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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Grip of Amnesia
Instant
Counter target spell unless its controller removes his or her graveyard from the game.
Draw a card.
TheoryCrafter on Maddening Mill Weaver
1 year ago
May I suggest Leyline of the Void and Planar Void? These cards will prevent decks with graveyard interaction from benefitting from your mill spells. Counter spells that will also allow this are Grip of Amnesia and Perplex.
In fact, I'd strongly recommend Didn't Say Please, Psychic Strike and Thought Collapse since they don't specifically target a player and can do some damage to your opponent's library even if the targeted spell can't be countered.
Another spell to consider is Mind Grind.
With all the mana rocks you have, you may want to consider redoing your mana base by replacing most of your multicolor lands for Islands, another Swamp(if you can) and lands you can search them for with including, but not limited to, Esper Panorama, Grixis Panorama, Maestros Theater, Obscura Storefront, and Terramorphic Expanse. Speaking of lands, Mystic Sanctuary is a must.
I hope this helps. Thank you for reading me out. Happy Hunting!
ocannon on Eureka, A Combo!
4 years ago
No prob! I've never actually seen Distant Memories before, I might have to pick up a couple! Seems like it would be really fun and political. And that makes sense about being hesitant to cut the cards that trigger your commander. I'd think about cutting Galvanoth, I always try to play him but 5 mana for a creature that the odds are wont get a good trigger your next upkeep isnt worth it imo. ALso Izzet Chronarch, or Archaeomancer if you want to keep the izzet colours. Chemister's Trick, Charisma, Grip of Amnesia (for a better counterspell such as Counterflux), Cerebral Vortex, Nivix Guildmage, Arcane Melee, Thoughtflare. Also not sure how you take advantage of Aetherflux Reservoir? Maybe a cut.
Some cards that you might want to consider swapping your izzet creatures for are: Double Negative, Essence Backlash, Expansion / Explosion, Ionize, Magefire Wings, Suffocating Blast. Have fun brewing! I've definitely been doing alot of it over the last couple weeks haha
VladMarkov on Ally Strike
4 years ago
The main idea for Grip of Amnesia is that I am planning to have my opponent chose between counter and losing his entire graveyard. Sophie's choice for any kind of reanimator if countered with perfect timing. As for the lands - right now I want to test this to avoid potential mana screw. But if it should slow me down, I'd really consider that.
shadow63 on Ally Strike
4 years ago
I would replace Grip of Amnesia with a hard counter And you might want to cut out a few of the lands that come in tapped for basics
BearMcGrizzle on Shock and AGGHH
4 years ago
Came up with a short list of some cards you might like to run: Ancestral Vision , Arcane Denial , Archmage's Charm , Cryptic Command , Dream Fracture , Exclude , Grip of Amnesia , Mystic Confluence , Overwhelming Intellect , Sage's Dousing , Toothy, Imaginary Friend , Chasm Skulker
ItinerantFailure on Milling Away (Phenax EDH Deck)
5 years ago
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Hmm, I would drop Cancel for Scatter to the Winds for the extra functionality, if you eventually include Forbidden Orchard awakening it with Alarm out can produce infinite untaps and give a now milled opponent infinite 1/1 creatures.
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I would also include Lim-Dul's Vault as it's only about 3 dollars and is a strong tutor, could replace Diabolic Tutor.
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Pemmin's Aura should replace Turn Aside.
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Grip of Amnesia should be dropped in favor of Summary Dismissal or almost any other counter, it's too unreliable. If you replace it with Delay and counter a commander you can Disallow the final trigger that casts a suspend spell and leave it in Exile forever.
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Havengul Lich would be useful.
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Trickbind would work well with Sands of Time and is pretty cool as an unexpected, uncounterable trick. (Or for that interaction with Delay that it shares with Disallow)
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Propaganda is worth a look.
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and Cyclonic Rift as soon as you can afford it.
MagicalHacker on MagicalHacker - List of All Counterspells
5 years ago
pigskinlover, thank you for taking the time to suggest Dawn Charm! However, the fact that it can be played in nonblue decks is not enough to balance out the downside that it only can counter a very small category of spells. See the sixth point under "What this list doesn't include" in the description.
