Castaway's Despair

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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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Castaway's Despair

Enchantment — Aura

Enchant creature

When Castaway's Despair enters the battlefield, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.

Hexaflexagon on Baby's First Merfolk Deck

6 years ago

For flying defense, I'd suggest either semi-creature removal in Waterknot or Castaway's Despair. You could also get Merfolk flyers in Wind Strider or Shaper Apprentice. But TBH, there aren't many strong flyers in Standard right now so I don't think that you need flyers or flyer defense. This is why I only have 3 flyers in my Simic Standard Merfolk V 2.0. As an afterthought, you should take Ice Over away because it doesn't tap the enchanted permanent when it ETBs.

x12721 on

6 years ago

Firstly, cut the non-merfolk cards (Soul of the Rapids, Waterknot, Castaway's Despair) and some of the weaker merfolk (Jade Guardian, Shaper Apprentice, Shapers of Nature, Vineshaper Mystic). Replace them with Deeproot Elite, Kumena, Tyrant of Orazca, Merfolk Mistbinder, and Silvergill Adept. Also consider Aquatic Incursion to ensure your merfolk have unblockable, and possibly Seafloor Oracle in place of Herald of Secret Streams.

multimedia on Solo Spellcaster

6 years ago

Hey nice budget deck. Is this one of the first decks you've made?

I have several budget suggestions to consider:

I suggest more land because 18x lands is not enough land for a Control deck that wants to cast a seven mana Approach of the Second Sun as it's win condition. Control traditionally uses 26x lands because you want be making a land drop each turn until you cast the win condition. Consider cutting 4x Traveler's Amulet, 3x Hierophant's Chalice and 1x Island for 4x Meandering River and 4x Evolving Wilds? Amulet and Chalice purpose shouldn't be to replace lands, that's what it looks like is happening here. They should support lands to make sure you have lands and make a land drop each turn, but in this case I don't think you need them just play more lands.

I like the direction of using enchantments to stop your opponent's creatures and Ixalan's Binding is one of the best ways to do this. It's budget and powerful consider adding 3x Binding cutting 3x Castaway's Despair. Despair is the same casting cost as Binding and Binding is a much better card because it exiles and can target any nonland card.

Hieroglyphic Illumination is a nice draw spell for Control because it has cycling allowing you to cycle it for one mana to draw a card or cast it for four mana and draw two cards. Control wants some kind of draw and while Opt is fine it's not enough. Chart a Course doesn't make sense because you don't have any creatures that can attack. Consider adding 4x Illumination cutting 2x Chart a Course and 2x Ritual of Rejuvenation?

Essence Scatter is a powerful two mana counterspell to counter creatures. It can do more here than Censor or Countervailing Winds.

Good luck with your deck.