Choose one —
- Counter target spell.
- Target player draws two cards.
- Gain control of target nonland permanent with converted cost 1 or less.
|Have (2)||pskinn01 ,|
Printings View all
|Modern Horizons (MH1)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Archmage's Charm Discussion
1 week ago
Looks fun! If you're looking for suggestions I think there's definitely some things you can change to make the deck stronger.
If you're looking to be able to activate & attack with tarpit or play a planeswalker AND hold up countermagic /removal, you're going to need to run more than 21 lands. For example - if you want to be able to slam an Elspeth and hold up Logic Knot for your opponent's turn, you'll need 8 mana - so you want to hit your land drops all the way up to turn 8 at minimum, which is going to be exceedingly hard to do with only 21 lands. I'd recommend 23 at MINIMUM, but you'd probably be better off with 24 or 25.
Enter the God-Eternals is a fun card for standard or even pioneer, but in modern it's probably going to disappoint. I'd recommend cutting them for some more hard removal- consider the 4th path, some copies of Fatal Push, or a Detention Sphere or two. Maybe even a Blessed Alliance if you're feeling spicy (personal bias, I love that card)
If it's in your budget, Wrath of God is a straight upgrade over Day of Judgement.
Render Silent is a fun card to cast, but modern gives you plenty of better options for counterspells. Mana Leak is a catch-all that counters pretty much everything until turn 4+, at which point it can still be used to disrupt your opponent's plans. Dovin's Veto or Countersquall help you in the combo or control matchup. Disallow can snipe things you couldn't otherwise deal with, like eldrazi cast triggers, planeswalker ability activations, and land destruction like Field of Ruin and Ghost Quarter. Spell Snare and Remand are also powerful options you could try, but they tend to be better in faster, tempo-y decks rather than the hard control you're running. Archmage's Charm is also a possibility, but since you're running 3 colors it's going to be immensely difficult to cast.
Since you're running black in a control shell, you should almost certainly be running 4-7 copies of hand disruption spells. The go-to options are Thoughtseize and Inquisition of Kozilek, but Collective Brutality is another good option.
And finally your lands - I assume you're on a budget here and that's why your mana is the way it is, but just in case you aren't on a budget I'll make some suggestions. Fetchlands like Polluted Delta, Flooded Strand and Marsh Flats help you fix your colors when you need to, and can trigger Revolt if you decide to run Fatal Push. They can grab non-basic lands too, so they pair extremely well with Shocklands like Watery Grave, Hallowed Fountain, and Godless Shrine. In a three color deck, any fetchland can fetch for any color you need by grabbing the appropriate shockland. With so many cards that cost double (or triple) blue or white, you might even consider a single Mystic Gate. Filtering white mana into blue or vice versa will make it infinitely easier to cast cards like Supreme Verdict and Cryptic Command.
Those are just some surface level suggestions - feel free to heed them or disregard them as you want. It's your deck after all! Whatever you decide to do, good luck and have fun!
1 week ago
My sideboard continues to change frequently. I have a 4th Archmage's Charm, Cyclonic Rift, and Day's Undoing at the ready. Surgical Extraction seems likely to stay in. But the rest are merely placeholders. I’m not exactly sure what I should replace them with. Pongify is still a valid option. Having early removal may prove highly beneficial. Mystical Dispute and Stubborn Denial are also useful counters against other blue/counter decks.
Now Relic of Progenitus is a very useful card, although is does have its drawbacks.
It can consistently remove cards from your opponents graveyard. But it’s second ability works against you because it will exile your graveyard as well. It does not work well with Day's Undoing. It is also not blue, nor is it an instant or sorcery, therefore you cannot combo it with Thing in the Ice Flip or exile it with Force of Negation.
Surgical Extraction Is nice, it can be cast for free, it can be cast at any time, it can also be recycled with Mystic Sanctuary. The downside is that you must always pay 2 life to cast it (this deck has no lifegain whatsoever). Both cards have their downsides and neither one fits exactly, although Surgical Extraction works slightly better for this kind of deck.
Vendilion Clique is a useful card on its own, yet it doesn’t fit exactly into the deck. I don’t have enough bounce in the deck to consistently utilize Clique’s ability several times over. Now the 3/1 flying is nice, but I already have that with Brazen Borrower. The upside to the Clique is that you get to look at your opponents Hand and get rid of a problematic card. However, Borrower can act as an Instant spell (Which can trigger Thing in the Ice Flip. Borrower can also remain in exile, this way it won’t be Bounced by Thing in the Ice nor will it be shuffled back into the deck by a Day's Undoing.
