Choose one —
- Counter target spell.
- Target player draws two cards.
- Gain control of target nonland permanent with converted cost /mana value1 or less.
|Have (3)||PTsmitty , jecder ,|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Archmage's Charm Discussion
1 week ago
I recommend 1x Hall of Storm Giants as a wincon and 1x Castle Vantress as manasink and draw filtering.
Also get rid of the Blood Crypt: with both Counterspell and Archmage's Charm requiring a lot of you can't really afford to play lands that don't produce that color.
1 month ago
Nice list, but.. I have some things you may have to change to make the deck really work. Mono blue can be really good if you know how to build it. For example Merfolk is better in Mono blue then Simic (green/blue) because of the tempo you have.
Sideboard: -2 Spell Snare -2 Vendilion Clique -1 Negate -1 Remand -1 Force of Negation -1 Annul -1 Murktide Regent -2 Ceremonious Rejection +2 Hurkyl's Recall +2 Thing in the Ice Flip +1 Dispel +2 Malevolent Hermit Flip +2 Tormod's Crypt +1 Spell Pierce +1 Narset, Parter of Veils
Try this out, all the changes I made in this list has their reasons. Some cards have their special power on their own. Make use of more cheap and better counterspells. Try it out and ofcourse this are tips what you can do better with mono blue delver. I play it myself and it's great.
1 month ago
1 month ago
Manabase: Temple lands tend to be pretty slow for modern. The filtering is nice but if I ran it I would only run 1, 4 feels like too many. I suggest running some manlands like Hall of Storm Giants and Celestial Colonnade, and maybe some filtering with Castle Vantress (which can enter untapped unlike the temples).
Counters: Counterspell is great. Some of your other choices could probably be improved though. Dovin's Veto is more of a sideboard card, while Force of Negation isn't as good in straight-up control lists since you go down on card advantage. Archmage's Charm is a strong counterspell that can also draw cards or steal an opponents threat which could be a Ragavan, DRC, hexdrinker, esper sentinel equipped with a hammer, etc, and I'd slot it in over Render Silent.
Overwhelming Denial is very bad because you will almost never have surge. If you want to play 4 mana counters I suggest good old Cryptic Command. Ashiok's Erasure is similarly bad. Even if it handles uncounterable threats (which aren't as numerous as you might think), it's generally better to just remove those threats instead of playing a bad 4 mana counter.
Removal: Verdicts are good (4 is a lot but I frequently see 3). However, Detention Sphere and Ixalan's Binding are both pretty slow removal spells. Sphere is not bad as a 1 of, but Binding is definitely too slow. The best removal spell in white right now is Prismatic Ending which I suggest since it can deal with opponents t1 ragavan and stuff. It would be better if you ran fetches and 1 three-color triome, but it's still not bad. Solitude is another option for removing bigger creatures. Cyclonic Rift is just bad, because bounce spells require you to waste another counterspell dealing with them. This deck is maybe the one deck in modern where you would overload it, but an overloaded cyclonic rift is to save your ass when you're behind, and if you're at 7 lands you're probably far ahead already. I'd just replace with more removal/counters.
Wincons: The planeswalkers look pretty solid, but I'm not sure Luminarch Ascension is worth it, given how mana-intensive it is. You could maybe work in 1 Teferi, Hero of Dominaria which is a control powerhouse.
1 month ago
Stolos Ahh yeah my bad - i missed that sway set life totals to 7. This combo does indeed feel a LOT more feasible to me now that i understand the actual interaction.
I still think aiming for a turn 6-8 win is a bur slow, especially when most modern decks aim for a turn 4-5 win, and even a lot of casual creature-based strategies will be able to beat you down before turn 7. Here are some thoughts on potential improvements:
The combo only realistically needs Cerebral Vortex, Sway, and Mana Seism, with 8 lands in play. I would suggest making the rest of the deck hard-control to stall out the game that long. Going to 25-26 lands, and including White as a 3rd colour, gives you a lot of hard-control options to buy you all the time you’d need to pull this off. Control thrives on dragging the game out long, so that feels like the best-bet.
To that end, i’d suggest adding Archmage's Charm, Counterspell, and Cryptic Command, as well as some draw packages like Opt or Serum Visions. White becomes useful for running Prismatic Ending, and a few copies of Teferi, Time Raveler.
A must, imo for this deck would be 2ish copies of Memory Deluge - this will help you assemble the combo pieces quickly late-game when you have enough lands to go-off.
The reason i’ve suggested going down the hard-control route is that your current plan leaves your opponent too much ability to do what they want - and for a slow deck that spells doom. The other option could be to add Green and try going for heavy-ramp, but that will leave your deck a lot more unreliable in its ability to complete the combo.
1 month ago
Nice Deck :)
I recommend running 1x Mystic Gate over 1x Godless Shrine since you have a heavy -requirement in your spells: Counterspell, Archmage's Charm and Cryptic Command.
Also have you considered running Reflecting Pool ? It seems to me that it becomes an Esper-Triome after two landdrops, but I'm not sure.
Kaya's Guile seems like a good sideboard card against Burn and Graveyard decks.
1 month ago
ditch Cruel Ultimatum and Dark Intimations. They cost faar too much mana and are generally bad cards. You already have plenty-enough high-mana cards in your 3 bolos planeswalkers, so try keep the rest of your casting costs reasonable.
As far as replacing those 5 cards mentioned above, i’d first suggest bringing in the 2 Cryptic Command in your sideboard. After that i’d suggest adding one more each of Gurmag Angler, Thoughtseize, and Inquisition of Kozilek.
Countersquall and Remand aren’t great here, as the first is situational and the second doesn’t actually stop the opponent doing what they need to. I’d suggest to replace them with a playset of Counterspell, and a single Archmage's Charm.
1 month ago
You could definitely make Yorion, Sky Nomad your companion which I think would help the deck a fair bit. Given that you can just add more counterspells and etb effects, the consistency of the deck shouldn't be negatively affected. You could add some cantripping like Omen of the Sea and Spreading Seas, maybe even some Yorion mainboard. You could also add additional counterspells like Archmage's Charm (I assume force is too expensive). Remand isn't as good as it once was so I'd go up to 4 counterspells and maybe cut some remands if you have enough counters.