Trickbind

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Legality

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

Trickbind

Instant

Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)

Counter target activated or triggered ability. If a permanent's ability is countered this way, activated abilities of that permanent can't be played this turn. (Mana abilities can't be targeted.)

Azoth2099 on [Rafiq of the Plenty] EDH

3 months ago

chubthrasher Yeah it's honestly busted lol. Angel's Grace & Trickbind are also pretty solid! Also I noticed you're running Render Silent, how do you feel about Dovin's Veto & Permission Denied?

ASalesman on Unesh, Ultimate Guide (Tribal)

7 months ago

BIG REVISION + SIDEBOARD

I will post this comment then make the changes as specified in the list.

I have been studying a lot of cEDH meta, and found a lot of cards that I haven’t been using that are really great in Unesh. After a lot of consideration I have decided to pull the trigger on this revision.

  • Replace Mystic Sanctuary with Otawara, Soaring City. Mystic Sanctuary is used to retrieve interaction and put it on the top of your deck. This is anti-deck thinning which feels really bad in this deck. Instead, lets have the interaction printed on the land itself. What is great about Otawara is that this interaction is an ability, not a spell. So it can be used even while cards like Grand Abolisher are on the field. You can remove the abolisher and then interact with your opponent.
  • Replace Extraplanar Lens with Urza's Saga. The lens feels clunky. Sure it combos with Palinchron, but this combo requires lands to be on the field. Sacrificing a land has anti synergy with this. If the lens gets removed, you are out the double mana AND a land. It feels bad too often which is why it is getting cut. There are still 5 other combo pieces in the deck that you WILL see. You can even tutor for High Tide if you have to. Urza’s Saga is one of the best lands in the format and it isn’t hard to see why. More deck thinning. If its in your opening hand you guarantee Unesh by turn 3. Moonsilver Key seems to perform really well, so keeping this in as redundancy for this effect will turn out well I think.
  • Replace 2 Islands with Mox Opal and Mox Amber. This deck has a lot of lands in it for cEDH. Although Unesh doesn’t mind being mana flooded usually, the count is still a bit high especially after adding Urza’s Saga. Fast mana in these spots feels nice. They aren’t necessarily going to get Unesh on the table faster, BUT they can effectively make your Thassa's Oracle win con cheaper. While you are rolling through your deck after Rite of Replication resolves, you can pick up these pieces to gain mana to cast Thassa’s Oracle.
  • Replace Island with Gemstone Caverns. I goldfished this change a lot and found that Unesh will almost always prefer this in your opening hand over an Island. It makes early Unesh more likely, which is the primary goal of this deck.
  • Replaced Trickbind with Mental Misstep. Mental Misstep is too good in the format. There are a lot of awesome 1 cmc cards. Sol ring, carpet of flowers, swords to plowshares, mental misstep, other 1 cmc counters, mystic remora, and more. Trickbind is a great card against the right opponent(ie Kinnan), so for me this goes in the sideboard.

Sideboard revision 0

This is my first stab at a sideboard. So constructive criticism is very welcomed. The main goals of the sideboard is to change out the interaction package to fit the pod better, and to shift to more of a midrange strat than turbo if necessary.

  • Trickbind. Great interaction with other ability centered decks.
  • Grafdigger's Cage. Unesh can play this card without consequence pretty much, and it is an effective stax piece in the meta. This card might even weasel its way in to the main board.
  • Tormod's Crypt. More graveyard hate, nothing else to explain here.
  • Flusterstorm for a spell heavy pod.
  • An Offer You Can't Refuse also for a spell heavy pod.
  • Pongify for a more creature heavy pod.
  • Lotus Petal for better odds to cast Unesh first, making the deck more turbo. I think this card is possibly better than 1 or more of the mox’s, but I will leave it in sideboard for now.
  • Perplexing Chimera. If you need to grind in the midrange more this guy can be a great option. Combining him with Homeward Path can be a good combo to soft lock your opponents in the mid game while you get to the bottom of your deck.
  • Homeward Path for the above card.
  • Ledger Shredder for making the deck more midrange with another card draw engine, allowing you to more likely get the interaction you need.

