Trickbind

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.)

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Trade

Have (3) Azdranax , kpral , metalmagic
Want (1) mufasamike

Printings View all

Set Rarity
Time Spiral (TSP) Rare

Combos Browse all

Legality

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

Trickbind occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Trickbind Discussion

heavyuser on Warrior Queen [Najeela Midrange/Tempo cEDH Primer]

1 day ago

Pongo_Pygmaeu5 I do hope you plan on running Trickbind in the deck!

WisdomComes on Fish Hulk

5 days ago

Also Compost could be a reasonable addition to try to help find Stifle or Trickbind as someone is comboing off, if you are able to stop it you would likely have an insane advantage with all of the cards you drew.

enpc on Fish Hulk might be a ...

1 week ago

Megalomania: I know the list you're talking about, however the deck can easily run Laboratory Maniac and Jace, Wielder of Mysteries in addition to Thassa's Oracle with Demonic Consultation , Tainted Pact and Ad Nauseam + Angel's Grace as library emptiers. Yes, Oracle + Consultation is the cleanest line but the others are still fine.

Since Hulk is the primary enabler for this (still), do you think that Trickbind is going to make an appearance since it shuts down both hulk and oracle?

EmEcks on Alela, Enchantress of the Fae

4 weeks ago

I like the deck. I have a question about a couple of card choices, however.

I see you have two counterspells, Force of Negation , and Spellstutter Sprite . In a counter-war, you will most likely not have sufficient ammo to get your spells through. At most, you'd have one of them in hand, two would be highly unlikely. If playing against one opponent with Blue that runs counterspells, you'll be in a bind, having to wait for him to tap out and hope he's not running either Force of Will , Force of Negation , or Pact of Negation with mana available to pay for the cost. Heck, a well timed Foil could also set you back.

Would you consider running other cards to those two? Or would you consider running more counter magic?

With my group, it's understood that if you run counter magic, you run the gamut of them; or you run nothing at all, especially with control colors of Esper. It's almost like it's required with this color combination (ironically, white also has Lapse of Certainty and Mana Tithe , so it can join the counter war while black runs Withering Boon which has surprised many a table).

If you're willing to add a more robust counterspell suite, I would consider removing your Auras in lieu for cards like Counterspell , Arcane Denial , Mana Drain , Flusterstorm , Force of Will , Narset's Reversal , Disallow , Pact of Negation , Swan Song , and if you run into many triggered or activated abilities in your meta, Stifle , Disallow , Trickbind , or Tale's End .

If you're not willing to add additional counters for protecting your spells, I would recommend getting more anthem/banner effects over Aura effects, like Archetype of Courage , Archetype of Finality , Archetype of Imagination , Bident of Thassa , Day of the Dragons (this flashed in at end of turn with a large fairy board could do some damage), Dictate of Heliod , Light of Sanction + Pestilence can wipe the board from other's creatures, leaving you an open field to swing and win; True Conviction , at triple White is too much, but you could consider it. You could also consider running Faerie Formation as a creature with a Training Grounds and a Valor in Akros on the field for a sudden card draw + creature pump and steal a win out of no where.

Heck, Path of Bravery won't net you much if you're only attacking with 1 creature every turn, but drop that and turn everything sideways when you have 20+ tokens, that's 20+ life right there on the swing. You don't have to even connect to gain the life. Rune-Tail, Kitsune Ascendant can prevent damage to your creatures (which will help as well if you have a pestilence on the field). Drop a Karmic Justice as well, to give your enchantments a reason to not be destroyed. Consider running a Solitary Confinement if you have sufficient draw as well.

Simple suggestions, but otherwise, deck looks pretty sweet.

-Em

ConnorGaspar on Taigam Extra Turns CEDH

3 months ago

Would definitely cut all the 3 cmc rocks for 2 mana rocks, not sure Approach of the Second Sun is very good as rebound doesn't really do anything for it and its very weak on its own. Omniscience doesn't seem too useful, but maybe it is if you end up taking several turns in a row or go off with High Tide and have a chance to cast. Negate and Counterspell seem pretty good, Trickbind can be pretty good depending on the meta but I have ended up cutting it from my mono blue deck in favor of Tale's End . Cast Through Time seems way too slow at 7 cmc and I don't believe rebound even stacks because I believe it is a replacement effect for going to the graveyard, could be wrong though. Mirari also way too slow but maybe its okay again if you are taking several turns in a row and need it to help go infinite/take many more turns.

SynergyBuild on Worst Format Ever

4 months ago

Okay, better than my previous deck:

Omniscience (Mythic Rare Enchantment), Teferi, Mage of Zhalfir (Rare Creature, but creature's don't count for rarity), Teferi, Time Raveler (Rare Planeswalker), and Merchant Scroll (Common Sorcery)

In deck: Firemind's Foresight (to be fetched with Merchant Scroll ) which can fetch Mystical Tutor , Trickbind (To stop abilities that the teferis don't stop), and Archmage's Charm . This will let you put Enter the Infinite . This lets you play any cantrip, such as Opt , for the last card Beacon of Tomorrows , shuffling it into your deck, Reliquary Tower as your land for turn, and holding up effectively 100 counterspells and answers and removal, as you play Beacon of Tomorrows , uncounterably, over and over, until your ten turns are done.

Once that is done, use an effect like God-Pharaoh's Statue to end the game.

Lostsorrow on Blue Braids

4 months ago

I would think a Stifle , Squelch , Disallow , Tale's End , Trickbind would just be fun so you can stifle your own braids on your opponents turn this way you can have card advantage. In 1v1 its just mean but in multiplayer it allows the current target to be limited.

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