Supreme Will

Supreme Will

Instant

Choose 1-

  • Counter target spell unless its controller pays 3.

  • Look at the top 4 cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.

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Trade

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Want (2) bloodmoonhowler , thomas9790

Printings View all

Set Rarity
Hour of Devastation (HOU) Uncommon

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Supreme Will occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Blue: 0.15%

Supreme Will Discussion

Azeworai on Animar Elemental Tribal

1 month ago

Okay, so I am quite fond of brews that are delectation to pilot, but I am beholden to recommend some changes.

Now, Panharmonicon is a fantastic card, but there are only eleven ways to trigger the thing in this deck. Two of those are Draining Whelk and Grave Sifter, so, whilst they may have their moments, they seem lacking for doubling _ETB_s. This is my same opinion for Conjurer's Closet; what value is blinking something? Flameshadow Conjuring is in the same boat. These all become useless far too quickly, save for maybe Risen Reef shenanigans. Bramble Sovereign somewhat falls under the same folly, but I don't believe it to be as narrow.

Another thing to consider is the mana costs of cards. The majority of your curve is at three, which is probably when you would want to cast your commander. Ramp at two mana is far more ideal, as athwart to Keyrunes and Cluestones. I'd cut Temur Banner, Harrow, Gruul Keyrune for Talisman of Curiosity, Talisman of Impulse, and Rampant Growth. Wayfarer's Bauble is also of note. Llanowar Elves, Fyndhorn Elves, and Elvish Mystic each can draw cards off of some of your effects late-game whilst being incredibly effective early.

Pillar of Origins is a fine card, but it only produces mana for elemental, being twenty cards in your deck and the commander. This leaves seven lands with activated abilities and forty-two nonland, non-elemental cards that cannot be used with the Pillar. I would just use Talisman of Creativity.

Seeing as that you have ramp in the command zone, doubling down on card draw seems important. Guardian Project, Beast Whisperer, Garruk, Caller of Beasts, Primordial Sage, and Vanquisher's Banner can draw off of each creature. Kindred Discovery is an especially potent one. Shamanic Revelation and Collective Unconscious each can refill the hand well, but Tishana, Voice of Thunder may just be the best form of this effect.

I would perhaps include more elementals and/or more creature tutors. Perhaps specific creatures for situations, such as Collector Ouphe and Reclamation Sage.

If budget so allows, Thassa, God of the Sea, Rhystic Study, Sylvan Library, and Cyclonic Rift are as good as they are played.

Specific to your deck, Vivien, Champion of the Wilds just seems lovely.

Seeing the decklist, it seems to have a sparse amount of interaction. Reality Shift, Incubation / Incongruity, Imprisoned in the Moon, Song of the Dryads, Lignify, Pongify, and Rapid Hybridization are some to consider. Kenrith's Transformation even replaces itself.

I run Decimate in every deck I can. It is absolutely amazing and has literally never been lacking.

Some counter magic is always great; Supreme Will, Counterspell, and Forbid are some favourites of mine.

That shall be all from me!

I do have a couple of tribal decks along the same route as this if you so wish to peer upon them: Eladamri, Leader of Skyshroud The River Anew

Good luck and happy casting.

Berndh01 on UR Spellslinging

2 months ago

I really like your list. The low 2 drop slot is hard. I feel like you're already playing the good ones. I would maybe recommend considering: Condescend ? Maybe even: Into the Roil or Blink of an Eye . I feel like once certain threats are in play your deck doesn't have a lot of answers to them and late game bouncing a mid-range threat and drawing a card is super relevant. An argument could also be made for Censor and Lat-Nam's Legacy ? Eh?

For your threats, I really like Brineborn Cutthroat . I'm also a fan of looter Jace Jace, Vryn's Prodigy  Flip. I personally would maybe play them over the goblins. They come in a turn sooner and I feel like they're both viable threats even if they don't start producing tokens. Not to make your list literally the list by WindyDelcarlo, but I'm also a big fan of Dack Fayden and Saheeli, Sublime Artificer .Taking a tinker'd out target or Crucible of Worlds with Dack Fayden feels reeaaallly good. I could see the goblins you have maybe being a bigger threat than Saheeli, because you don't always have a relevant threat to make a copy of. I'm also a sucker for Baral, Chief of Compliance .

Two cards that I think could be better slots are: Dive Down and Ionize . I think I would value things like: Disallow , or Supreme Will . I also like Divert better than Dive Down . It's more versatile and will probably save your creatures from the same spells as well as win you a counter war.

I would also strongly urge you to play Blood Moon and Magus of the Moon . Maybe Back to Basics .

Grubbernaut on Grixis Midrange

2 months ago

Negate and Disdainful Stroke in the main seems pretty rough; what about Censor or Supreme Will ?

Grubbernaut on UBG Hydra Tempo

2 months ago

There are several strict upgrades over Cancel available in pioneer you might consider; Void Shatter dodges Mystical Dispute due to devoid, Sinister Sabotage feeds the yard, and Disallow can also hit abilities. I'd probably go with Sabotage in this build. You could also consider Supreme Will to have the option for Impulse mode on an empty board. Alternatively, both for CMC and for reliably feeding hydra, cutting cards for Thoughtseize is probably a good move, as well.