ASalesman on Unesh, Ultimate Guide (Tribal)

8 months ago

Minor Revision

  • Replaced Rewind with Unsummon. Rewind is expensive, and like Treachery it feels bad when it doesn't resolve. The main reason to include Rewind over another counterspell is that it can gain additional mana in combination with mana doublers. However this usually only happens when you counter your own spell which is not always ideal. Unsummon keeps the value train rolling baby. This mana cheap spell keeps the win con rolling. So it keeps the deck faster and more focused.
  • Replaced Cryptic Command with Mystical Tutor. Cryptic command is an expensive spell to hold up. With other recent additions making the deck fast, it is probably better to speed the deck up more and win the race to a wincon rather than defend against other wincons. This card will mostly end up fetching Rite of Replication, but it can also grab your only board wipe Cyclonic Rift, Ghostly Flicker for value, or a piece of interaction.
  • Replaced Swiftfoot Boots with Trickbind. Swiftfoot boots feels a little slow with the 1 cmc equip cost. It is easier to defend Unesh with some of the other additions like Unsubstantiate or Unsummon (these also defend against a boardwipe while the boots don't. Trickbind is included because it can stop a lot of cEDH combos that don't rely on spells resolving. This spell can also be tutored by recently added tutors Spellseeker and Mystical Tutor.

ASalesman on Unesh, Ultimate Guide (Tribal)

8 months ago

GHoag I respect the Mystical Tutor choice, and I think it is good in my build too. I think I like Spellseeker in my build more because I like that the tutored card goes directly to my hand rather than the top of the library. I also like that Spellseeker’s ability is ETB. It can benefit from Panharmonicon, and it can also benefit from cost reduction of Defiler of Dreams and Sapphire Medallion. In conclusion, I think Spellseeker’s synergies and utility are worth the extra 2 cmc in my build.

I do really like Irenicus's Vile Duplication, but because I am going to go with spellseeker for now, I’ll keep Sakashima in. I am not sure which suite is more powerful, I will have to try out both in the near future to make a better conclusion.

I do like Unsubstantiate more than Unsummon. I think the 1 more cmc is definitely worth the versatility. I still want to squeeze in Trickbind, this spell is very strong depending on the pod. Maybe it is better to keep it in the binder until I think I need it.

If I may, what did you decide to take out for Isochron Scepter and Dramatic Reversal?

ASalesman on Unesh, Ultimate Guide (Tribal)

8 months ago

GHoag you make a great arguement for Unsub. The versatility for the extra 1 cmc would be nice. Side-note, with sapphire medallion on the field it would be the same price anyway! So a little bit better synergy there. I have also been heavily considering Trickbind in this slot too. My thinking is that several competitive combos don't require spells to be cast, rendering all of our current interaction moot.

With the addition of Unsubstantiate or Trickbind, I am thinking it might also be worth to run Spellseeker to find an instant spell you actually need. This thins the deck without starving you of islands, and manicures your hand. Also, it notably hits Cyclonic Rift. I was thinking of taking out either Pongify of Rapid Hybridization for it. I am not completely sold due to the higher cost and would love to see how it plays. Maybe Mystical Tutor is even better in that slot.

Lordmax606 on The Undisputed Rasputin

1 year ago

Rasaru - updated the list to reflect what I am currently running with. Big changes including new power like Displacer Kitten/Glasspool Mimic  Flip/Chromatic Orrery/Lae'zel's Acrobatics. Invested more into Stifle effects (Tale's End, Trickbind, Disallow, Sublime Epiphany) which power up our flicker-removal value via countering the delayed trigger, some direct upgrades/substitutions (eg: Rout --> Vanquish the Horde, Sanctum Gargoyle --> Archaeomender, Fact or Fiction --> Memory Deluge), and finally caved to the mainboard Eldrazi Displacer.

Updated the deck tech and tutor targets to reflect the mainboard more accurately, added more details about why Stifle effects over raw Counterspell.

Thanks for checking it out, let me know what y

Virlym on Yuriko, Shadow of Fate EDH

2 years ago

"This is really fantastic discussions, appreciate it, hopefully not consuming too much of your time :)" I enjoy talking about EDH, and intricate things about it, so I don't mind the small time consumption needed for the longer replies. :)

I've been playing EDH since it was introduced (back when you had to pick an elder dragon as the general, I had a Nicol Bolas deck as my first). Having said that, my group of friends really just liked being able to do big flashy things with cards that normally didn't see much play. So the power levels generally range from 5-8, we also don't really play too much counter magic either. We tend to let people do their splashy things so they can have fun, and interact when it would end the game (counters are really just held for game ending infinite loops, hence the earlier mentions of Trickbind and Angel's Grace as those are common includes to stop combos with split second).

Yuriko, the Tiger's Shadow is also a really cool commander in that it can be built for nearly any power level. So I generally try to help people out with it, but I usually only point out potential problems as I don't want to suggest it into a power level that's not the aim (or just mention some cards to start a discussion or new line of thought). Having said that, I would HIGHLY suggest making room for Cephalid Coliseum if you are playing in a group that utilizes the Thassa's Oracle line. If they aren't running a deck designed around decking themselves and have Laboratory Maniac and Jace, Wielder of Mysteries as back-ups, you can KO them yourself if they try to win with just Thassa's Oracle (not many people will have counters for activated land abilities).

