Turn Aside

Legality

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

Printings View all

Set Rarity
Eldritch Moon (EMN) Common
Scars of Mirrodin (SOM) Common

Combos Browse all

Turn Aside

Instant

Counter target spell that targets a permanent you control.

Turn Aside Discussion

FallenNocturne on Mairsil's Jail for Combos

4 days ago

Wow, that's a lot, haha.

I get what you're saying about the infinite mana combos, but every time I've played the deck and won, it's been with either Tree/Hateflayer or going infinite with a Walking Ballista/Torment/etc. I'm not sure how the deck would consistently win without those infinite mana combos, but at the same time you're right about the fact that they're very clunky and hard to pull together.

In terms of all the wheel effects, from what I'm gathering from you and the other posts on Reddit, it almost sounds like that's going to be the main focus of the deck. If that's the case, I'd almost be tempted to just switch my commander over to The Locust God or Niv if I went that all-in with wheel. I have to admit, I've always wanted to brew one of those two, so it could be one direction I could go.

Re: haste enablers. I mostly put Urabrask for the pillow-fort-ness but I can see how it's not the most efficient. I actually have an extra copy of Hanweir Battlements but...honestly didn't even think about it in this deck. I also stayed away from Lightning Greaves/Swiftfoot Boots since I'm flickering Mairsil so much.

I have a copy of Turn Aside that I could replace one of the counters with, and I have plenty of Negates. I just always go with Counterspell as the default...well, counter spell, but I can see how it might not be the best for every deck.

I would love to see your suggestions for replacements, since that's a loooot of cards that you're suggesting to cut, and most of them are ones I would have considered vital to the deck. Obviously most of them have to do with infinite mana combos, but the ones that stuck out the most to me though are Mischievous Poltergeist and Deadeye Navigator. Deadeye seems to be a reliable flicker effect and MP is no-mana-cost regeneration. What's the reason for cutting those?

Honestly, the more I'm reading from here and Reddit, the more I'm wondering if my original "vision" for Mairsil is actually possible. Running it as a toolbox, no-game-plays-the-same deck with lots of fun interactions/cage targets is super inconsistent and durdley, but the biggest way to make it more consistent is to cut out a lot of those interactions and funnel everything into one strategy, and tutor/blow through your deck until you find those specific cards. Mairsil just especially seems like one of those decks that's either going to flop around and do nothing, or you build it to laser focus onto one particular combo/strategy and be completely linear.

I think it just comes down to the fact that the deck has never felt great to pilot, even when I win, and I can't say that I can remember a time where I really enjoyed piloting it. I'm beginning to think I like the concept of Mairsil more than the actual execution. If that's the case, I have a few other routes I could take the deck: I've really liked Sydri, Galvanic Genius (I've played around a bit with a Sydri deck on Cockatrice) as a more dynamic combo deck, since there are a lot of fun interactions that she enables, and her combos aren't so clunky as Mairsil's - especially getting infinite mana. So that's one way I could go, or I could go all into the aforementioned wheel route with The Locust God.

But I do still want to give Mairsil a fair shot, so I'm looking forward to reading the rest of your suggestions tomorrow. Thanks for all the great advice so far!

SoggyWaffles777 on blistercoil weird

1 month ago

So in my opinion, Cerulean Wisps is a must have. Also, i have tried Turn Aside to get rid of pesky removal ( Path to Exile , Assassin's Trophy etc.), which works very well. The Cerulean Wisps just serves as a somewhat better Mutagenic Growth , and allows you to cast things like your Manamorphose . I run a sideboard of two Kiln Fiend , just in case they remove my Blistercoil Weird . Also Storm Entity just in case they can stop your Blistercoil Weird from attacking. also, Peek gives you insight into their hand to see whether you should combo or not. The dream would be if Gitaxian Probe got unbanned and then it would let this deck go off, but sadly, it is banned. The Crimson Wisps / Expedite are for if you get another Blistercoil Weird / Kiln Fiend later in your turn. I haven't tried it yet, but i think a couple of Faithless Looting are in order for those lands that you don't want in your hand. Last thing, have you considered Young Pyromancer , because i have them in sideboard and they can go pretty crazy.

