Activated abilities cost (2) more to play unless they're mana abilities.
Printings View all
|Ravnica: City of Guilds (RAV)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Suppression Field occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Suppression Field Discussion
1 week ago
1 month ago
Most of the good hatebears have been mentioned already. Here are some more annyoing cards I can add to the list hereabove: Tithe Taker, Suppression Field, Angel of Jubilation, Eidolon of Obstruction, Eidolon of Rhetoric, True Believer, Leyline of Sanctity, Auriok Champion, Kor Firewalker and Aegis of the Gods.
Note that, though I find the archetype very cool, Hatebears - just like DnT - isn't very good in Modern. You have many degenerate strategies going around so unless you know the local meta like no one else, it'll be very hard for you to pull off results at big tournaments. Now if your goal is to have fun and/or try to win your LGS's FNM's then that's totally fine ;)
2 months ago
In any case shouldn't we be running magistrate as well, specially with stuff like Suppression Field in the maybeboard?
6 months ago
Do you guys even play in competitive pods? Stax is a very easy match up for flash hulk players. Just hold removal before you combo if one of the 6 pieces that shuts you off is actually in play.
With the exception of stax pieces that shut off the flash hulk combo, almost every other stax piece actually helps the flash hulk player, because it lowers interaction from other players and allows them to combo in peace. Yes, the stax will hurt the flash hulk player, but its hurting the other players even more. You're creating an advantage for them by deficit, because the deficit is bigger for other players.
- Rule of Law and variants don't hamper the finding or executing of flash hulk
- Sphere of Resistance , Trinisphere , Winter Orb , Static Orb , and similar lower the amount of interaction other players are able to meaningfully hold against the flash hulk. Flash hulk must only assemble 2 mana to execute the combo, so even with tax or slow down pieces it doesn't take long for them to assemble the mana, even under Trinisphere
- Creature wipes or other board wipes don't really slow the flash hulk game plan, unless your wipe is at instant speed. The new fish hulk allows players to hold priority and fully execute the library flip into GY and stack the trigger before passing priority, negating instant speed wipes as a method for interacting
- Grave hate pieces are now irrelevant unless they stop the death trigger, as fish hulk can execute without reliance on GY
- Artifact hate like Stony Silence hits back up lines or fast mana for flash hulk, but doesn't stop the actual hulk
- Handstax are too slow unless you get a great play like Entomb into Reanimate on a Sire Of Insanity . Incremental handstax like Oppression or Necrogen Mists are certainly strong, but don't dump player hands fast enough to fully stop the flash hulk, but they do whittle away interaction from opponents trying to stop flash hulk
There's only a small handful of cards that stop the flash hulk combo outside of counterspells. We're looking at Pithing Needle Phyrexian Revoker or Sorcerous Spyglass naming Nomads en-Kor . There is also tutor hate with Aven Mindcensor or Stranglehold (and Leonin Arbiter , but thats just a delay, not a hard stop). Finally, you have big creature hate effects like Cursed Totem , Linvala, Keeper of Silence , or Suppression Field . Finally, you have creature hate that removes small dorks, like Plague Engineer , Elesh Norn, Grand Cenobite , or Night of Souls' Betrayal
Not all of those pieces are good enough to warrant slotting. Also slotting all of these pieces would lower your card quality significantly, which causes more losses against all decks that AREN'T running hulk (read: the two other players in the pod)
Part of the reason why its such a big slice of the meta and pretty much the deck to beat is because it is highly efficient, there is strong layering, it plays around stax, and the color identity gives it access to big draw engines, the most efficient tutors, and the most efficient removal.
So you land your Linvala against the T&T fishhulk player. All they have to do is continue to draw cards or tutor up a Path to Exile or any other piece of removal before jamming their combo.
Even if you decide to run Extract and pull the hulk from their deck, the deck isn't dead. You can Thrasios + infinite mana (dramatic scepter most likely) as a win-con. You get labman + consult as a wincon. The deck has very good layering. Even when you shut down the primary goal, it has still been advancing towards the second combo too. The Sylvan Library that was played turn 1 is now digging for consult pieces instead of hulk pieces. The tutors can be used to find those pieces instead. The best part, is that the stax pieces which shut off hulk combo don't shut off the other combos, which is why those combos in specific are layered underneath the hulk package.
