Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
|Want (3)||TheMagicFanatic , NotOnline , Robohobobobo|
Printings View all
|Mystery Booster (MYS1)||Common|
|Masters 25 (A25)||Common|
|Commander Anthology (CM1)||Common|
|Commander 2016 (C16)||Common|
|Commander 2013 (C13)||Common|
|Masters Edition (MED)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Arcane Denial Discussion
1 week ago
Good build. The format on the page is a bit troublesome for those of us who are colorblind, however.
Also, you have a helluva lot of ramp. You're commander only costs 4, your average CMC is 2.00, more than a quarter of the deck is one mana or less, and you're running 13 ramp spells? Personally, I'd cut that down a bit, and use the space for draw and protection. For the latter of those, I'd reccomend at least a couple counterspells (Arcane Denial and Mana Leak come readily to mind), and Whispersilk Cloak which doubles as evasion.
That's all I got. Cheers!
2 weeks ago
Silumgar's Scorn and Broken Concentration are poor counterspells for this deck. You have two dragons, and very few instant speed effects that make you discard. I recommend swapping these for Arcane Denial, Stoic Rebuttal, Disdainful Stroke, Tale's End, Disallow, or Spell Swindle.
2 weeks ago
This is good stuff. You've pretty much got all the good mill you'd want in a deck like this. Here's a list of things I'd take out and put in and I'll explain after:
Take out - 1 Arcane Denial, 2 Nyx Lotus, 3 Sky Diamond, 4 Soul-Guide Lantern, 5 Tribute Mage, 6 Solemn Simulacrum, 7 Fraying Sanity, 8 Fleet Swallower or 9 Sphinx Mindbreaker, 10 Reality Shift, 11 Dig Through Time.
I'll try to be brief with all of this. For 1 I think Muddle is better for your deck, especially if you decide to add in Grindstone + Painter's Servant . 2 I don't think is a great source of ramp (It costs 4 mana to cast AND comes in tapped AND you aren't even guaranteed to get value out of it. It all depends on whether or not you're having a good game. You could play this turn 4, not get to use it til turn 5 since it's tapped, AND still maybe only get 1 or 2 mana out of it. Oh, and because of its high cost it's going to be a juicy target for removal. If it gets blown up you basically just skipped a turn. So much for being brief huh lol). 3 same as 2. Extraplanar Lens (not at all a budget buy I know) is killer in mono decks with snow lands, and you've already got the snows. Sapphire Medallion would just be better than 3. 4 you have enough graveyard hate. 5 you don't have impactful enough 2 cost artifacts to warrant this. Also Muddle. 6 you have enough ramp and don't need to mana fix. 7 I just feel is too targeted and might turn you into the table's bad guy if you weren't already. I'd just focus on the effects that apply to everyone or don't necessarily only apply to one player. 8 and 9 I don't feel like these are particularly necessary for winning but they're big and fun so I'd keep one and lose the other. 10 I just don't think you need. 11 some of your mills synergize with drawing and this doesn't draw. Good card, but I think for you Stroke of Genius and Blue Sun's Zenith will do you better. Additionally they can be combined with invite mana i.e. Dramatic Reversal + Isochron Scepter to mill out your opponents or mill out yourself. Crawlspace and Propaganda I feel do too much for you to pass up. I know you already have one of them in your maybeboard, but I think you need more defensive cards in your 99 so you don't get tag teamed as soon as you drop some of your more threatening toys. You know as soon as you play something like Mindcrank or Mesmeric Orb or hell even your commander, the table probably isn't going to be cool with you doing that lol. You just want to make attacking you a pain and use counters to handle the rest. Finally, Thassa's Oracle is good for self mill.
Sorry if I'm a bit all over the place, but I wrote this little by little throughout the day in between doing different things so I'd have to keep coming back and remember where I was and yeah lol. Hope I helped though. It's a cool deck and I'd hope to at least give you some ideas to work with. :^)
4 weeks ago
This is a personal deck building tenant of mine, so take this suggestion worth a grain of salt but I say "The more interaction, the better". You only have 5 instant speed spells, and of those spells 2 are counters. Since blue is such a predominant color in the deck i'd suggest you include more counterspells. Some suggestions include:
- Forbid (given that you like to like to bring things back from the graveyard - the buyback could be beneficial depending on the circumstances)
- Pact of Negation (not exactly budget, but it's worth a mention)
- Arcane Denial (depends on your personal philosophy when it comes to giving your opponents more options...but worth a mention)
- Swan Song
1 month ago
1 month ago
Daveslab2022, there are a few rules that you didn't touch on. First, when starting a game, it is common to have players draw varying numbers of cards. I've played where you draw equal to your judge level, but what seems to be the most common method is drawing cards equal to the number of times that you've played Tower in the last few months (max of 3). Also, once you make a mistake, you have to fix that mistake by re (since you don't lose immediately).
There are some rules that you didn't touch on. All "may"s are "must"s. So, your opponent has to draw two due to Arcane Denial. Also, you share a graveyard. This is important for things like Hammer of Bogardan or Prized Amalgam. There are specific rules about what cards each player "owns" too. They can largely be boiled down to "you own cards that you moved from a private zone to a public zone."
Those seem to be the biggest rule differences. There are a lot of interesting cards to add to a Tower for various reasons. One of the biggest taboos is cards that force you to search. Since most Towers are somewhere around 250 cards, shuffling that is a pain, and you all are there to play a game, not search through a pile of cards.
You didn't mention this, but Tower is crazy fun with more players. Four to five seems to be a good number.
1 month ago
So, the best way to determine what to cut is always trial and error. What performs well in some metagames may not perform well in others; so what I would cut doesn't mean the card is bad, I just don't view it as optimal.
Arcane Denial - yes it's an easy to cast counter but it comes with the downside of giving your opponent resources.
All the ramp sorceries - its safe ramp but when you're playing at higher level tables the focus will be on who can be more explosive. 0 mana rocks/positive rocks are the way to go.