DrPerry on But on your upkeep...

1 month ago

Thank you for your input TheLoneDart, I really appreciate the help that I have been getting in this deck! I really like the inclusion of Turn Aside in the sideboard, but I am unsure that Delver of Secrets  Flip is the correct choice.

After doing some play-testing, I have found that Delver of Secrets  Flip often conflicts with the other turn one plays. It also feels really bad when it does not flip on time, so I will probably not end up adding it into the deck.

TheLoneDart on But on your upkeep...

1 month ago

Add Delver of Secrets  Flip, drop 2 lands since you have search abilities and put some copies of Turn Aside in your sideboard to protect isochron. You'll have the additional win condition creature and protection plus the deck with still run smooth

marcdarc on Mutant Simic Good Boys

1 month ago

What do you think of this combo:

  • Any creature with 3 +1/+1 counters.
  • Galloping Lizrog x3.
  • Win on upkeep.

A mere 17 mana combo! And with Alchemist's Refuge , you can do it at instant speed! If you feel like this Hearthstone-level of BS-ery is acceptable in your games, I think it'd be the most exciting way to play into the Ascendancy win-con. Just play pure defense until then, foggy creatures, tokens, counterspells, etc.

Since your playgroup probably wouldn't appreciate that combo, however, you can focus on chaining Lizrogs for a few turns and protecting Ascendancy. The game plan then simplifies to:

  • Stick creatures that contest the board. Use them as soft removal with Clear Shot and Mutant's Prey type effects.
  • Draw your deck to find 3 Galloping Lizrog .
  • Play the Lizrogs for an inevitable doom-parade of mutants. Hopefully they will be threatening enough to prevent your opponent from dealing with the Ascendancy itself.
  • Curator's Ward might be overkill for protecting Simic Ascendancy , you have Turn Aside already which is probably better. Feels more interactive too, I think.

My only other suggestions would be Master Biomancer , Fathom Mage and Zameck Guildmage (or Combine Guildmage , but Zameck is better I think) if you want a slower build-up. Vigean Hydropon maybe? And Novijen, Heart of Progress seems like an easy include. I like your idea behind Hadana's Climb  Flip, but to me that leans towards Ascendancy as the secondary win-con, not primary.

rupertmarquez on Mono-Blue Curious Tempo

1 month ago

Saljen:

Thanks for the comment.

Actually I've been playtesting with Delver of Secrets  Flip and it seems to be a good fit... (by playtesting I mean playing against elves over and over again, because that's the other modern deck I have, and I have not had the opportunity to take the deck to any FNM or anything like that... :/ ) But, to the point of dropping the Dive Down copies, I would only switch in other instants or sorceries, since keeping a high spell count is very important if the plan is to run Delver of Secrets  Flip.

Kjartan:

I do like Turn Aside because of that very reason... Protecting something like Trade Routes or your main creature with the same card is very useful out of the sideboard against removal heavy decks. Dive Down might be up for a switch, so if you have any suggestions as to what might take that spot, they are welcome!

APPLE01DOJ:

That is a really nice idea! might be really good out of the sideboard, so I'll try some playtests with it...

Kjartan on Mono-Blue Curious Tempo

2 months ago

Unlessm you're looking to specifically protect your lands and enchantments, I don't think there is any reason to run Turn Aside or Dive Down

hkhssweiss on Unique Each Time [[Sen Triplets EDH]] *Primer*

2 months ago

For cheap counterspells that aren't listed in your maybe board you can use Dispel , Rebuff the Wicked , Turn Aside , Unsubstantiate , Spell Pierce . Negate , Arcane Denial , Countersquall , and Imp's Mischief .

For Esper colors, there isn't much you can do for fast ramp aside from relying on faster lower costed mana rocks to makes it go faster. The other alternative route to this is going for a cost reducer route like using cards like Helm of Awakening , Jhoira's Familiar , Baral, Chief of Compliance , Cloud Key , Etherium Sculptor , Foundry Inspector , Grand Arbiter Augustin IV , and The Immortal Sun .

Hope that helps!

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Turn Aside occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%