I'm going to level with you Megalomania. You have told me you play flash hulk. Then you suggest the solution to fish hulk is to build a deck that makes it easier for fish hulk in pods. Then you say you have limited experience, but "just build the right archetype bro". So my question now is, are you just an extremely bad player who bought a $4000 deck, or are you an angle shooting dickhead trying to spread bad information to help avoid a ban for your $4000 deck?
Honestly, I kind of expect both sides out of flash hulk players. While I do suspect you're a competent dickhead spreading bad info, it wouldn't surprise me in the least if you're a dummy who looked up the most popular tier 1 deck and bought it. Either way, I really need you to stop spreading your garbage information by posting. There are already enough bad players on tappedout, we really don't need any more help in that department.
StopShot The effects from Faerie Macabre and Ghost-Lit Raider are activated abilities from a creature, and are thus turned off from Grand Abolisher . Similarly, Simian Spirit Guide is shut off as well. Similarly, Linvala and Cursed Totem also turn off all three of these creature abilities.
Besides that, you do state succinctly why hulk should be banned over flash in response to the article. I agree. Hulk being legal forces specific and jank deckbuilding requirements.
6 months ago
I totally agree. While it would certainly make mono white commanders far more viable, white already has enough going for it to make it a sought after color for wedges or dual colored commanders.
White sees lots of play in stax decks, as it packs the most hatebears of any color. Thalia, Guardian of Thraben Leonin Arbiter Aven Mindcensor Elesh Norn, Grand Cenobite Grand Abolisher Hokori, Dust Drinker Ethersworn Canonist Kataki, War's Wage are all cards that see competitive play. You have far more fringe cases like Vryn Wingmare Alms Collector Thalia, Heretic Cathar Loxodon Gatekeeper and others which are seen on the fringe. The hatebears become a secondary wincon for competitive by pressuring life totals while also stopping the game.
White also gets a BUNCH of incredible supporting effects for stax builds. Armageddon and the expensive Ravages of War close games. Smothering Tithe plays great under stax. There are also numerous enchantments are shut off combos or lines of play, such as Rest in Peace Stony Silence Leyline of Sanctity Suppression Field and all kinds of less effective variants.
White also gives some of the most efficient 1-for-1 removal. While you will fall behind with 1-for-1's in a 4 player pod, its still important to pack StP and Path. White also gets sweepers for EVERY SINGLE PERMANENT TYPE. You read that correctly kids. You can do A-lot-for-1 trades with cards like Wrath of God Austere Command Cleanfall Paraselene and others.
White also gets one of the best pieces of combo protection available, Silence . White has a few tutors that are playable, Enlightened Tutor Steelshaper's Gift Open the Armory Academy Rector Stoneforge Mystic . You get card advantage via effects like Land Tax Tithe Weathered Wayfarer and more.
True, white doesn't have very many cards with the word "Draw" explicitly on it. You're able to accrue advantage, but its mostly incremental. What white lacks in raw draw you make up for with value. The sweepers are the best example of this imo. The opponent may have drawn more cards than you, but trading 1 card for 10 creatures on the board is effectively 9 card advantage.
I personally enjoy most duals or wedges that include White + Black or White + Blue. I find it to be similar to Green, in that I don't feel bad with having it as a secondary or tertiary color, and that it solves a lot of problems and gives me access to cards I want to run.
6 months ago
well somehow my comment broke. that sucks. Recommend to remove: Voltaic Servant Sprite Noble Empyrean Eagle Golem's Heart Cathedral Membrane Heraldic Banner Journeyer's Kite One of the things you have that makes things enter tapped. Maybe. And some lands.
Recommend: Anthem(1-2 more of at most) Spear of Heliod Obelisk of Urd Leonin Sun Standard Stuff cost less Helm of Awakening Jhoira's Familiar Hatefull Diversionary Tactics Suppression Field Protec Retract Draw Slate of Ancestry Etherium Astrolabe Does Everything The Immortal Sun
6 months ago
So after looking at it real quick, here are lists of lists:
Things I would definitely take out: Show
Things I might take out: Show
Cards to consider adding. Show
The List Show
The Why Show
What? Why? Show
7 months ago
In a misguided attempt to be pro-active during the tournament,and advance my own game plan I am throwing in a wild card I feel will do well to enhance against the tournament's meta. We shall see how wrong I am.