They play Thassa's Oracle, trigger on the stack, they play Demonic Consultation. With Demonic Consultation on the stack maybe there's some counter magic going on to try and stop it, but you can just sit there. The Demonic Consultation resolves and they have no library. While the Thassa's Oracle ability is still on the stack, you activate Cephalid Coliseum, making THEM draw, and lose.

Virlym on Yuriko, Shadow of Fate EDH

2 years ago

Honestly, I wouldn't bother with the Thassa's Oracle line. There's much better generals out there for it over Yuriko, the Tiger's Shadow (like any Thrasios, Triton Hero deck partnered with something that has black in it). Doomsday could still work with Yuriko, the Tiger's Shadow as a game ender tho if you really wanted to keep that in. It's really your call, but I never liked setting myself up to lose if something gets countered (Trickbind makes you lose to the Thassa's Oracle line, and something like Angel's Grace will make you lose to the Doomsday line). Having said that, the following will assume you are focusing on Yuriko, the Tiger's Shadow, and not a planted "good-stuff" strategy.

glaring issues in a general sense from your list :
1)You have poor ramp choices for Yuriko, the Tiger's Shadow
2)Your land base is too awkward and has unnecessary things in it.
3)You have some turtle cards that don't really have much use in Yuriko, the Tiger's Shadow

1)Mana Vault is more for a deck that wants big explosive turns, not ramp for small things over multiple turns. You are hardly ever going to want to dump 4 mana into untapping it. Same concept applies to Dark Ritual as well, especially considering it only gives you black mana. Lotus Petal falls into this category as well to an extent. You don't want explosive turns, you want consistent pressure. Mox Opal makes you life more complicated for a potential free mana, which leads into the next issue.

2)Your land choice is too awkward. You have artifact lands to turn on Mox Opal, but they serve no other purpose and can be wiped out with artifact removal. If you are running so many different lands, you generally want to be taking advantage of something where that matters (like Field of the Dead, and you usually want to avoid using the non-indestructible artifact lands unless you have a lot of artifact synergies. They are too vulnerable to just have for 1 or 2 cards. You have more fetch lands than you have targets for those fetches. You have 3 black fetchs, 3 blue fetches, 1 black/blue fetch, and 1 basic land fetch. You only have 4 basic lands, and 2 fetchable dual lands (giving you 8 fetches for 6 targets). Spire of Industry is honestly too reliant on other things that it can basically be counted as a colorless land with no utility.

3)Satoru Umezawa is cute, but doesn't help in a Yuriko, the Tiger's Shadow. It's main purpose is to cheat in big things for 4 mana. Anything you have over 4 mana should already have a ninjutsu reduction to that. Spellseeker is only good for the Thassa's Oracle line and has no real impact with Yuriko, the Tiger's Shadow aside from tutoring for a tutor, which is awkward (Solve the Equation follows the same line of thought). Viscera Seer's scry ability may seem decent to try and find something for Yuriko, the Tiger's Shadow, but you would need to sac ninjas or enablers, which would lower the amount of triggers you would get. The only real payoff for it is if you're trying to win that turn and you sac your ninjas after they trigger Yuriko, the Tiger's Shadow. Praetor's Grasp is too reliant on your opponent having something useful to you, and isn't reliable enough for what Yuriko, the Tiger's Shadow wants to be doing. And if you're using it to remove you opponent's wincons from their deck, you might as well just use something like Extract for that as it's cheaper, or Sadistic Sacrament as it will hit more targets. Grazilaxx, Illithid Scholar is a little too fragile for the bounce it gives and you would be better off running Cunning Evasion. The card draw on it really isn't necessary. Yuriko, the Tiger's Shadow tends to give you more cards than you need, you don't need additional card draw reliant on damage. Opposition Agent kinda just falls under the "good-stuff" category and will most likely have a prompt death by any1 after you get a land off it, otherwise if kinda just sits in your hand and people will assume it's just a counter.

Ninjas of note that aren't included: Thousand-Faced Shadow, get it, it's too good. 1 drop flier is an enabler spot, but it is also a ninja. Later on, it can be used to double up some ninja triggers as a toolbox card. Mist-Syndicate Naga, expanding your ninja army is really nice and forces value from your opponents to deal with the growing threats. Moon-Circuit Hacker / Ninja of the Deep Hours, extra card draw on cards ninjas with low ninjutsu costs.

Some more meta call ninjas: Throat Slitter / Dokuchi Silencer, removal is nice, especially when it's already lending towards what you already want to be doing and not taking up additional space. Mistblade Shinobi temp creature removal, can set people back a turn if you hit something big, has a tap effect, etc. Skullsnatcher, graveyard hate.

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