Drown in the Loch seems "just okay," but I think it's reasonable as a 2-of. There's just so many decks abusing Dig Through Time that it becomes dead a lot of the time.

I like the idea! Cheers!

Grubbernaut on

3 months ago

I would nix Sage's Row Savant for Overwhelmed Apprentice . I think it's worth going -2 island, -2 counterspells (probably Quench ) for +4 Opt .

I'd also lose the remaining Quench for Syncopate , since it can still counter something turn 2 but gets better in the late game.

I think having a couple of "sweeper" options mainboard is worth considering, too; Cyclonic Rift is probably the best for its versatility, but Crush of Tentacles is a good budget option that can also be your backup wincon.

If you'd like to stay heavy on counterspells, too, Supreme Will will give you a little more flexibility than the true hard counters do.

Cheers!

Azeworai on Kumena EDH

3 months ago

Merfolk is always a potent tribe, but I do see some incongruous elements that ought to be obviated.

For the basics of a deck, I have some recommendations as for what may be excluded.

Storm the Citadel is a fine card, but it's restrictive and must be done on your turn, with a board state. Removal is best when it can be used both if you're ahead or behind in the game.

Transguild Promenade and Gateway Plaza is a land with a casting cost. I'd recommend some basics in their place.

Kiora, Behemoth Beckoner only draws cards off of six creatures in the deck, and thence doesn't bolster much. Lords help, but card draw is more applicable when it's not dependent on your board-state. Curious Obsession falls unto the same category.

Spark Double is quite restrictive that doesn't do much on its own. Cloning the commander doesn't do much, either, so a worthy target isn't always available.

I'm not quite sure why Clear the Mind is in here.

Geode Golem doesn't actually cheat the cost of the commander by too much, so perhaps it doesn't merit inclusion.

Tidal Flats is a card selcouth to me, and I don't quite understand its purpose. It can mess up blockers, sometimes. The opponent needs to have no open mana, otherwise, it's useless. That's very easy to play around and I'd prefer just a kill spell.

Heraldic Banner , Simic Locket , and other three mana ramp options are a bit slow to really provide ramp. Talisman of Curiosity , Mind Stone , and Rampant Growth do the same for less.

You have an awful lot of lands in here. A deck-building strategy I adhere to is fewer lands in place of draw spells. They have more utility late-game and can still find lands if need-be.

As for the theme of the deck, I have some potential implementations.

Kiora's Follower is an on-tribe creature that synergizes with the strategy, and ramps. Only great. :)

Stonybrook Banneret spells itself out.

Thada Adel, Acquisitor is a fun card that people will always murder on the spot. Though, stealing a player's Sol Ring feels great.

Coastal Piracy and Bident of Thassa are similar to Seafloor Oracle , and more effects like that are always nice. Kindred Discovery is an enhanced version, too.

Animation Module is a fun option that could supply some benefit at a cheap cost, and Hardened Scales does the same thing.

Cytoplast Manipulator is a splendid option for your counters theme.

As for removal, Reality Shift , Krosan Grip , Pongify , Beast Within , Rapid Hybridization , Kenrith's Transformation , Incubation / Incongruity , and Imprisoned in the Moon . Kill spells that strand a commander on the battlefield are always annoying to deal with.

Cantrips! Impulse and Supreme Will fill the role rather well.

Seahunter , Forerunner of the Heralds , and Merrow Harbinger work wonderfully as tutors.

At last, Vigean Graftmage seems perfect.

Alas, welcome to the format, and may you slaughter the opposition with your irriguous fiends. :D

I do have my own list if you wish to peer upon it: The River Anew

Grubbernaut on

3 months ago

Sub Cancel for either Disallow or, probably better, Sinister Sabotage ; depending on what wincon(s) you like, Didn't Say Please could be excellent, too. You might also consider Censor or Supreme Will for more flexibility.

I would also find room for Overwhelmed Apprentice , and maybe even Vantress Gargoyle . If you add in Opt , you could also reduce land count.

Regarding lands, I would definitely consider two Castle Vantress and some number of Mystic Sanctuary . Memorial to Genius is a decent consideration, too.

If you're dead set on the Serpent, I'd also add in 4x Witching Well , though I think Gargoyle is a better wincon. Depending on which route you go, I'd also consider Treasure Cruise , Dig Through Time , or Into the Story . Jace, Vryn's Prodigy  Flip is an all-star, too.

You might consider adding in Ipnu Rivulet or other colorless producing lands in order to play Spatial Contortion or Warping Wail , as well; if not, Walking Ballista is decent removal in Pioneer.

Cheers!

mortifolkmurphcaster on

3 months ago

Hey xaarvaxus Nice thanks man, I forgot about Supreme Will but that is a great suggestion! I'm definitely not running Thieves' Fortune for the prowl cost haha. It's just another instant speed cantrip that can setup my Tunnel Vision , so getting a mana leak attached to it would definitely be a plus.

The Chainer suggestion is interesting, I have to think about that one. The plan is to win on one trigger of Gray Merchant in combination with my other creatures' triggers. All my other black creatures punish my opponents for having creatures ETB from my Living Death and deal additional damage as a result.

I have Phyrexian Arena and Necropotence so those can definitely be added and No Mercy is great, didn't know about that card and I've been looking for some additional protection/aggro deterrent.

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