Hindering Touch

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Legality

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
Planar Constructed Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Hindering Touch

Instant

Counter target spell unless its controller pays .

Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)

hkhssweiss on Melek's Codex of Millenial Storms that Shower Mana

5 years ago

Take out all the high cost CMC spells and keep only the efficiently costed ones. You don't need cards like:

You also have two copies of Ponder in your list. After cutting those cards you should have about 100 cards. You were running too many additional redundant effects. Hope that helps.

leven110 on Niv-Mizzet Loves his Spells

6 years ago

Hi Tomagotchi, yup i do agree with Sinken, but my gosh thats the most anti fun playgroup i ever met XD.

But then, if youre playing commander its a 4 player games in a 100 deck setup, meaning there will be approximately 40-50 spells with a recurring castable commander per player (35+- lands, 10+- mana rocks), thus the game would have a maximum of 200++ spells. A 15 counter spell, well 30 if you can bounce it back with Snapcaster Mage or ect, seems redundant no?. a different story if you play 1v1 commander or if you're playing Baral, Chief of Compliance as the commander.

So essentially counterspell is great if you used it at the right time on the right spell, but over counterspelling spell in a commander deck might be a waste of card slot.

a few suggestion comes to mind,

Build a fortress:

Propaganda Curse of Opulence or Curse of Verbosity Fatespinner ect.

Might give you time by minimizing incentive for opponents to attack you,

Be the threat or be full control until you have your combo pieces

How about playing storm count instead, since Niv-Mizzet, Parun says whenever you play spell you draw a card than deals 1 damage. Storm is a spell on its own meaning if your storm counter is 5 you get a copy of that spell 5x, thus niv will proc 5 times, and if your friend want to counter the spell they have to use 5 counter spell thus niv will proc 5 more times.

A few storm card; Flusterstorm Grapeshot Hindering Touch Brain Freeze

Keep in mind Braids of Fire only give you that mana on upkeep, not throughout your turn.

i cant fully explain everything in the comments but heres my niv deck Niv-Mizzet, the Wizard Lord, it evolve in a way throughout my commander career.

Hope it helps, Go Izzet league!!!!

Pieguy396 on Stormy Horizons

6 years ago

Hello there! I don't see anything huge you're missing (other than lands), but I definitely think you should at least consider Sol Ring, Cultivate, Kodama's Reach, Eternal Witness, Mystical Tutor, Plasm Capture, Counterspell, and probably Blue Sun's Zenith and Stroke of Genius as well. If you're looking for cards to cut to make room for lands, I would start with the following. A lot of those cards are for what appears to be an Edric subtheme; I'd stick to just one plan, making a lot of mana and killing your opponents with it.

In any case, good luck! Feel free to let me know if you want some more suggestions!

AllhydeNoJekyll on Chancellor Palpatine

7 years ago

Themes Blue/White Good Stuff UWgud Stax Your things cost less, theirs cost more. ETB Mill Pillowfort

Cards to cut or just don't do enough Slow Motion, Stormscape Familiar, Select for Inspection (too Specific), Etherium Sculptor (Not justifiable), Mindshrieker, Burnished Hart (Look, we all love this stupid Elk, but he sits at a slot where you need to have around that much mana up for counter spells. You really only want to be spending that type of mana to reduce your costs or increase opponents costs or stop them from attacking you. Else, counterspells. Two mana ramp is what you are looking for, ideally, not six spread over two turns), Jace's Archivist(I like this card a lot, and I think it's great with things like Thousand-Year Elixir, but realistically you want to be sculpting the perfect control hand all game rather than tossing it away.), Rhystic Study(Great card, but not $8 great. Mostly priced based on popularity. Budget choice for you, you don't need it). Temple Bell (Fun card, but too beneficial for your opponents. Don't spend mana to speed other's race, that's the opposite goal of the deck.), Cataclysm (I don't see why you have this other than as a combo with As Foretold.), Entrapment Maneuver, Hindering Touch, Leave in the Dust, Sleep(Only beneficial against creature decks), Psychic Spiral(You have to devote yourself to wheel for this card to work well, and wheel arguably doesn't help your deck.), Sunder(This combos only with As Foretold), Isperia, Supreme Judge (Costs six, his only creature decks, they don't have to attack you, there is better card draw.), Sphinx of Magosi, Silent Sentinel (Requires attack and arguably not enough enchantments).

You have a pretty decent Stax and 'Don't touch me there' package going on here, but not a whole lot of direction other than that. Some mill, some land destruction, but no real win-cons. If you want to have a serious mill win con, you can take out a little of your protection package and focus it on ETB effects and pair with a card like Altar of the Brood. Is that enough justification? I don't know, but ETB effects can be very strong and already seem like a small sub-theme. You would have to make more serious cuts for it. You definitely need to upgrade your mill-win con to be more flexible if you intend on winning that way. Sitting down at the average CMDR table of at least sum(4) means that you have hundreds of cards to whittle away. Some suggestions:Aforementioned Altar of the Brood, only for considerationSands of Delirium, Memory Erosion, Jace's Erasure, Sphinx's Tutelage, Increasing Confusion, Hinder/Spell Crumple + Tunnel Vision is a particular jank combo favorite of mine. Really you want stuff that hits early and doesn't require any further effort so you can pillowfort yourself, or are huge sinks for the late game push.

If you are looking to remove some pillowfort and upgrade your stax package, check out Brago, King Eternal, Paradox Engine, Static Orb, Tangle Wire, Torpor Orb, Smokestack, Trinisphere, Thorn of Amethyst, Meekstone, Clock of Omens (This is especially useful), Dovin Baan, Inspiring Statuary.

Also, you should take out all land destruction since you don't have a real way to take advantage of it. Even with a couple of your reductions, the green player/ Mizzix player will get on board faster and annihilate you out of spite.

