play extra land = static and draw card = triggered ability; so no activated ones so I don't think Cursed Totem or Suppression Field hurt it, but they would stop your Walking Ballista
1 month ago
My deck: Flame Haze
My deck's focus: Win through infinite combos. (Most of which are graveyard-based.) The deck description is under construction. I'm only looking for solutions that can effectively disrupt my opponent's combos without hurting my own. (So no to Rest in Peace .)
My infinite combos:
I've already boarded in cards I believe can help stop my opponent's combos, but I'm not sure if I could be running better options, which is why I'd like second opinions on what I am running as well as what better options may be usable as well.
Cards I've included to combat Flash-Hulk and Gitrog:
Pyroblast - Flash-Hulk
Red Elemental Blast - Flash-Hulk
Dark Betrayal - Gitrog
Cursed Totem - Both
Suppression Field - Both
Yixlid Jailer - Both
Question for Gitrog players: Lastly, while I am no Gitrog expert, I understand that so long as you have the Gitrog Monster, a discard outlet, and a Dakmor Salvage to loop with you can always manipulate your deck to consistently reach the same outcome through a deterministic number of cycles which leads to winning the game. My question is in regards to using your discard phase to discard Dakmor Salvage in order to win the game. While I understand discarding Dakmor this way leads to another discard phase and so on and so forth - cycling through your deck with this specific method does not always create the same outcome through a deterministic set of loops, and would not be a legal way to win the game in a tournament setting due to its un-deterministic nature, correct?
If so I am only interested in playing EDH under what would be allowed in tournament play, and I'd like to discourage any rule-bending win-conditions within my play-group otherwise it would force me to build around nonexistent problems when it comes to real events. That said I'm just too uncertain about the specific jargon and wording I'd use to accurately inform the other players as to this particular side of the gitrog deck given it's very complex interactions as well as it's specific implications with the rules. Simply put, I'd like to have an expert elaborate to me on what needs to be said so that I can just say "no" the next time this comes up without coming off as someone who is clueless over what they're talking about. Thank you.
Suppression Field occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%