|Commander / EDH||Legal|
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|Oath of the Gatewatch (OGW)||Uncommon|
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Devoid (This card has no colour.)
Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
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Void Shatter Discussion
5 days ago
I'll think about adding it to my maybeboard; it's okay, but anyone can easily pay the 1 Mana. I thought about Void Shatter, a lot of players in my area uses reanimator decks, so it may fit it nicely.
2 weeks ago
You need to add more control elements to make it run smoother, you have a decent amount, but it needs some sweepers like Anger of the Gods Languish or AEtherize. Disallow is going to be better than Cancel, but if you don't want to spend the money on it Scatter to the Winds, Void Shatter, Dissolve, Dissipate and Counterflux are all cheaper upgrades. Upgrade your mana base as you can, you could easily start by adding a few of the cycle dual lands or the battle for zendikar ones, then get Dragonskull Summit. I also like Foreboding Ruins and Choked Estuary, especially if you focus more on swamps. To help get bolas in play faster, Talisman of Indulgence and Talisman of Dominance are 2 drop mana rocks that work well in your colors. I would drop all your creatures and go more spell heavy, maybe making room for some Spellheart Chimera or Enigma Drake since you would increase your spell count. You can also run things like Sea Gate Oracle and Augury Owl to set up your draws. Consult the Necrosages is better than Brainbite. Slave of Bolas and Elder Mastery should be replaced with Dark Intimations. Drop Throne of the God-Pharaoh as well since you arent making tokens to benefit from it. Another decent creature to put in would be Noxious Gearhulk since it removes a creature. Duress and Blightning are also really good, as well as Negate and Barter in Blood.
4 weeks ago
Counterspells to look at: Remand (good against most match ups, side out against burn and stuff), Disallow/Void Shatter (yes theyre 3 mana, but counterspell proper isnt in modern), and Spell Snare (sideboard). Etched Champion works well and have you thought about Reverse Engineer?
1 month ago
Dissolve, Counterspell, Dismiss, Bant Charm is a personal favorite, especially when it protects your finishers and stops the Torpor Orb menace and its creature counterparts, Cancel, Broken Concentration, Draining Whelk pairs nicely with restoration angel and Eldrazi displacer, Dream Fracture, Faerie Trickery is good in a faerie-less meta, Familiar's Ruse can put a blink target back into your hand so its not a downside per-say, Hinder, Render Silent, Rewind, Scatter to the Winds, Spell Swindle , Void Shatter are cheaper alternatives. If you're looking for cool or niche cards, or cards that you don't know/remember use Scryfall, its basically Gatherer but better that's where I found a lot of these.
My first couple of cuts would be Gilded Lotus (you're in green, you can ramp for the mana you need if you put in more basics with cards like Explosive Vegetation and Blighted Woodland) so cutting a bunch of the non fetch able lands would be where I would cut, so the scry lands and cards like Port Town (but not the pain lands, those work with your Eldrazi displacer since you don't have Wastes, which I recommend for you 2 regardless, you can fetch for them while the pain lands can provide you with fixing and colorless mana) and if you do add those basics ignore my other suggestion about taking out either farhaven or solemn. Minion Reflector, Fabricate, and Enlightened Tutor to help put the combo together, Birthing Pod and Felidar Guardian are absolutely nuts regardless of your win con, you can go from a 2 drop into a 6 drop in a turn! If you're keeping Brago then you really don't need Momentary Blink, Ghostly Flicker, or Eerie Interlude, you could put either more creatures (or counterspells, which is my suggestion) If you want to keep vorinclex you will need that birthing pod and felidar, I would also say you would need either Mirari's Wake or some way to discard it reliably and cheat it back into play with karmic guide and figure out some way to protect it, namely with counterspells, but if you want to control the table there are better ways, like with Thought-Knot Seer to remove answers as you build your board state and gain an ally with its LTB trigger. Avenger of zendikar is a fantastic late game threat but obviously you need to get more lands in play, so that's the other reason I say add more basics, its pretty inopportune to use another threat to power another threat in this specific capacity, its alright with sun titan since he can also attack to get you a fetch from your grave instead of needing to enter play.
Roon is a toolbox deck, so you need to focus on either progressing your board state rapidly as you accrue more value than all of your other opponents and/or stopping your opponents from having their board states, so for combo your finishers would be locking out the table with dead-eye, and/or creating an infinite army with reveilark, karmic guide and minion reflector, you already have mystic snake, and you already know how to go make infinite mana with karmic guide and reveilark. Later down the road I would recommend using that dead-eye with Thought-Knot Seer to take away your opponents answers.
Hopefully this gives you more than what you needed, but I would need to know how you would like to finish your games in order for me to help make other cuts, do you want to stomp your opponents into submission? Or would you like to combo out while their pants are down? Or would you like a bit of both, because each of these are possible, I just need to know what direction you would like to take this control build.
1 month ago
Hey Xmasspecial. I'll go through each one:
Disallow is fine but a bit mana intensive. We may have trouble keeping mana up for it if we're trying to tempo out with our wizards. It's good for stopping others from winning, though, and definitely has its merits. Void Shatter is in a similar boat.
Remand is decent for stopping our opponents' own counters / removal when we're trying to combo out or when our opponents play huge spells that cost all of their mana. You can probably replace Counterspell for it if you feel like it would work well.
Voidmage Husher is an interesting meta-dependent tech, I think. You can probably pitch any non-combo wizard or a cantrip in favor of it.
Opt is a cute cantrip, but I'm not sure if it's better than any of the ones that we currently run.
Dire Fleet Ravager is really interesting and I was thinking about putting it in at one point. I don't think it's great but if you're trying to do a more combat-oriented route it could be good.
1 month ago
Hi great deck techWhat do you think about the following cards getting fiddled in here somewhere? Some or none? what would get swapped out? think theres some potential with flickering ravager and swinging to win? Disallow Dire Fleet Ravager Remand Voidmage Husher OptVoid Shatter
enpc on Kess Kontrol
1 month ago
On the whole the list doesn't seem to bad. A few things that I would point out though:
The number one thing that stands out is that you need a more consistent win con. Things like taking extra turns is not in and of itself a win condition. And tryign to leverage other player's win conditions is generally not a good strategy as there are a lot of decks that are highly synergistic, meaning that stealing one card from them will do SFA. I would recommend having a win condition of your own that had no reliance on opponents' cards. you can run a few steal effects if you like still, but I would treat them as value adding, not a win condition in their own right.
With the curve you have you should probably run a few more mana rocks. Stuff like Izzet Signet, Talisman of Indulgence and Talisman of Dominance are good (plus the other two signets if you'd like). I know ramp is boring but it will make the deck more consistent and easier to play. Also, I really like cards like Dark Ritual, which is extra good with Kess as you can turn 1 mana into 5 with her ability.
If you're playing control I would recommend evaluating some of your counterspells. Modal stuff is nice, and additional functionality is good but in a control deck you actually want castability over a lot of those functions. Three and two CMC counterspells are better than four and five CMC ones, and one CMC is the best (other than the few free ones of course). I would personally make an exception for Mystic Confluence as that card is solid but I would try getting all your counterspells to three CMC or under. I would also recommend getting a copy of cards like Negate, and Swan Song as well as Counterflux. But some good three CMC counterspells you don't have are Dissipate and Void Shatter, as they exile opponents' stuff.
I would strongly recommend Desolate Lighthouse as a utility land. Especially with Kess, the ability to filter cards on a land is awesome.
Hopefully this will give you some food for thought.