Swan Song

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Hero Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 (C16) Rare
Theros (THS) Rare

Combos Browse all

Tokens

Related Questions

Swan Song

Instant

Counter target enchantment, instant or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.

Price & Acquistion Set Price Alerts

C16

THS

Ebay

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Swan Song Discussion

SynergyBuild on An...Uncoventional commander

17 hours ago

Deck sounds sweet, Stasis makes a great lock with is, as does Static Orb, Winter Orb, and some tutorage for those cards in the form of Muddle the Mixture, Enlightened Tutor, etc.

From that base, you could go more into turbo-stasis with Blind Obedience, Tangle Wire, Kismet, and Frozen AEther type cards, stax with Sphere of Resistance, Thorn of Amethyst, Grand Arbiter Augustin IV, and Thalia, Guardian of Thraben, or permission control with Counterspells, Swords to Plowshares, Terminus, Supreme Verdict, and other control cards.

This could also be backed up be a strong walker plan, think Teferi, Temporal Archmage, Jace, the Mind Sculptor, Jace, Architect of Thought.

Additionally, Teferi works well without creatures, you could run Humility as one of the harshest anti-creature cards, Cursed Totem to shut off more commanders, etc.

In a playgroup filled with walker commanders, Pithing Needle and Sorcerous Spyglass are great removal, as is anything else that can do similar effects. Suppression Field forces the issue that Stasis asks:

Can you pay for that?

Also, with a stax plan, or a control one in general, Rhystic Study is more powerful than usual, and never forget Mystic Remora! These cards should be pretty good.


Other than that, more cards that fit here are:

Jace, Unraveler of Secrets, Tamiyo, the Moon Sage, Brago, King Eternal (flickers walkers to reset counters&activations for the turn), Azorius Signet, Cyclonic Rift, Fellwar Stone, Sol Ring, Chrome Mox, Brainstorm, Ponder, Preordain, Swan Song, Path to Exile, Damping Sphere, Rings of Brighthearth (doubles walker activations!), Inspiring Statuary, Sphinx's Revelation, Search for Azcanta  Flip, Return to Dust, Fact or Fiction, Mystical Tutor, Arcane Denial, Teferi's Protection, Rewind, Reality Shift, Tragic Arrogance, Cleansing Nova, Treasure Cruise, Dig Through Time, Mind Stone, Sensei's Divining Top, etc.

Ragnar0k on Rafiq Smash Face

1 day ago

This runs too many lands. With your average cost you should cut 3 or 4 of them. You should invest in better artifact ramp: Mox Diamond, Chrome Mox, Mana Crypt, and/or Mana Vault. You should also look a Carpet of Flowers. Furthermore, his deck isn't utilizing anywhere near enough countermagic. Try including: Force of Will, Mana Drain, Swan Song, Mental Misstep and/or Delay.

anton6776 on Merfolk EDH

2 days ago

Also just for some basic staple suggestions - Sylvan Library, Rhystic Study, Burgeoning, Exploration, Green Sun's Zenith, even though its a little off flavor maybe Craterhoof Behemoth, Swan Song, Rite of Replication

multimedia on Boundary conundrum(Aminatou)

3 days ago

Hey, you're welcome.

Syncopate is a lackluster counterspell in Commander. Counterspells that an opponent can pay mana to stop are not reliable in Commander. Having a lot of mana is a big thing in Commander with mana rocks and land ramp both of these make Syncopate unreliable as a counterspell. It is good that it exiles the spell it counters, but if you want that there's quite a few other three mana hard counterspells that an opponent can't pay mana to stop.

The same can be said about Slaughter the Strong; it's not a reliable board wipe because it can possibly leave your opponents with creatures. In Commander you have access to many four mana creature board wipes. If you're going to play a board wipe than you want it to do what's it's suppose to do and wipe the board clean of creatures. This does kill your creatures, but you play a board wipe to have a fail safe if an opponent's battlefield gets too big with too many creatures for the table to deal with.

In my opinion if you want to play another counterspell play Swan Song or Negate both are good at protecting Aminatou. If you want to play a board wipe play Supreme Verdict or Day of Judgment. All are powerful budget cards.


