Counter target spell unless its controller pays . If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Printings View all
|Mystery Booster (MYS1)||Common|
|Guilds of Ravnica: Guild Kit (GK1)||Uncommon|
|Return to Ravnica (RTR)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Syncopate occurrence in decks from the last year
All decks: 0.34%
Commander / EDH:
All decks: 0.01%
20 hours ago
Also, you may want to change your counterspell suit. Your Isochron Scepter has only two targets (your infinite combo and cyclonic rift non-overloaded).
If your purely going for X-spell/hydra flavor then keep the likes of Syncopate but otherwise Swan Song, Flusterstorm, Counterspell, Unsubstantiate, and Delay will act as more efficient counters and provide for extra backups for the scepter.
Why run Bloodrite Invoker and not Lore Weaver? You already have ley weaver, which gives you the other half of the combo. With ley weaver you just use your infinite mana to draw most of your deck and then win or deck out your opponents. Bloodrite seems like a worse option when either ley weaver or lore weaver alreday gets you the other one.
2 months ago
kerk123 Thanks a lot for the input! What's the main reason for dropping Gearhulk? The upside of being able to cast Dig Through Time off of a gearhulk seems like enough to have board wipes and some creatures. I do feel I should have more plains as Castle Ardenvale has been good in grindy control decks. Because I like the availability to scry, I may go down on an Irrigated farmland and 2 Field of ruin. I have noticed lists running Commit and was wondering why that was the case. Is it for Inverter? Would you replace Syncopate with Settle?
2 months ago
Add 4x Censor
3 months ago
3 months ago
I don't like Glacial Fortress cause it isn't helping in any way. Ideal scenario is to have first 3 lands come into play untapped. When you have Glacial Fortress it's less likely to have optimal plays since you would need to play for example a hand with 2 lands, that would be 1 Glacial Fortress and one basic. If that basic land would be a Plains, and your hand would be full of blue creatures that you need to play turn 1, then you would be screwed. With Port Town that's not the case. With that said I want to keep the amount of non-Island and non-Plains lands as low as possible, so that's why I would play only 6 of them. If you want you can analyze the odds to optimize it as much as possible but I don't really have time or need since this works fine.
As for Karametra's Blessing it's really a no brainer... Gods Willing gives protection from colors which is much more versatile the maybe getting hexproof and indestructible from the Blessing. For example if you are forced by a bad mulligan to keep a hand with Alseid of Life's Bounty as the only creature you can make it potentially unblockable as well as protect it which won me games.
Counter spells are not needed for the main board since everything we would need to counter we can give protection from with our 11 protection cards and maybe the worst card that we would face could be Supreme Verdict which can't be countered. Ofc I would sideboard some counter spells but I tune make my decks to meta at my LGS, so I would need to test this deck more before I make any decisions. For now deck really struggles with burn decks which is understandable, but is really good with the rest of my local meta, for example dredgeless dredge, mono black zombies, orzhov zombies, mono green hardened scales, sultai delirium I have tested against and I won most of the games but burn demolished me. I won maybe 3/10 against burn... As for which counter spells I prefer, I would say it depends on what I want to counter. General counter spells are slow and should not be played outside control decks, and even they don't play them. Dovin's Veto is great, Mystical Dispute is great for counter wars or to defend the combo although I would also consider Swan Song as a combo protection, Stubborn Denial is also amazing in a lot of decks and if you don't play creatures Spell Pierce is also an option, Wizard's Retort could be a interesting if Wizards control deck would emerge in the future. Drown in the Loch could be amazing in a Dimir or Grixis if some bombs drop for those colors. Syncopate and Censor are also playable. Everything for 3 or more mana should not be played if you ask me, except in specific situations(Azorius control).
And good thing about this deck is that you don't need to play if as full tempo, you can wait and chill against deck that have a lot of removal since you got protection and unblockable creatures can always kill...
I hope that answers you questions. :)
Anacksunamoon on My1
3 months ago
More Handy Deck tech:
Potential Win Conditions:
Insurrection (strong if a player has a creature deck popping off)
Jin-Gitaxias, Core Augur (flash him in at the end of an opponent's turn to make them discard their whole hand)
Nezahal, Primal Tide (can protect itself from removal by exiling out whenever targeted. Also draws cards when people try to remove it, or do anything else)
3 months ago
To remove: Callaphe, Beloved of the Sea, Crashing Drawbridge, Empyrean Eagle, Expedition Raptor, Expedition Raptor, Peace Strider, Sephara, Sky's Blade, Serra Angel, Threnody Singer, Tome Raider, Victory's Herald
To add: Solemn Simulacrum, Silas Renn, Seeker Adept, Myr Propagator, Trinket Mage, Trophy Mage, Tribute Mage, Daxos of Meletis, Clever Impersonator, Burnished Hart, Magister Sphinx, Divinity of Pride, Hanna, Ship's Navigator
To Add: Mirage Mirror, Sculpting Steel, Spellbinder, Isochron Scepter, Wayfarer's Bauble, Sol Ring, Traveler's Amulet, Prying Blade, Explorer's Scope, Dimir Signet, Orzhov Signet, Swiftfoot Boots, Lightning Greaves