Turn Aside

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Frontier Legal
Pauper Legal

Printings View all

Set Rarity
Eldritch Moon Common
Scars of Mirrodin Common

Combos Browse all

Turn Aside

Instant

Counter target spell that targets a permanent you control.

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Turn Aside Discussion

BigDenny on Glasscannon - AKA: "Skittles"

5 days ago

Turn Aside is a good card to fight opposing removal and having Nivix Cyclops as a backup kiln fiend might be worth doing. Also Temur Battle Rage is great because due to the spell buff trigger it will always give both double strike and trample.

MagicMarc on Destroy All Goblins

1 week ago

Hi Illusificate! Thanks for your interest in the deck. I wanted to say something about the cards you suggested. This deck does not usually lose creatures. When I hit the board sweepers I will change my creatures to a type it does not target. But I do like using Proper Burial to support the Augury Adepts in the deck for some more life gain.

About Hunted Phantasm; This card is amazing in this deck. It is big unblockable damage and no one else's creatures remain in play due to the rest of the deck. And killing the goblins I give my opponent only costs me per kill once I get Unnatural Selection + Spirit Mirror in play. Or with an Undead Slayer in play instead of the Spirit Mirror. It does get hated out a lot but that is to be expected and why I have Turn Aside in the deck.

vheissu on Saheeli Rai + Panharmonicon Thopters

1 week ago

Hey, Im creating a deck with the same commbo right now. I like how compact your deck is. What do you think about adding 1 or 2 Inventors' Fair? It fits realy good imo.

And what do you think about adding some counter spells like Turn Aside or Negate?

davin.baan on UW Sundial of the Infinite

2 weeks ago

Firebones675 I've been thinking about using Trickbind, although I'm using Sundial nearly every turn with this deck, so using it as a single shot isn't as appealing. There are also some turns where I'm exiling multiple delayed triggers at the same time with Sundial, which Trickblind cannot do. I ultimately figured it would be more worthwhile to use the space for protection for my Sundial, such as Turn Aside and Apostle's Blessing.

ghoul_Legion on Rogues on the Prowl

3 weeks ago

Hey! I'm in love with the prowl mechanic and I would build so many deck around that mechanic simply cause it's fun and consistent.

Anyhow you might want run some protection to make sure the stinker stays alive.

Mana Leak - Spell Pierce - Turn Aside - Imp's Mischief

Goodluck ! :)

Qwer57764 on Pauper Nivix Cyclops!

4 weeks ago

Yeah I think 4x Counterspell is probably valuable than 4x Turn Aside. I would say the flexibility is worth the extra blue casting cost.

Daedalus19876 on Riku, the Clone Commander

4 weeks ago

Here are some cards that I might immediately cut:

Academy Elite, Aeon Chronicler, Bloodbraid Elf, Bogardan Hellkite, Breaker of Armies, Dragon Mage, Flameblast Dragon, Hamletback Goliath, Hermit of the Natterknolls  Flip, Horizon Chimera, Hypersonic Dragon, Inkwell Leviathan, Jin-Gitaxias, Core Augur, Keranos, God of Storms, Kruphix, God of Horizons, Lorescale Coatl, Magus of the Future, Melek, Izzet Paragon, Memnarch, Mindwrack Liege, Murkfiend Liege, Niv-Mizzet, the Firemind, Nylea, God of the Hunt, Psychosis Crawler, Purphoros, God of the Forge, Quicksilver Gargantuan, Rishkar, Peema Renegade, Scute Mob, Servant of the Conduit, Shipbreaker Kraken, Simic Sky Swallower, Somberwald Stag, Spellbreaker Behemoth, Spellheart Chimera, Surrak Dragonclaw, Talrand, Sky Summoner, Thassa, God of the Sea, Thromok the Insatiable, Tireless Tracker, Verdant Force, Vexing Shusher, Wall of Blossoms, Whisperwood Elemental, Wistful Selkie, Xenagos, God of Revels, Clan Defiance, Crater's Claws, Devastation Tide, Minds Aglow, Mizzix's Mastery, Reforge the Soul, Release the Gremlins, Seismic Stomp, Shamanic Revelation, Sylvan Scrying, Traverse the Ulvenwald, Unexpected Results, Urban Evolution, Volcanic Vision, Wheel of Fate, Arcane Denial, Clip Wings, Counterflux, Counterspell, Cyclonic Rift, Desertion, Disallow, Disdainful Stroke, Evacuation, Heroic Intervention, Insidious Will, Krosan Grip, Naturalize, Negate, Plasm Capture, Sulfurous Blast, Trap Essence, Turn Aside, Unsubstantiate, Visions of Beyond, Void Shatter, Voidslime, and TBH there are simply too many things to cut to list them all because my fingers are getting tired. I'd cut most of your planeswalkers, most of your non-ramp artifacts, and most of your enchantments.

My primary piece of advice here is that 1) You really should choose to prioritize abusing creatures OR spells, not both, because there are simply too few slots, and 2) you want your spells/creatures to do things in multiples. You don't need too much draw here because your mana is tied up doubling splashy spells, but you need a heck of a lot of mana ramp to keep up.

I don't mean to sound curt, sorry :( Hope this was at least a bit helpful! I agree with Lilbrudder that it's simply too many cards to reasonably cut down, and that you should take a little time and find a focus for the deck.

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