JohnnyCRO on Intet of Infinite Dreams (Combo)

4 days ago

@hkhssweiss

Sorry for taking my time, exams are a thing.

I completely agree that red is meh compared to those 2. IMHO green and blue are the strongest colors in EDH, while red leaves much to be desired here. Every deck containing red I ever tried to theorycraft/build ended up having red as a splash for artifact removal, a wheel or two and a few looters (Mizzix, Kess, even Daretti was more colorless than he was red). It's just that the moment I saw Bloom Tender I started drooling over a potential t3 Intet. And just as that thought make me happy, it made me just as sad to realize that it often "just" provides .

Even if it cannot go toe to toe with Zur, Teferi and similar decks, it can at least make itself relevant there. Thus both becoming a more important deck at the table, instead of being that deck that's 2 turns slower than the rest of the table, and increasing the possibility of surviving long enough to drop Intet and s(t)eal the win here and there.

  • Bring to Light - I love that rainbow lands interaction. I'm tepmpted to put it in the next semi-casual UGx deck I'll build (this might never happen, but let's keep up the good vibes). Still, we agree that id doesn't pull its weight as it is now.

  • Dack - nothing to add here

  • Nissa - I see your point. However IMO at 5 mana you should be making preparations to drop Intet instead. Also, she taps you out without providing any card advantage right away, thus opening a hefty interaction window which opponents can use to set you back more than Nissa was worth. In my experience you need a healthy amount of draw and filtering to reach 5 mana, and after that relying on her to draw cards for every land drop might not give you as many cards as you'd want/"deserve" from such an investment. Precognition Field is no Necropotence, but if you're looking for a draw engine this might be it. You're constantly a card ahead and you immediately get the chance to interact with the board/stack just as if it has drawn you a card right away. I wouldn't recommend it as an optimal choice, but I'd play it over Nissa, at least as a draw engine.

  • Heroic Intervention - I tested it briefly in Edric. And though they aren't that similar, it never did anything that a counter wouldn't be able to. But I often wanted it to be a bit more useful when opponents took the initiative and tried to push for a win.

  • red counters - as I stressed out, and we agree here, it's a meta call. We also agree on Swan Song and the reason I didn't mention it. It's one of the best counters in the format, but in a deck where you depend on your creature(s) getting through, giving anyone flying blockers isn't a good idea.

  • Krosan Grip - leave it in then. I myself kept it in my Tasigur for a long time and now I'm pointing it out whenever I see it in a deck fast/optimized enough that such cmc might be a problem.

I'd leave in Natural State depending on your meta. If you need multiple pieces of artifact/enchantment removal, this one is very underestimated IMO, and it even gets better the more competitive your meta is. However if you want/can remove a removal bc you have too much or you often use it to remove things you'd rather counter, sure.

Also Ponder is very valuable IMO. Digging 3 cards deep is quite good, and the ability to reshuffle and get a random card is also useful. At the low low price of , even sorcery speed can't diminish its usefulness IMO. I've only just noticed that you aren't playing Preordain either BTW.

Dack -> Delay, Bring to light -> Pact and Heroic intervention -> Negate are all tremendous upgrades IMO. I'd just like you to think about Nature's claim, Ponder and Nissa once more. But if you end up doing it your way, it's cool. The pilot and the builder surely knows his deck better than me, I'm just giving suggestions here.

I'm glad that my comments and advice are of help to you.

