|Commander / EDH||Legal|
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|Modern Masters 2017 Edition (MM3)||Uncommon|
|Duel Decks: Venser vs. Koth (DDI)||Uncommon|
|MTG: Commander (CMD)||Uncommon|
|Alara Reborn (ARB)||Uncommon|
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Wall of Denial
Creature — Wall
Shroud (This creature can't be the target of spells or abilities.)
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Wall of Denial Discussion
4 days ago
Wall of Denial should be Wall of Omens, Negate is usually a one of with another in the sideboard because there isn't always a target for the second one. Mana Leak as a 4 of is excessive, it's only helpful early to mid game. Blustersquall should be replaced with hard removal like Path to Exile or Condemn for budget purposes. I'd replace the two Leaks with two Spell Snare and the three Negate with one Logic Knot and then either two Cryptic Command or two Render Silent depending on your budget. Evolving Wilds is terrible, replace with either Flooded Strand or Adarkar Wastes for budget. Consider Hallowed Fountain too, they're only like 6 bucks. Also as a budget wincon I've really enjoyed AEtherling, he dodges pretty much anything, pumps himself up, and is unblockable.
1 month ago
2 months ago
This looks like a good challenge to make a Bant Pillow fort under $100...I really enjoy these colors and I am currently running 2 pillow fort decks that are sort-of budget decks. My first idea would be to add more enchantments and more creatures (esp walls like Jungle Barrier and Wall of Denial). Some cheap enchantments that I find effective are: Authority of the Consuls and Aura of Silence. I think you have to many Instants and Sorcery's(18)...The essence of Pillow Fort in my opinion is lots of cards that stay on the battlefield and make it harder for your opponents to attack or get damage through. Take a look at these two lists for some ideas: Don't Do Hugs, Mmmmkay? and The Tragic Dead Poets Society. Good luck!
2 months ago
Hello, I like the work you've put into this. Sen Triplets has always been a card I wanted to play, but the response from my group has been poor. No one likes having their hand exposed and no one likes having someone else play their cards.
This seems to be the general response to Sen Triplets, and is something I'd be curious to get your thoughts on. If your intent is to create a shared sense of understanding in exposing one player's hand and "helping" to play their spells, you run the risk of still, every game, being the initial target and likely archenemy.
Assume the game begins before the first turn. While shuffling and cutting decks, your opponents are assessing each commander.
What does Sen Triplets represent that Queen Marchesa does not? Heavier control and combo colors! Both of these things additionally contribute to the risk you assume in becoming the target while playing this general.
The rational response in any situation involving playing against Sen Triplets is to kill the Sen Triplets player!
If we accept the fact that we are going to be pursued aggressively each and every game we play, we have several options:
- Go for an extreme pillow fort/rattlesnake strategy.
- Go for a heavy, mass removal and control strategy (which goes against some of your defined deck-building goals) or fast combo.
- Somehow communicate that you aren't the threat you seem to be, which is what I'd like to do.
To that end, the list I am brainstorming will be a mix of pillowfort/rattlesnake cards, with a dash of group hug effects, emphasizing cards (some already in your Marchesa list) that communicate how little of a threat I actually am. And that's going to be a challenge! Marchesa is awesome, but no one sees her on the other side of the table and fears a turn 2 reanimated Jin-Gitaxias, Core Augur or Sharuum the Hegemon infinite combo.
I don't ever intend to play Sen Triplets on curve.
Group hug will focus on draw specifically (after all, we aren't in green). My favorite group hug deck mitigates the empowering-the-person-to-your-left effect by playing a sprinkle of chaos (please see Zedruu, the Greatest of all Time here: http://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/598449-zedruu-the-greatest-of-all-time; it really is awesome, and the deck is a result of its creator's diligent effort and love, and it stands apart from most Zedruu lists).
Enabling opponents just the right amount will be hard to achieve, but it's a direction I'd like to explore. Also, seriously, who will expect Sen Triplets group hug?
Regarding chaos, Knowledge Pool would be on theme here.
Ultimately, like Marchesa, if you can be one of two players remaining, with the appropriate protection to maintain a board position where any move your opponent makes toward you is an inherently in your favor, you can utilize key cards from their hand (Sen Triplets), deck (Praetor's Grasp, Acquire, Bribery, Knowledge Exploitation) and graveyard (Memory Plunder) to finish them off.
If you made it through this ramble, thank you. And thank you for the interesting take on Sen Triplets!
2 months ago
So after about 3 games. I got stuck on land every game. Two land to be precise. There's really nothing to do on turn 2 with the current list except cast a 2/2 bear in Azorius Guildmage.
Seems like too many creatures for modern.
Here's how I would run it (I think)
2x Spell Queller
4x Drift of Phantasms
1x Platinum Angel
2x Master of Waves
1x Phenax, God of Deception
1x Sun Titan
1x Thassa, God of the Sea
2x Wall of Denial
You want to be more on the control side early on so you can build up enough resources to assemble the win-con you want for the specific game. Cards like Mana Leak, Remand, Serum Visions, etc. should allow you to stabilize.
I've recently discovered Reality Shift which is an interesting card in my opinion that might be better than Path to Exile if you plan on running out Chalice of the Void on turn 2.
