Ambiguity

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Legality

Format Legality
Archenemy Legal
Casual Legal
Commander: Rule 0 Legal
Custom Legal
Limited Legal
Planechase Legal
Quest Magic Legal
Unformat Legal
Vanguard Legal

Ambiguity

Enchantment

Whenever a player plays a spell that counters a spell that has been played or a player plays a spell that enters the battlefield with counters, that player may counter the next spell played or put an additional counter on a permanent that has already been played, but not countered.

enpc on Commanders by Power Level [EDH Tier List]

5 years ago

SynergyBuild: The original intent of this list was to look at the optimum build for a commander than actually incorporates that commadner into the build somewhat. So for a Sidisi, Brood Tyrant list for example, one ofhte main strategies the list can employ is to get Food Chain + Eternal Scourge and then use SBT as you main self mill piece. So while the deck does not revolve around her, sha adds much more value than if the deck was piloted by Tasigur, the Golden Fang for example due the the workings of that particular combo package.

Though I think we all hear what you're saying. Techincally you can cram a combo package in almost any deck and the lines become quite murky about the amount the commander adds to the deck. For some lists it is obvious but for others the Ambiguity level is high.

It will be interesting to see what happens with the list overhaul.

ArcanicFlame: Your list is missing quite a few staple pieces that cEDH decks would expect to see, stuff like Mox Diamond, Gaea's Cradle, Swords to Plowshares, Nature's Claim, Mana dorks, etc. I'm also surprised that te deck is not running a land destruction package.

Also, having ~25 categories for your deck breakdown makes it harder, not easier to review your list.

Rex_JB24 on counter the counters

6 years ago

But what if your opponent counters the counter counter you're trying to counter counters with?

Ambiguity

Agethangelos on Counting counters while countering counters...?

7 years ago

Buying a playset of Ambiguity asap for shits and giggles. Thats why i love this game! Still going to bring this deck to modern tourneys and stomp face tho lol!

Monkeylordz on Counting counters while countering counters...?

7 years ago

Ambiguity would perfect for this deck!

If only...

PurePazaak on Ezuri: Weenies of Progress

7 years ago

@ anduri - a common question, and one that I had when I first saw Glen Elendra Archmage. Under the official rules, -1/-1 counters and +1/+1 counters cancel each other out. So as long as you put more counters on her, you're solid.

Btw, even without adding counters, she provides two "Negates". She etb with no -1/-1's, so you use her ability. She returns, after which you can reuse her ability and she will be gone for good. But, since you will most likely be putting counters on her with Ezuri, she will be able to counter more.

Sheesh... all this just screams Ambiguity!

Omeros on Advertise your COMMANDER deck!

7 years ago

zephramtripp - that's a rough meta to live in. What's your budget level for card suggestions? While I wait for an answer to that I'll make general comments.

  • Your deck isn't fast enough at getting to doing its game plan.

I count Gyre Sage, Simic Signet, and Frontier Siege as your only real sources of mana ramp. That's roughly 10 too few if you're playing in a meta that has any fast combo decks. Just because your commander loves to durdle with counters doesn't mean you need everything in your deck to interact with counters in some way. Add more mana dorks, land ramp (e.g. Cultivate), or artifact ramp in proportions that feel right to you. But add a bunch.

  • Your mana curve is a bit high but not awful.

You have a fair amount in the 1-2 CMC range but there's a glut in CMC 3-5 that interacts poorly with issue #1 above. Since you're running 'only' 35 lands you need ways of supplementing missed land with ramp sources. But since you're unlikely to draw into your 3 pieces very often that means a lot of the time you run the risk of being cut off from your large number of mid to high range of CMC cards. Try to shift your mana curve so it looks more like an exponential decay rather than a symmetric mountain - shift it to be heavy on CMC 1-2 and a healthy serving of CMC 3, but anything 4+ should be "gravy" and for cards that have a real impact the moment they hit.

  • Too many cards with no immediate impact, or which rely on having specific synergistic pairs in play, coupled with a lack of ways to tutor up these pairs.

This point may run up against any budgetary restrictions you have but I felt it needed to be made anyway since you can address some of it even without expensive options. Take a card like Inexorable Tide. Amazing for what it does each upkeep step, right? Well... That's assuming first off that it has multiple targets to add a (one) additional counter to. More importantly, you don't see any benefit from this card until you pass your turn and all three opponents have a full turn to deal with it! Let alone they might just ignore it entirely and win outright or blow up the parts of your board state that Tide could improve. Worst of all, it costs 5 mana which means with your lack of ramp it's coming down somewhere between turns 5-8 on the average game. That's exactly when - or after - a tuned Zur combo deck will have won the game. At least Contagion Clasp and engine can benefit you the turn they come into play, assuming you have enough mana.

And tutors. What these will give you is consistency, but that doesn't mean every EDH game will start to play out the same way. It does means that you have more chances to find your important interaction cards in time to respond to your opponents.

Does your meta allow you to play Ambiguity? It's technically not legal by official EDH rules since it's from an Un-set, but house rules trump official rules if people are okay with it.

  • What's your plan to win the game?

This should really be point number one because all your other decisions about adding or dropping cards should flow out of your understanding of what the deck is designed to do. And by "designed to do" I don't just mean "make a lot of +1/+1 counters" -- how will you end up winning the game? You run relatively few creatures given how much of your game plan seems to revolve around being able to win by combat in the end. While you have several difficult to assemble ways to acquire infinite mana that, if Kraj is also present, can become infinite +1/+1 counters, you don't have a clear path toward assembling all three of these at the same time (see point #3).

Try to work out a realistic vision of how the deck will win. "It is theoretically possible to draw these 3-6 cards by turn..." is not a realistic plan unless you have very strong tutoring options and counterspells/other control to ensure the permanents stick. Right now, your entire game plan seems to fold to Swords to Plowshares on Gyre Sage, so what's the backup plan? And when you work that out then think about either what the backup-backup plan is, or how you can really protect at least one of your two plans from being disrupted.