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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Archmage's Charm
Instant
Choose one —
- Counter target spell.
- Target player draws two cards.
- Gain control of target nonland permanent with converted cost/mana value 1 or less.








Taida on
That's a real nice deck ya got there
1 week ago
Nice concept of deck. One thing that other comments have mentioned, you are a bit split between something more akin to a Voltron deck and killing everybody with Commander damage and gracefully "borrowing" their library. In my oppinion the latter is the more interesting one, so its good to see a few dose of unblockable effects and doubling the triggers. To follow with this, I would add some more like Prowler's Helm or Whispersilk Cloak for equipments, or Adric, Mathematical Genius and Lithoform Engine for the triggers.
Now for using the graciously conceded cards from your opponents, I suggest Gonti, Night Minister, you end up generating a ton of treasures for free; and you can also include Agent of Treachery, not really for the first effect, but for allowing you to draw a lot of cards, keeping your hand full. I also do not think you will struggle with paying 7 mana for it, seeing how much ramp you have already in the deck.
For counters, I do not like Arcane Denial. In its place (and in general) I like to add counters that do not stay dead in your hand if you don't have a good target for them. Three Steps Ahead, Spellgyre, Archmage's Charm or Sublime Epiphany.
I also feel that the deck could benefit greatly from some tutors, as getting some of the trigger doublers, a protection or interaction piece or just the more game-ending equipments/auras like Eldrazi Conscription whenever you need them makes such a difference.
Finally, I would heavily the inclusion of MDFC lands. Even very cheap Zendikar ones. They are so flexible and don't become a dead card in your hand if you end up drawing them later in the game.
DemonDragonJ on
Utopian Prosperity
1 month ago
I have replaced Cryptic Command *list*, Plasm Capture, and Render Silent with Brokers Charm, Disallow, and Pledge of Unity, which reduced this deck's average converted mana cost from 3.63 to 3.60, because I believe that they newer cards are a better match for the theme of this deck; I almost chose Archmage's Charm instead of Disallow, but that card's mana cost is too strict, so I chose the other card, instead.
TheoryCrafter on Help me to build my …
5 months ago
Okay, I am back thank you for your patience. I don't know if you're just looking for advice or if you want a whole deck list, so I'll meet you somewhere in between.
So I use the manabox app for card listings. Turns out I miscounted and there are 35. If you put all but Twisted Riddlekeeper(potential color identity issues) in there you have a good start.
Perhaps the strongest cards in addition to Fear of Sleep Paralysis are Mjolnir, Storm Hammer, Monstrosity of the Lake and Scroll of Isildur; though even cards like Kitnap, Lost in the Maze and Sleep-Cursed Faerie can be a boon due to Tekuthal's activated ability and not be affected by Fear of Sleep Paralysis.
One card I recommend you add is Maskwood Nexus. Both Protocol Knight and The Watcher in the Water require creature types to be effective.
Speaking of Watcher in the Water, you'll need instant speed card draw. You're gonna need card draw regardless, but WitW will need feeding to be effective. This includes, but isn't limited to Archmage's Charm, Bane's Contingency, Jace's Archivist, Opt and Triskaidekaphile.
Triskaidekaphile is an Alternate Win Card as well, which you should have in your deck as a means of winning if you can't win by beating up your opponents. Other Alternate Win cards that would also fit the best in this deck are Central Elevator / Promising Stairs(To fully take advantage of the Eerie ability on Fear of Sleep Paralysis), Darksteel Reactor and Twenty-Toed Toad(which doesn't specify what counters apply to the win condition).
The latter two are fed well by your commander's static ability. Proliferate cards you can use include, but are not limited to, Contagion Engine, Contentious Plan and Inexorable Tide.
However, if you have a Commander like Tekuthal, it would not be wise to NOT take advantage of the proliferate ability. Crystalline Giant can give your creatures counters other than +1/+1, especially if you use Goldberry, River-Daughter to move hexproof counters onto your most important pieces. Power Conduit is another card that can strengthen your creatures. And you certainly can't go wrong with The Ozolith of you can afford it.
Ramp, like card draw, should be in every deck. Sol Ring is practically a necessity. Astral Cornucopia and Everflowing Chalice become mana fountains of their own once the charge counters are on and proliferating. Though cards like Arcane Melee, Defiler of Dreams and Urza's Incubator(which gets support from Maskwood Nexus) are just as useful.
And finally there's lands that can help with counters(like Nesting Grounds and Blast Zone), reusing spells(Like Mystic Sanctuary), redundancy(such as Reliquary Tower) and can offer elements of control not available to blue(such as Scavenger Grounds. Try this keep at least half lands as Basic Islands. That way, if you get hit with cards like Alpine Moon or Blood Moon it's not an immediate capitation.
Well, that it for my part. I hope this is a help, if nothing else than for inspiration. Thank you for reading me out. Happy Hunting!
DemonDragonJ on
Diabolical Machinations
8 months ago
I have replaced Thought Collapse and Undermine with Archmage's Charm and Disallow, since I feel that the newer cards are generally superior to the previous two.
Paya on
Dimir Frogtide
9 months ago
Hi. Since you have 3x Murktide Regent maybe could be more useful to play Consider instead of Preordain. To get some more utility you can try +1 Archmage's Charm and -1 The One Ring in main and 1 The One Ring can go to sideboard.
In sideboard can be useful to have some anti grave spells like Surgical Extraction or Nihil Spellbomb. Some more Consign to Memory will be good.
euqinU on Improve my Magus Lucea Kane …
1 year ago
Would Rhystic Study,Mystical Tutor, Archmage's Charm, and Worldly Tutor be a good addition? I'm following the advice on 3 mana so I might add it at my Simic deck.
wallisface on
1 year ago
Some thoughts:
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i don’t think you want Supreme Verdict when your path to victory appears to be go-wide creatures.
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you have very few ways to deal with a threat once an opponent plays it (and any savvy opponent will always find ways to get some stuff onto the board). I think you need more ways to remove those threats that inevitably resolve.
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control decks normally rely on being able to maintain a card-advantage engine over the opponent (if a game ever comes down to topdecking, they’ll always lose). Without any ways to refill your hand or draw additional cards, I’m not convinced you’ll be able to control the game for as long as you’ll need to. Something like Archmage's Charm and/or Memory Deluge would help you a lot here.
wallisface on
Dimir control modern
1 year ago
Mana cost-effectiveness is super important, and the difference between a 2-mana counterspell and a 3-mana one is astronomical. The only reason Archmage's Charm and Cryptic Command see any play is because they can do powerful effects instead-of/in-addition-to the countering… but no other counterspells above 2 mana are ever worth running.
Countering a trigger is super niche and unlikely to come up often enough (or be powerful enough) to ever justify costing an extra mana.
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