1) this is a tricky one. Good thing about KReach/Cultivate with high-cmc generals is that they both ramp you and their fix your next land drop. This is important bc high-cmc generals demand a land drop or two more than cheap ones (unless there is some insane artifact ramping going on, but that is too glass cannon for my taste), and this way you can manage to pull off those land drops elegantly while doing additional ramping. This 2 for 1 use makes it possible to have the perks of lower land count while still hitting your drops well. Of course this works best with cmc 5 generals (my best friend is playing Sigarda, Host of Herons this way and it's doing wonders for him. Hate seeing her t3/4 consistently just as much as I'm proud to have helped). However cmc of 6 would require another land drop or more ramp. And what's the point of playing ramp if it just ramps you halfway into something you want? It's about designing a good curve so your spells can work off one another. In this case, it would mind optimizing your ramp package to reach 6 mana consistently (maybe 7-8 with the new interaction package in case your meta has plenty of removal, this one is a tactical decision more than anything else). So if we say you hit your first 3 land drops, for the sake of simplicity, the question should be what can get you from that to 6 mana the fastest. With manabase as finely crafted as yours, KReach/Cultivate don't get you further than a Sol Ring or a Fellwar Stone, and by no means farther than a Mana Vault/Mana Crypt since their ensured 5 mana with raw ramping for 1 immediately isn't worth to you more than ramping for 1 cheaper ramp spells do (since your target spell, your general, has cmc of 6, not 5), but they do it on earlier turns so you can play Intet faster on occasion and they give mana without the need for green or for 3 mana already available to you.

In short; IMO cheaper ramp, be it in the form of spells, dorks or rocks, wouldn't serve you any worse than these do. But cheaper ramp would be more useful on early turns and could help you get away with a bit greedy hands. And though this covers my point, I wanted to explore it a bit more to make a wider point about ramp in general. Why those 3cmc spells are kicking ass in my friend's Sigarda, Host of Herons, why I'm planning to fill my Grand Arbiter Augustin IV with 2 cmc rocks and why Edric decks play even Boreal Druid over things like Fellwar Stone. It's about your curve, about key spells you're looking to cast and about how those two influence the card choices you make.

2) Sadly, again, red has so few excellent cards that IDK if I even could recommend many. Synergy build gave you some awesome suggestions, Orcish Lumberjack and Imperial Recruiter might indeed be what you're looking for. Apart from that, I don't think I can be of help. :-/

P.S.

Sorry for all the spelling mistakes I (might) have made. As you can imagine this took me some time to get down and I'm at least 4h behind on sleep. Thank you in advance.

SynergyBuild on Quest: The lost soldier

4 days ago

Actually, there is a deck that I alone am a proponent of. I have yet to see another player in all of my years of EDH, looking online, IRL, etc for this commander another user of it:

Lu Xun, Scholar General

This commander is simple, a powerful mono-blue commander that while being considered low-tier, can be a powerful unblockable voltron draw-engine, a normal draw engine, or something to attach non-voltron equipment onto.

Ever seen a player be blown out by a few damage? Sword of Feast and Famine making them discard a card, Sigil of Sleep bouncing their biggie into their hand, Sword of Body and Mind milling them ten, and Quietus Spike doesn't help matters on their end ;)

It isn't the best commander, no, however it brings a mono-blue aggro commander onto the field, and can play a great midgame and lategame need be. Like drawing cards? It has you covered, and with extra turn spells for more damage, stacking Tandem Lookout, Sword of Fire and Ice, Fireshrieker and Ophidian Eye or Curiosity, you are drawing some 8 cards a turn, probably drawing another extra turn spell in the process. Sounds like Narset, Enlightened Master some of the time!

Don't worry about the big aggro problems of not being able to deal with threats, you often don't need to tap out, holding up mana for a Swan Song, Counterspell or Into the Roil, sometimes even the overloaded Cyclonic Rift, while still progressing your board by dropping a one or two mana enchantment onto Lu Xun.

See my following three lists for budget reasons:

14 Dollar Super-Duper Budget Varient:

$14 Budget Lu Xun (Mono-Blue Voltron)

Mid Budget Varient:

Mid Budget Lu Xun (Mono-Blue Voltron)

High Budget Varient:

High Budget Lu Xun (Mono-Blue Voltron)

multimedia on Tuvasa

4 days ago

Hey, consider cutting a bunch of creatures? There's several creatures here that are good cards, but they don't really help the game plan with Tuvasa or are redundant. Consider cutting these cards:

  • Yavimaya Enchantress
  • Terastodon
  • Vendilion Clique
  • Sower of Temptation
  • Reflector Mage
  • Knight of the Reliquary
  • Aven Mindcensor
  • Acidic Slime
  • Nyx-Fleece Ram
  • Kruphix's Insight
  • Cryptic Command
  • Counterspell
  • Bident of Thassa
  • Auramancer