Also, the deck only has mill as its win-con thus far, which is tenuous at best even in the most refined EDH decks. I suggest you put some of the not-so-flashy-feels-bad-win-cons in this deck such as Approach of the Second Sun, Azor's Elocutors, Laboratory Maniac, etc.

Also, after above edits, you only have three board clears by my count. Even if I'm off, you want around 7-10 for a deck of this style that covers a multitude of fronts. Most board-wipes are just creature based, but you should include ones like Akroma's Vengeance, Consulate Crackdown, Planar Cleansing, Nevinyrral's Disk. Things that can be instant speed are also great like Rout and Evacuation.

This deck really wants to hold up its mana for counterspells, so Vedalken Orrery is a must have to avoid wasting mana, also BoNkErS with As Foretold. Consider Quicken as well.

Your land base needs a pretty big update as well. You should really only be running 10 or less of each basic for a dual colored deck, though not as important for three and up decks. But, you have quite a few double-symbol costs that your cost reduction can't affect.Fixing lands Coastal Tower, Meandering River, Evolving Wilds, Terramorphic Expanse, Azorius Guildgate, Sejiri Refuge, Tranquil Cove, Prairie Stream, Exotic Orchard.

Utility lands Tolaria West, Halimar Depths, Arcane Lighthouse, Command Beacon, Homeward Path, Myriad Landscape, Buried Ruin, Terrain Generator, Mirrorpool, Mage-Ring Network, Encroaching Wastes.

Hope this helps! :)

Emzed on Thrasios & Kydele, Infinite Partners

7 years ago

Isochron Scepter only works with instants, so no Time Walk combo. Also, the storm mechanic doesn't help flip Erayo, so Hindering Touch or Brain Freeze aren't worth it at all. You need cheap spells such as Moxen, Gush, Daze or Force of Will for that.
I actually think Sidisi, Undead Vizier might the best way to go, if you pack the deck full of mana acceleration and a few Reanimate effects, tutoring for Time Vault plus Voltaic Key should be easy.

JaysomeDecks on Thrasios & Kydele, Infinite Partners

7 years ago

VanguardianLeo, if you're playing no banlist, I'd suggest looking into Erayo, Soratami Ascendant as your commander. Cards like Flusterstorm, Gitaxian Probe and Mental Misstep, Swan Song, Brainstorm, Brain Freeze, Hindering Touch, etc, let you flip her incredibly easily. Just wain until an opponent plays a spell on their turn, cast a couple, and voila, each opponent is pretty much locked out of the game. Not just on their turn, either. Load in a lot of extra counterspells, and then you just need to keep one up and no one will be able to play anything again. She was banned for a reason.

Other banned cards that would be good: Definitely Time Walk and Time Vault. Even if you don't exploit them, that's an extra turn for 2 mana. You can also set up an Isochron Scepter combo with Time Walk, and the above-mentioned Voltaic Key combo with Time Vault. Tinker is a fantastic tutor. It can drop Blightsteel Colossus on turn 2-3. Heck, turn 1 if you use the moxes, which you should use. Black Lotus, Ancestral Recall, and Fastbond all should be used if able. Karakas, too, if you run white. Biggest commander troll available.

If you don't run Erayo, Soratami Ascendant, then definitely play , and focus on Time Walk/Isochron Scepter and Time Vault/Voltaic Key combos. Leovold, Emissary of Trest would be a fantastic commander for this, as he's potential card draw for you, and can really shut down some opponents. He's also quite cheap, and his third color is green, giving you access to ramp. Sen Triplets would make a good commander, as she gives you access to white removal, including Karakas, and locks a player out on your turn, allowing you to combo easier. Sharuum the Hegemon might make the best commander for you though, as 3/4 of the combo pieces that you should base your deck around are artifacts. Regardless of who you choose, fill with tutors (Vampiric Tutor, Demonic Tutor, Transmute Artifact, Trophy Mage, etc) and then just take infinite turns.

Km1k3 on dragon/esper/controle

8 years ago

Hey bananaboms that was quite a wall of text you wrote haha! but i think its turning in something awesome thanks to your help.

about the duo mana lands. i find them quite expensive same goes for languish.i think im going to buy 2 bosters one magic origins and one dragons of tarkir. i might get lucky with some cards. and those artifacts and Orzhov Basilica i already own :P. but if i take out Supply/Demand and Diabolic Tutor wont i have to little search cards? (btw thats why i like liliana aswel :P )and liliana is roughly the same price as that jace. im still not sure about those 2.

and i think your right about keiga but silumgar can only controle 1 creature/planeswalker. so with keiga i acn controle one more.

but i realy like the idea and the way of slowing the enemy down instead of allot of cheap creatures.

but but i like my bribery!! :P even more creatures of them onder my controle. and most of my friends do have some high cost powerfull creatures. but he could be sittuational. i already have him so i could put him in to try but i wont buy another of him.

and i do have some counter spells already but they are maybe not as good as Mana Leak

the ones i got and thought that might be usefull are:Hindering Touch Dispersal Shield Condescend Remove Soul

clayperce on Best. Advent Calendar. Evar.

8 years ago

December 11th
We cracked a bunch of really interesting cards today. Scourge had a bunch of "CMC matters" spells (e.g., we got a Dragon Shadow), so our Scornful Egotist -- which on first look was perhaps the most overcosted 1/1 we'd ever seen -- actually made sense.

Other fun cards were Treetop Scout (a non-flying flyer?!?), and a couple from the, er, cycling cycle: Noble Templar and Shoreline Ranger.

Scourge also introduced the Storm mechanic, which made Hindering Touch our top pick at common. Reward the Faithful at uncommon was better though. But Pick 1 went to our rare:

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