Wall of Denial

Legality

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

Printings View all

Set Rarity
Modern Masters 2017 Edition (MM3) Uncommon
Duel Decks: Venser vs. Koth (DDI) Uncommon
MTG: Commander (CMD) Uncommon
Alara Reborn (ARB) Uncommon

Combos Browse all

Wall of Denial

Creature — Wall

Defender, flying,

Shroud (This creature can't be the target of spells or abilities.)

Price & Acquistion Set Price Alerts

MM3

DDI

CMD

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Wall of Denial Discussion

eyes2sky on Unlikely Heroes

17 hours 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!

zjepsen on Sente: The Politics and Metaphor of Stones

2 weeks 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:

  1. Go for an extreme pillow fort/rattlesnake strategy.
  2. Go for a heavy, mass removal and control strategy (which goes against some of your defined deck-building goals) or fast combo.
  3. 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.

Early drops might include Sun Droplet, Wall of Omens, Wall of Denial.

Bitterblossom does a solid Forcefield impression.

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!

Chasmolinker on Devotions gods

4 weeks 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
2x Plumeveil
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.

ChimericIdol6300 on 4 color casual 60 card dragon brew

4 weeks ago

Thank you for the suggestions, Hyperalgialysis and razelfark.

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.

sylvannos on Azorius U/W Control on a ...

1 month 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)

I'd add:

+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.

ArchonBlue on Azorius U/W Control on a ...

1 month ago

U/W Control

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?

Cantrips: Do I need both Opt and Serum Visions? What about Sleight of Hand?

Counters: Besides the obvious Cryptic Command, any idea how I could improve my counter base?

Enchantments: Detention Sphere or Ixalan's Binding?

If any of you need help as well, I would be nore than happy to provide it! :) Happy holidays!

taylorg95 on Sir Mill Crab

1 month ago

Thank you TheSurgeon and GeminiSpartanX for the feedback. I removed 1 Ghost Quarter and 1 Marsh Flats to add some basic lands. 1 Island and 1 Swamp. Also Removed the 2 Wall of Denial to add 2 Ensnaring Bridge.

SideBoard

Most definitely removed the 2 Shelldock Isle and the 1 Emrakul, the Aeons Torn it was there for funsies. Removed 2 Erase 2 Cyclonic Rift.

Added 2 Damnation 2 Darkness 2 Fragmentize 3 Mesmeric Orb.

Please tell me what you think of the new changes :)

GeminiSpartanX on Sir Mill Crab

1 month ago

It looks pretty good! There are a few nit-picky things that I'd change though. I'd run the 4th Polluted Delta before the 1st Marsh Flats since blue and black are the most important colors to fetch for. If you have an un-cracked fetch and your opponent plays a Blood Moon, you'll want to be able to get the most important basic land you don't already have, and chances are it will be blue since the deck needs blue more than anything. Secondly, I'm not a fan of Wall of Denial. I'd run the 2 Ensnaring Bridges in the MD before the walls, since they do similar things but bridge does it better. Third, try using Fragmentize as your artifact/enchantment removal. Even though it's sorcery-speed, it hits everything you want to kill for only 1 mana, and is also a great card to bring in against affinity. I'd cut the 2 Erase and the 2 Cyclonic Rift for the set, since you rarely will get to 7 mana for cyclonic's overload cost. Forth, I think Shelldock Isle should be in your MD or not in the list at all, rather than taking up valuable SB slots. I think you could cut a Ghost Quarter for one easily. I've gone down to 2 Field of Ruins as my only colorless lands, and it's been pretty good. I only use 1 Shelldock though since I like to limit the number of tapped lands that I play, but I'm sure if you want the 2nd one you can find the space for it. Lastly, I've gone back and forth on whether to use snapcaster in mill. I've concluded that while snappy is great at controlling your opponent's board by being a 3cmc removal spell, being a 4 or 5 mana mill spell isn't that great. Fun fact- you can't snap back an Archive Trap and cast it for 0 mana if your opponent searched their library that turn, which makes it not as great as some people think. I'd run some number of Mesmeric Orb (since it gets around Leyline of Sanctity), or some copies of Breaking / Entering as additional 2 cmc mill spells. Ideally you'll want to cast 2 2cmc mill spells on turn 4 after a Fraying Sanity on turn 3 to close out the game. I actually run Breakings over Mind Funerals, since funeral is so hit-or-miss.

Anyway, hopefully some of that helped, or at least gave you a different point of view on mill. Let us know how you do with the deck!

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