Swift Response

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Swift Response

Instant

Destroy target tapped creature.

HydraOoze on Forces of Hope

1 year ago

This deck looks fun. I would suggest upgrading your removal spells however. Maybe consider switching Swift Response , Fierce Retribution and Expel for Path to Exile , Swords to Plowshares and Generous Gift. Also Winds of Abandon can be a great one sided board wipe.

Nicklaffy2302 on Ether Steel

2 years ago

Looks like a fun and casual deck to play. Some cool ideas here with the Silkbind Faerie and Swift Response. To improve the deck, I would personally take out Revitalize because of your lifegain with Steel of the Godhead, and replace with more protection or interaction like Hindering Light or Dramatic Rescue. Also maybe more card draw/digging would be good like Ponder, Preordain, or Brainstorm.

Feel free to check out my W/U Control deck if you want...it's aight.

Yesterday on Coral Fighters and delayed combat …

3 years ago

Yep. There's a 'declare blockers' step that ye need to go through for the opponent to declare no blockers for this creature, even if they don't have an opportunity to actually block it. After no blockers are declared for this creature, its ability triggers.

So, if they have no available blockers, they'll still get a chance to kill it with something like Swift Response after it's been declared as an attacker but before its ability triggers.

Raknulfr on StopVorinclex

3 years ago

He is just a creature and in most games he survives exactly 1 turn, so I think he is fine. You don´t need decks to stop him, one or two cards for creature hate is enough. White plays Banishing Light or Swift Response as soon as he attacks, blue just counters him or any kind of "loses abilities" enchantment ( Frogify Mystic Subdual ), black has countless of "destroy target creature" options, red either sends enough damage his way or is faster than he even hits the board and even green can just deathtouch + any kind of fight effect or Kenrith's Transformation him.

Yes he is strong if you don´t remove him but it isn´t like it is hard to get rid of a creature.

Caran_Lyg on Vorinclex the Finisher

3 years ago

Both Doomskar and Revoke Existence can go to the sideboard. You can replace it with removal like Swift Response , Swallow Whole , Glass Casket or Angelic Ascension .

TheVectornaut on Blue/White Life and Defenders

3 years ago

I think a good place to start would be to evaluate what goals are the most important for your deck while making sure you don't have too many ideas that compete against each other. When I look at the deck now, I can see the general idea of a U/W control list that takes advantage of freeze and lifegain to prolong the fight until you can win. However, I see some major problems with the plan as it is now.

First, the deck lacks a clear win condition at the end of all the control. You'll either need to chip away over the course of a slow game with your smaller creatures or hope you have enough freeze effects to get your big guys in late-game. Control deck usually opt for some type of haymaker that can reliably close the game. Some like AEtherling and Gideon, Ally of Zendikar are designed to protect themselves, some like Celestial Colonnade and Shark Typhoon place emphasis on evasion, some like Torrential Gearhulk and Snapcaster Mage give you as much value as possible, and some like Jace, the Mind Sculptor and Teferi, Time Raveler deny your opponents of counterplay. There's a lot of overlap within those categories and not all of these cards will be played as a wincon, but having a clear plan to win is better than only playing to not lose. The closest cards you have are probably Serpent of Yawning Depths and Archipelagore. Sea monsters are certainly a fine casual deck but slotting them into something else can be awkward at best and ineffectual at worst.

The second problem I see is the missed potential of your chosen colors combined with your chosen tribe. Right now, you have very few ways to take advantage of the clerics in the deck. Clerics are intended to be W/B since you get access to powerful new tools like Orah, Skyclave Hierophant, Taborax, Hope's Demise, and Cleric of Life's Bond along with classics like Sin Collector, High Priest of Penance, and Skirsdag High Priest. The lifegain/drain synergy in clerics also benefits from orzhov colors to play threats like Angel of Destiny, Vito, Thorn of the Dusk Rose, Marauding Blight-Priest, Speaker of the Heavens, Ayli, Eternal Pilgrim, Twilight Prophet, Pious Evangel  Flip, Drana's Emissary, and Cruel Celebrant.

Incidentally, black also synergizes quite well with tapdown effects because of Assassinate cards like Royal Assassin, Deathbringer Liege, and Murderous Compulsion, although white does have its share of Vengeance with Sunblast Angel, Deadeye Harpooner, and Swift Response. Anyway, now that I'm on this tangent, it's worth mentioning that including strong freeze effects is important if you want to make such an underused mechanic work. I'm partial to Dungeon Geists and Icefall Regent as permanent taps, but there's also Guardian of Tazeem, Niblis of Frost, Tamiyo, the Moon Sage, Time of Ice, Lorthos, the Tidemaker, Frost Titan, and Hands of Binding. Alternatively you can use cheaper cards that can retap a creature each turn like Gideon's Lawkeeper, Blinding Souleater, Fatestitcher, Hidden Strings, and Minister of Impediments. The final category I'll mention are other cards that take advantage of tapping enemy creatures like Palliation Accord and Verity Circle, except I'd only ever recommend the latter.

In summary, I think you should decide whether you're more interested in clerics or in freeze since they don't synergize with each other that well. For clerics, switching to black and taking advantage of lifedrain and sacrifice is advisable. For freeze control, find ways to abuse tapping, implement a strong win condition, and generally include more card draw and countermagic. If you are dead set on combining these styles, I'd at least invest in some tribal support cards to give the clerics more impact than just weakly contributing to the party mechanic. Adaptive Automaton, Door of Destinies, Obelisk of Urd, and Coat of Arms are some popular options. Finally, if your budget doesn't allow you to purchase many new cards, prioritizing the acquisition of additional copies of your strongest but cheapest cards is a good way to upgrade. For this deck, I think those cards are Attended Healer, Cleric of Chill Depths, Hypnotic Sprite, Kor Celebrant, Luminarch Aspirant, Queen of Ice, Shepherd of Heroes, Skyclave Cleric  Flip, Concerted Defense, Dovin's Veto, Negate, Inscription of Insight, Staggering Insight, Trapped in the Tower, and maybe Silundi Vision  Flip. Good luck with your build and let me know if you have any questions!

DiretheKingEternal on DN pt 2.

3 years ago
  1. You're playing green, so you should probably include some more creature based ramp like Sakura-Tribe Elder, Dawntreader Elk, and Diligent Farmhand. That way, you can recur them with Karador, They'll count towards his ability, and it'll also reduce the average cmc of your deck (3.8 is really high). (One-off cards that sacrifice themself are also good, like Caustic Caterpillar.

  2. Replace Betrayal of flesh with Dread Return. Dread return is a better recursion tool, and you can find better removal elsewhere, like Murder instead of Swift Response.

  3. replace Hokori with something else. you need mana to recur stuff and it just doesn't synergize with the rest of the deck.

  4. you need WAY more ramp, and 44 lands seems a bit too slow. Maybe take out some taplands and replace them with mana rocks. given the high cost of your deck maybe remove like 3 taplands

You should overall replace a few of your 6-7 mana cost bombs with lower cmc cards, since it'll result in fewer turns where you can't play anything in the deck.