Arcane Denial

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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
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Arcane Denial

Instant

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.

Michigone on Trigger Warning

2 months ago

Change Log 01/18/2023:

Cut:

Move to Maybe Board:

Add:

Michigone on Trigger Warning

2 months ago

I'm making two switches to the deck. I'm cutting Disallow and going back to Arcane Denial, because there have been a number of games where the extra in Disallow's cost has been enough for me to not be able to cast it, and in my current meta, there aren't too many egregious abilities that need countering. The primary play testing done with this deck was in a 1v1 setting, against a Mayael the Anima deck, so naturally, that ability was always foremost on my mind. Additionally, Arcane Denial leans into the card draw mechanic, and thus fits more with the theme of the deck. The second switch I'm making is removing a Forest and putting in a Mosswort Bridge. The whole point of the deck is to have large creatures get in for lethal combat damage, and so having a land that will allow me to cheat out something for "free" while still tapping for a forest is great value.

Tur on People's Thoughts on Mommy Norn?

3 months ago

Combo players, in semi-competitive, do not care about this card. It will never be a road block to their combo decks. It will die right away or be countered. Boom and that's all they wrote. Counterspell cards would be more effective against combo players.

Again, I do not care about the Yarok, the Desecrated part of the card. That really doesn't matter too much.

The problem which I have with Elesh Norn, Mother of Machines is the very large amount of judge rulings, player errors, and misrepresentation which will occur.

It is inevitable these will occur.

How many times have you seen someone in your play group do any of the following actions:

In a casual meta takebacks are generally acceptable. Assuming not too much time or actions have past.

Elesh Norn, Mother of Machines is a engine for these kind of effects. Unless you're a very sticker for the rules, half the time you'll have to deal with so many takebacks. It's a headache.

I'd probably just scoop to this card if I don't have an out in-hand.

At least Winter Orb isn't going to cause massive takebacks.

Michigone on Trigger Warning

3 months ago

Change Log 12/20/2022

Move to Maybe Board:

Add:

Michigone on Trigger Warning

3 months ago

Decided to make a switch in my permission base. Arcane Denial is a good card, and is one of the least salty blue permission spells out there; however, there have been far too many situations where ability countering becomes vital to winning, and Disallow fits that bill better. It is more expensive and specific at , but I think the extra utility vastly outweighs the additional requirements.

Grind on Does This Look Infected?

4 months ago

cool deck!!!
a couple ideas - seems like any thriving land Thriving Isle or Thriving Grove would be strictly better than uncharted haven.
I don't quite understand why you have drownyard temple and isolated watchtower. those lands are not very impactful and in 3 colors it is way better to consistently have all your colors. you could consider budget-friendly Tolaria West which can tutor inkmoth nexus or karns bastion. or a very impactful, budget friendly colorless land is Scavenger Grounds, but i would probbably still prefer Reflecting Pool.
you might consider Topiary Stomper over ondu champion.
also void mirror seems super niche unless your playgroup has someone who always plays a colorless commander deck. i would not run this and would instead run some other form of interaction like Arcane Denial, Beast Within, or Reality Shift.
anyway, just some thoughts, hope it helps, cheers and have fun!!!

Ardees on Gates? Nine Fingers Keene Competitive

5 months ago

If you are aiming at 'competitive' in the technical sense of the term (as in 'cEDH' or 'competitive EDH'), like the title seems to suggest, I see many staples missing that unfortunately make the deck quite far from being competitive.

Artifacts: you should be running at least Mox Diamond, Chrome Mox, Mana Crypt, Sol Ring, Arcane Signet, Mana Vault, Jeweled Lotus, maybe even Grim Monolith and Lion's Eye Diamond.,

Tutors: you are missing Vampiric Tutor, Imperial Seal, and Worldly Tutor and Green Sun's Zenith if you run any combo, win, or strategy whatsoever based on creatures. You could also add Wishclaw Talisman and Solve the Equation, and, although not a tutor, Peer into the Abyss, which works quite nicely with Thought Vessel.

Lands: any competitive deck plays true duals, namely Underground Sea, Bayou, and Tropical Island. Same for shocklands and at least 6-7 fetchlands in a 3-color deck like this one. You could also consider lower the number of lands, depending on whether or not you want to keep the Gate strategy

Protection: any competitive deck that plays blue automatically plays top-end counterspells, namely Swan Song, Arcane Denial, Force of Will, Force of Negation, Pact of Negation, Fierce Guardianship, Mental Misstep, An Offer You Can't Refuse, and Flusterstorm. You are also missing key cards like Cyclonic Rift or Chain of Vapor. Needless to say, ideally a competitive deck playing blue also plays Timetwister: not a counterspell but a must card (yeah, the price is another topic of conversation).

Creatures: I understand the Gate theme but you are missing some high-value creature cards in here, most notably Dauthi Voidwalker, Malevolent Hermit  Flip, Lotus Cobra, Azusa, Lost but Seeking, Tatyova, Benthic Druid, Ramunap Excavator, Dryad of the Ilysian Grove, Oracle of Mul Daya, Elvish Reclaimer - to name a few. Much depends on the strategy of your deck, although don't let keywords aligned with your strategy (e.g. 'Gate') fool you into thinking some cards are good for that.

Enchantments: a few staples in the current competitive meta: Rhystic Study, Mystic Remora, Sylvan Library, Burgeoning, Exploration, maybe Abundance and Necropotence

Removals: you could most definitely swap some of your removals for something better and more competitive, such as Force of Vigor, Nature's Claim, Abrupt Decay, Assassin's Trophy, and more.

Now, I totally understand there is a budget situation going on with upgrading to competitive MtG (spoiler alert: MtG is a pay-to-win type of game, research confirms), but generally the term 'competitive' sticks to decks that, to the very least, include most if not all cards mentioned above - without mentioning the fact that any competitive deck needs running at least one winning combo. At this stage, your level is more looking towards casual. This isn't to criticize you or anything of course, pretty interesting build, just not really a competitive deck in its strict sense.

If you want to try the competitive experience, my suggestion is to proxy cards by printing them online - this should cost around 10 bucks on colored and good quality paper, and effectively save you more than 7k worth of cards.

amarthaler on EDH Reap the Tides (C21 Precon Upgrade)

5 months ago

Update!

In: Wickerbough Elder and Arcane Denial

Out: 1x Forest and 1x Island

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