Kefnet the Mindful used to be in the deck. It was paired with Day’s Undoing to immediately become a 5/5 flyer. The problem is that he takes to long to setup. His 4 mana draw/land bounce ability won’t be useful until the late game. In the end, he ends up taking space in the hand or field, but doesn’t actually do anything (with a hand of 7 cards Kefnet is formidable, as soon as you start to play spells, Kefnet is useless again, essentially, Kefnet discourages spellcasting).
Aether Spellbomb was a card I enjoyed playing in the main deck. However, I found that it couldn’t combat every situation. Eventually it made its way into the sideboard as I needed to make space for Brazen Borrower (a mich more useful and potent card). Even though it has saved me in the past, I am thinking that it just can’t keep up with the rest of the deck. For one, it cannot be exiled with Force of Negation, for another, it is not an instant or sorcery, therefore it cannot trigger Thing in the Ice Flip. I think it has served it’s purpose in the past, but I don’t see it coming back into the deck.
This is what I would end up with when considering what I want to keep in my sideboard:
1x Archmage’s Charm 1x Cyclonic Rift 1x Day’s Undoing 3x Surgical Extraction 4x Mystical Dispute
I still have 5 slots left to fill.
I’m thinking about perhaps adding some sort of protection against burn decks, maybe some more countermeasures against other counter/control decks, and I also feel like my defenses against Aggro may need to be tightened up.
3 weeks ago
First time playing Modern since War of the Spark. Wasn't too sure of the meta at my LGS so I packed a little too much gy hate.
Round 1 vs. Dredge
Opponent was playing Dredge with Ox of Agonas.
Blood Moon on t3 limited his options which I Remand-ed back to his hand. No green meant no Life from the Loam to get his 5th land to hard cast the ox. Bounced 4 Prized Amalgam via Thing in the Ice Flip Flip and attacked for lethal after some burn to the face.
Sideboard for Game 2:
Started with an Anger of the Gods, Remand, Thing in the Ice, 3 lands, and a Lightning Bolt. T3 opponent casts Cathartic Reunion discarding 2 Stinkweed Imp and a Golgari Thug to dredge for 14. My T3 I remove Narcomoeba, 3 Prized Amalgams and a Bloodghast with Anger of the Gods. Drew the second Anger to keep his board clear. Tried to block Awoken Horror but when I showed Cryptic Command + Mystic Sanctuary he scooped with ~7 card left in library.
Round 2 vs. Eldrazi Tron
Opponent couldn't get t3 tron but managed a Chalice of the Void on 1, no can-trips or bolts for me. Played a Karn, Scion of Urza and decided to take an Expedition Map to try to get tron instead of a Mind Stone (He forgot that he couldn't cast it with Chalice). Remand-ed a Thought-Knot Seer twice and Cryptic-ed his Reality Smasher which flipped a Thing. Tried to stabilize with a Walking Ballista but before attacks I Archmage's Charm-ed to gain control of his only blocker. Game 2.
Out: 3 Opt
I had my only Snow-Covered Mountain in my opening hand which threw off my t3 Archmage's Charm and t4 Cryptic. I got lucky when my opponent still couldn't get tron until t5. Couldn't counter a Thought-Knot Seer and he took a titi but I also had a Magmatic Sinkhole to remove it. Kept countering his threats until I managed to get Ral, Izzet Viceroy out, -3 his Ballista on 1, he pings Ral and I keep using his +1 and countering his spells until I managed to ult Ral. He scoops.
Round 3 vs. Rakdos Vampires
Opponent was playing a vampire-themed midrange deck with Vampire Nocturnus, Gifted Aetherborn, Stromkirk Captain, Kalitas, Traitor of Ghet, Sorin, Imperious Bloodlord along with the standard black cards like Liliana of the Veil, Fatal Push, Dark Confidant, and Thoughtseize. T1 Cavern of Souls was a pain but I could still draw a card with remand to dig for removal which I found in a bolt + snapcaster. I won with another snapcaster + bolt.