Consider adding these cards:

Good luck with you deck.


hkhssweiss on Intet of Infinite Dreams (Combo)

5 days ago

JohnnyCRO

I'm generally not too worried on permanents for Bloom Tender as generally Intet is there on the battlefield with Bloom out. If not 2 for 2 is still value with the general low curve of the deck. I actually have been trying to find more red permanents or spells to add in the deck, it's just that so many of the things that red provides are just outclassed by what the blue/green side of the pie can provide. unfortunately most of the time I use Bloom Tenders mana in conjunction with Intet's...My meta doesn't see Bloom Tender in a deck with 3 colors as lets say a 5C Najeela can do.

Going on to the next point, when Intet goes off it is generally pretty hard to stop even without the counter spell back up due to having Vexing Shusher and Boseiju. Consistently she can go off by turn 5-6, but I already accepted that she can't be a true competitive tier, but I can definitely see this build as being high powered. She can't consistently pull the T3 threatening rule.

Card Choices:

  • Bring to Light I actually agree with you on this, this has been my flex spot and been actually testing it out. This was actually to mainly get my wheels as the most important thing for Intet is consistent CA or having a fully stock hand. There is the time that this can get you an extra turn due to Mana Confluence/City of Brass but the chances are unlikely to have both in play the same game.
  • Dack Fayden I agree on the same sentiments, he hasn't been spectacular, but he has his uses when I steal artifacts, but that's just it. He can help me dig but I might as well use Faithless Looting for sheer efficiency.
  • Nissa, Vital Force As I said with Bring to Light, CA is key, she does make all my land ramp spells into cantrips as well, 5 is a lot and my usual rule of the thumb is that in any competitive EDH deck 5 cmc cards have to do one of two things, A) Give an tremendous advantage or B) Wins you the game. She gives a lot of advantage in being a unkillable CA and being able to activate a turn after. She would be the last to cut if I'm given the choice atm unless there is a better consistent CA engine.
  • Heroic Intervention Now I haven't truly tested this card out as of yet as this card was swapped in from a Mox Diamond, I saw the potential and this was pre-anti counter spell mindset. So yes this card can be cut to test a counter suite package.
  • Red Elemental Blast/Pyroblast These would be more meta call cards as I would run Dispel or Flusterstorm over them. This would be the only type of deck I'm reluctant to run Swan Song however due to Intet needing a combat trigger to proc, same with any Brago decks as well lol
  • Krosan Grip currently at the moment, I'm not having any problems with this nor do I have any problems casting it and it always comes in clutch when I need the split second the most. There are plenty of Paradox combo decks in my area as well as Jhoira decks so indeed the split second is a meta call but I like it in this deck as of now.

  • I do appreciate the insight, and I am not as stubborn about the anti-counter spell as I was before like 3 years ago. My current goal is to refine Intet as far as possible, so right now these are the changes I'm going to include into Intet but I want to know your thoughts.

    These changes seems reasonable to me.


    I have a couple questions for you since you seem to have a good head on your shoulders and as well as some great perspective and MTG experience.

    1. In forgoing hard land ramp, would you think cutting cards like Kodama's Reach/Cultivate for fast rocks be better? or would you say the other way around and cut the 2 cmc ramp spells for the 2 cmc rocks as with the 3 cmc ramp they replace itself. I have already cut out Skyshroud Claim months ago and I haven't entirely missed it at all.
    2. What red permanent/spell do you know that can help this version of Intet? I been doing research a lot and I could of missed some. That has been my biggest dilemma aside from tuning Intet to the most optimal version of herself. There is a entire lack of red and basically the red is in here for the Wheel of Fortune and Vandalblast, I used to run Chaos Warp as well but that has been cut out as sometimes it can benefit the opponent more, slight chance, but a chance nonetheless.
    3. Thanks again for your insight, I have a feeling that after these next couple discussions Intet will be reborn into a new iteration of herself, I'm looking forward to hearing from you!
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