KayneMarco, thank you for taking the time to suggest Dash Hopes and Rebuff the Wicked! However, the fact that they can be played in nonblue decks is not enough to balance out the fact that Dash Hopes will rarely counter the spell it's targeting due to the alternate effect and that Rebuff the Wicked only can counter a very small category of spells. See the last point and the sixth point under "What this list doesn't include" in the description, respectively. That last point was newly added because it was something I forgot to include, so thank you for helping me refine the list's parameters :)
SaltySpecula, thank you for taking the time to suggest Perplex and Grip of Amnesia! However the fact that they both have a way to cause the counterspell to fail besides paying mana means that they are unable to counter spells that would result in winning the game except in very specific scenarios. See the last point under "What this list doesn't include" in the description. It was newly added because it was something I forgot to include, so thank you for helping me refine the list's parameters :)
Saljen on Mono Blue Mill & Control (Pauper)
6 years ago
Mill is tough in any format, but in a format as fast as Pauper, it's going to be really tough unless you can combo out some really big mill or have some way to survive for a long time. This deck does neither at the moment.
Your land-destruction sub-theme isn't doing a lot for you. It's high CMC and not very effective as your opponent can just tap different lands to avoid the tax.
Counterspell is better than Psychic Strike. The 1 CMC less is 10x more useful than the 2x mill. Grip of Amnesia might be okay in the sideboard against graveyard specific decks, but it does absolutely nothing to any deck that doesn't rely on the graveyard. They will just exile the graveyard they don't use every single time. Pauper has lots of good counter spells. Daze, Counterspell, Deprive, etc. Arcane Denial has a lot of synergy with this deck too, it may be worth running 4x of alongside 4x Counterspell for your control suite.
To fix some of the decks shortcomings, while keeping the premise of U/B Mill Control, I'd start by adding 4x Jace's Erasure. This card passively mills, mills more when you use draw spells (netting you double advantage) and stacks to become very difficult to deal with. You'll want to run 3-4x Muddle the Mixture to search out Jace's Erasure to ensure it's always on the field. It's also a solid counterspell as well, so it fits your control narrative.
Then you want to add some cantrips to help you filter through your deck and mill your opponent at the same time. I'd start with 4x Thought Scour, 4x Brainstorm, 4x Ponder. Brainstorm has the benefit of drawing 3, forcing 3 triggers on Jace's Erasure, even though you ultimately only draw 1. Ponder works with Brainstorm to let you shuffle away cards that you don't need right now. Thought Scour draws and forces them to mill at least 3 if Erasure is in play. 3-4x Mulldrifter gives you an option for a blocker or attacker while also drawing you cards. 1-3x Whirlpool Rider is also a solid card, as it can let you draw multiple cards triggering Jace each time.
As for removal, you'll want to run a few different cards. Diabolic Edict and Geth's Verdict are both solid, though I'd lean toward Edict due to the easier casting cost. Another option is Ghastly Demise, but I wouldn't run more than 1-2 of these. It lets you chose the target for removal and gets better as you fill up your graveyard with cantrips.
As for lands, I'd recommend just running 4x Evolving Wilds, 4x Terramorphic Expanse and the rest just basic Islands and Swamps. The two fetch land will help fill your graveyard for Diabolic Edict and also provides 8 shuffles to use with Brainstorm to allow you to really control what cards are on top of your library.
If we were to take all of this and put it into a deck, it might look something like this:
Control: 4x Counterspell, 3x Arcane Denial, 3x Muddle the Mixture (Also fetch's Jace's Erasure), 2x Crypt Incursion
Removal: 4x Diabolic Edict, 2x Grisly Spectacle (provides mill and target removal)
Draw: 4x Brainstorm, 4x Thought Scour, 3x Ponder, 3x Mulldrifter, 2x Whirlpool Rider
Mill: 4x Jace's Erasure
Lands: 4x Evolving Wild, 4x Terramorphic Expanse, 10x Island, 2x Swamp, 2x Bojuka Bog
Now you've got a deck that controls the board state through great counterspells and removal, while constantly taking double advantage of drawing with Jace's Erasure. All you have to do is counter, destroy, draw, win.