Out: 2 Opt
In: 2 Anger of the Gods
Removed Kalitas with sinkhole and Force of Negation-ed his lotv when he tried to remove a titi which he did push later. Stabilized at 7 life by slamming a blood moon to get rid of Stensia Bloodhall and Lavaclaw Reaches but next turn he played Chandra, Awakened Inferno which I removed via bolt + sinkhole. Had to race him and beat him to death with a snapcaster and a Brazen Borrower. Won at 2 life.
Round 4 vs. Boros Burn
Out: 2 Opt
In: 2 Anger of the Gods. At this point I didn't have any Dragon's Claw in my sideboard so I knew this was my worst match.
Had to mull to 6 which opponent was happy about. Fought through two Eidolon of the Great Revel and stabilized at 6 life. Slammed Ral, -3 on Monastery Swiftspear, and +1 until he ulted, countering every burn spell without using a snapcaster. Opponent scooped after I used bolt + mystic sanctuary + ral emblem. Showed me a hand of 3 Searing Blood + 1 Path to Exile (from sb to get rid of titi).
I did not lose a single game this FNM but I knew I got very lucky vs Eldrazi Tron Game 2 and burn both games.
Changes to mainboard:
Note: Even though most lists run 1 Mountain it still felt really bad having it in my opening hand. This time I wasn't punished but I can't rely on that every time. An additional steam vents keeps me at 5 red sources without blood moon and it acts as an additional Island for Mystic Sanctuary
Changes to sideboard:
Note: Tonight I wasn't against a Stoneforge Mystic deck that my friend uses so I was pretty vulnerable to any artifact deck. Since I already have 6 cards in the sideboard that hate on graveyard decks and only ceremonious rejection for artifacts, I decided to put a recurrable hate card that can help deal with a variety of decks.
3 weeks ago
+1 for the name. It's really crazy! :-)
Personally I would add these cards:
- Agent of Treachery - steal and steal and steal
- Mana Drain - it seems to be over the budget of this deck, but it's a great card
- Snapcaster Mage - the same as above
- Archmage's Charm - you may steel Sol Ring, Sensei's Divining Top, etc.; or you may counter / draw 2 cards
- Soldevi Excavations - scry is useful
- Narset, Parter of Veils - a bit of stax :-)
- Back to Basics - only if you want to be really mean
- Thassa, God of the Sea - devotin, scry and evasion
- and some more ramp (Sky Diamond,Arcane Signet, ...)
3 weeks ago
I’m thinking that this may be my new sideboard.
Extraction is good against graveyard combos as well as annoying counterspells. Borrower is extra creature support and a bounce spell. Pongify acts as early permanent creature removal. Negation works well against non-creature heavy decks (works especially well with counteracting combos). And finally a fourth charm in case a playset is called for (especially if I’m playing against decks that contain powerful 1 mana cost permanents (such as Aether Vial, Noble Hierarch, or any token or spell that has x for mana cost)
3 weeks ago
I'm simply asking which are the best counterspells available in EDH. I have a UW somewhat-controlling deck, and I want to make sure the last few counterspell slots I have (roughly 12 or so in total) are better than other possible options. I know that Force of Will, Force of Negation, and Mana Drain are the best, followed closely by Pact of Negation, the OG- Counterspell, Cryptic Command, and then possibly Negate or Dovin's Veto. My question is which ones do you choose after those? Here are some that I've run before:
Which of these would make the cut in a deck that cared both about the overall quality of the counter as well as the efficiency (cmc) of the counter? Are there any more that I've missed that are worth mentioning? Please let me know which ones (4-5) you would use after the initial 8 that I mentioned! (P.S.- I know we're talking about blue counterspells here, so please be kind even if it's the type of magic that you don't like).
1 month ago
BoneclockHarmony I am going to build this for an upcoming tournament and I believe these changes could help. I am going -1 Island and -1 Shelldock Isle for +2 Mystic Sanctuary so I can bring back a Cryptic Command or Archive Trap to take control if needed. I am also going to try +1 Archmage's Charm in place of -1 Visions of Beyond as a way to get a bit of additional versatility if card draw isn't necessary. I think this can also help in specific matches against Death's Shadow , Champion of the Parish , Monastery Swiftspear , Aether Vial , or Chalice of the Void . For the sideboard I am also thinking of swapping Negate for Essence Scatter depending on how the meta changes.