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End the turn. (Remove all spells and abilities on the stack from the game, including this card. The player whose turn it is discards down to his or her maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
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Time Stop Discussion
3 days ago
I know you went budget, but I'd consider:
- Baral, Chief of Compliance for more cheap stuff (I know it's pricy, but maybe when it rotates out).
- Time Stop it's super flavorful and sometimes could mean "take an extra turn after this one"(it's much cheaper than it says).
- Jin-Gitaxias, Core Augur is the flashy oh crap where's my hand buddy. He really is.
- Future Sight/Magus of the Future are both pretty interesting.
- Expropriate/Blatant Thievery because they're the steal spells (but where's my money at?).
- Chasm Skulker like wtf, when it drops you drop Rich's mom's cheesecake too.
- Ixidron just maybe, since your creatures are already 2/2, but they'd lose flying :/
- Inkwell Leviathan is a good hard-to-remove beater.
- Sphinx of Uthuun also filters and everything. No need for 2/2 when you got 5/6 fat butt lying around, amirite? Kinda.
- Niblis of Frost/Quiet Contemplation for when Tidespout Tyrant gets exiled.
- Swarm Intelligence because double spell means double fun.
- Sapphire Medallion with the Charlie Brown misprint :P
- Trail of Evidence because it's a damn cool art.
- Gravitational Shift to punch hard and feel less pain. Plus Emrakul doing a barrel roll with a lil' drakeling on the art so it's 100% legit and 100.5% flavour.
I know probably 17,5/4 of the cards of this list are not already in for a reason, but i didn't have un cazzo da fare for 20 minutes, so there you have it, I guess.
1 week ago
I also suggest you to reconsider some of these cards: Rhystic Study (in 1v1, it can be underwhelming), Overflowing Insight and Mulldrifter (straight up draw spell, good or bad, always have their limits) and Sphinx of Magosi (its just a really basic cards, you can easily find a better engine alternative card somewhere out there.
On another note, if you play with commander damage, I suggest you invest into more voltron-ish play, more equipment and stuff. Otherwise? you should take out Blackblade Reforged and Empyrial Plate (equipment that gives stat boost and no other abilities are fine, but commander's not about the fine, its about the awesome, amirite???).
In anyway, I love straight up mono-color good stuff deck. You have my upvote :D
1 month ago
2 months ago
"Counterspell: the best card in all of Magic's history"
But Mana Drain is strictly better.
And in terms of countermagic, Force of Will, Mental Misstep, Foil, and Daze are zero mana, Dispel, Flusterstorm and Swan Song are one mana, Negate/Mana Leak are more splashable, Arcane Denial/Remand are more splashable and replace themselves, Disallow is more versatile, Time Stop is more powerful, verastile, and Mindbreak Trap is more powerful (hits more), gets around "can't be countered", and can be free.
Counterspell isn't the best in any category in terms of counterspells, not like it comes anywhere close to the best card.
2 months ago
Have fun winning. -_-
Jesting aside, I stumbled across this unique gem the other week: Ertai's Meddling. It doesn't counter a spell, but delays it (kind of like suspend), which works on cards that "can't be countered". I am eager to see it in action.
I assume you don't have a Mana Drain or I am guessing it would be in here? Even if you rarely think the mana would get used, I think it would still be better than some of the counters that allow your opponents to draw cards. Spell Swindle is in the same vein, and although more expensive, the treasures would sit around for you.
3 months ago
The deck looks pretty good. It has a good amount of board wipes and ramp, but I think it could be stronger with more card draw. There's Mystic Remora, Arcanis, Skullclamp, maybe Sandstone Oracle, Recurring Insight, Slate of Ancestry, Jeskai Ascendancy and Well of Lost Dreams.
Otherwise I like the control and lifegain aspects, it looks like a good partner deck. Hope this makes it stronger
3 months ago
goblinguiderevealpls, BabyK, and cdkime thank you guys for all of the much needed help. Due to all of your assistance I think I have made considerable progress as the list has been further stream lined and condensed to 105 cards. So far, I have decided to take out most of the "Pillow fort" cards and attempt to rely on politics, boardwipes, and speed to not lose the game. Furthermore, after looking at goblinguiderevealpls's own list I have decided to run 4 "true" extra turn spells and a copy of Time Stop as a pseudo 5th extra turn spell. I also added 5 tutors for redundancy for each "group" of cards so i can better find board wipes, wheels, wincons, answers, etc... Please, take another look at the list and see what you guys think.
Now I will go over the suggested cards that I didn't include into the list or cards im iffy on and my reasoning as to why I didn't feel they deserved a slot in the deck over other cards. If you guys think my reasoning is wrong, say so and I'll Reconsider the card(s).
Bubbling Muck and High Tide - these cards seem great for late game mana but I prefer running standard mana-rocks to outpace my opponents continuously on mana in the earlier turns to go off more reliably.
Phyrexian Tyranny... at the moment it is in the deck but I am not a fan of it being optional damage and damage that hits both my opponents and myself. It seems ok with another wincon but a sure way to a tie or losing without another one.
Collectively, all the pillowfort cards- again I wanted to see if I could make by on only sweepers and speed.
Notion Thief- I am unsure if I am missing something...or what exactly as he seems to single-handedly undermine half of my win cons?
Dark Tutelage, this seems like a very bad idea as it will significantly help my opponent kill me and im just not a fan of him at all... Phyrexian Arena I understand this card...doesn't make sense to me.
Niv-Mizzet, the Firemind, Curiosity, and Helm of the Ghastlord all look great but the problem I have with the 2 of them is that they are auras. They are going to be nuked more often that not before I can use them, at least in my playgroup
4 months ago
NotEaster, I am still considering your suggestion regarding Glorious End. I have a feeling that it is not quite right. Glorious End should work best with a deck built with tons of offense. It is best if you need another untap and another combat phase. It is not a defensive card, and so it may seem like you could derail an attack and then retaliate in the turn after you play it and before you lose, but playing this is desperate unless you already have the means to win, and then it is less of a defensive reaction and more of an offensive reach card. It is definitely surprising, but not exactly the card I would usually want, and if it was, I should win anyway. Glorious End seems like a strange combination of Final Fortune and Time Stop. All of these cards are pretty amazing, and can be total game changers in the right deck, but I am unsure that this deck is really set up to overcome the significant drawback or the "lose the game" clause. I think a more aggressive deck is needed to make that clause not matter as much.