2 months ago
I am re-tooling the deck, but before I update the list, I wanted to send a quick message to let you know that I opened 6 packs of Iconic Masters and 21 packs of Dragons of Tarkir, but only opened one Draconic Roar. My local card shops did not have the single.
With respect to removal, I am really stuck on what is best. I thought a mix of Draconic Roar, other premium removal like Swords to Plowshares, and charms, could be versatile. Or, I could even play something like Dragon Egg, Wall of Denial, or Fog Bank for the early game.
One thing that I've been noticing when I playtest is that, if I don't get Shaman of Forgotten Ways out on turn 2, it seems like it arrives too late and is clunky.
I will try to whittle the win conditions down to 9 epic dragons and the 2 planeswalkers. I also upgraded my mana with more fetches and duals, so that will go up in the edited version.
I only have 1 Thunderbreak Regent but also I feel like I want to ramp and not hit 4-drops. I do have a playset of Avaricious Dragon but don't know how to make that work without going madness, though it's a pretty strong 4-drop. I also felt the deck was smoother when I replaced 2x Chromatic Lantern with 2x Explore.
Finally, what I've created is a kitchen table casual deck metagame, and this is the final deck in the set. All of the other decks are very strong, but not turn-4 win. For purposes of the metagame flavor, the dragon deck can only be WURG. Also for flavor, I'd rather go control than ramp with this one.
Thanks for the help.
3 months ago
I'd cut each the following:
-1x Tablet of the Guilds (lifegain on its own is generally terrible)
-3x Prison Term (there's a lot of better options))
-1x Wall of Denial (again, better options are out there)
-1x Angel of Invention (doesn't dodge Lightning Bolt and you're not playing a lot of creatures. It's mana cost is too high to justify playing a creature without flash)
-1x Niblis of Frost (It dodges Fatal Push and Abrupt Decay, but not Lightning Bolt)
-3x Render Silent (there are cheaper Counterspells. 3 mana is a lot)
-1x AEtherling (you don't need a lot of win conditions)
-1x Azorius Guildmage (we need some room)
-2x Negate (again, need more room for some other stuff)
+1x Opt (you want 4 copies)
+2x Detention Sphere (general purpose removeal)
+2x Mana Leak (low mana Counterspell)
+1x Dispel (this is fills a role similar to Negate, except it costs less mana)
+1x Elspeth, Sun's Champion (this is the type of win condition you're probably looking for)
+1x Condemn (Death's Shadow really doesn't like this card)
+1x Logic Knot (it's a hard counter that's excellent to have later in the game)
+4x Spreading Seas (some decks simply won't be able to cast spells at all if you play this, especially Tron)
+1x Venser, Shaper Savant (this should just be in your main)
For your sideboard, I'd do:
1x Blessed Alliance (good catch-all card to handle a variety of decks)
1x Supreme Verdict (against Aggro, you'll want more sweepers)
2x Blind Obedience (this is a good choice against burn and you're already playing them)
2x Disenchant (you need instant speed artifact/enchantment removal)
2x Relic of Progenitus (graveyard hate)
1x Essence Scatter (good choice)
2x Negate (these are the ones that were main but get moved to the side. You bring them in against combo and control)
1x Dispel (against some decks you'll want 2, namely control decks)
1x Celestial Purge (beats Zoo, Burn, and Rock strategies)
2x Ceremonious Rejection (helps against Tron and Affinity)
After that, the main things you'll want are Cryptic Command, Snapcaster Mage, Celestial Colonnade, and Jace, Vryn's Prodigy Flip (which you know). On the cheaper end of things, look to getting 3x more Serum Visions, Search for Azcanta Flip, Jace, Architect of Thought, Stony Silence, Rest in Peace, Mindbreak Trap, and Wall of Omens.
You'll also want to improve your mana base, as that's probably the most important part of a control deck. Once you have 4x Flooded Strands, 4x Hallowed Fountain, and 4x Glacial Fortress, you can add in more utility lands, such as Field of Ruin and Ghost Quarter. Seachrome Coast is another great option.
I'd cut Evolving Wilds from your deck right away and add in 3x Plains and 1x Island. Port Town and Temple of Enlightenment are okay to have, but look to replace those with Glacial Fortress or the other lands I mentioned. You really don't want lands that always come into play tapped that aren't manlands. Otherwise, you'll die when you can't cast Supreme Verdict on turn 4 or Dispel + Negate on turn 3 when you're going second against burn.
3 months ago
Classic U/W Control, counter things, exile things, etc. More info on the deck under comments. I'm a new player so I greatly appreciate insight from seasoned vets, especially other pilots of U/W Control. :)
Edit: Thank you all for your feedback! I changed the deck quite a bit. I still need help with:
Win cons: Currently my major win cons are the two Aetherlings, but I know there is a lot more I could play with.
Mana base: I can't afford Celestial Colonnade yet, besides that how else do you think I could improve my mana base?
Creatures: Should I cut more creatures out for more counters? More cantrips?
Counters: Besides the obvious Cryptic Command, any idea how I could improve my counter base?
If any of you need help as well, I would be nore than happy to provide it! :) Happy holidays!