Control Magic

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Format Legality
1v1 Commander 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
Oldschool 93/94 Legal
Penny Dreadful Legal
Premodern Legal
Vintage Legal

Control Magic

Enchantment — Aura

Enchant creature

You control enchanted creature.

multimedia on Muldrotha: Budget Elemental Tribe!

1 week ago

Hey, it sucks when opponents gang up on you, Disk and Deed unfortunately have that negative effect. At least you got to see Urza eliminated before you lost :)

If playing Disk and Deed then think of everything else in your deck as expendable, doesn't matter if all your stuff dies because all opponents will too. Muldrotha gives you this flexibility and by adding totem armor effects then Muldrotha can be saved from Disk or Deed if she's enchanted before they pop.

You're slowly removing Elementals making your deck Elementals in flavor, but not much else for the tribe or game play. Risen Reef is the only reason here be Elemental tribal and while it's a good card, it's not good enough to stick to Elementals.

  • Cavalier of Night, Cavalier of Gales, Cavalier of Thorns
  • Risen Reef
  • Mulldrifter, Foundation Breaker, Shriekmaw

These Elementals are good because for what they do there's not other better budget cards that are not an Elemental that could replace them. Playing an Elemental because it's an Elemental instead of a better budget card is not worth it when you don't have much Elemental tribal synergy. Some examples:

Sac outlets are how you can abuse Muldrotha ability with creatures, casting the same creature from your graveyard over many turns. Sac outlets can do more for Muldrotha strategy then some Elementals.

If you're against Eldrazi Titans then consider an exile creature effect because indestructible doesn't stop it and the Titan is gone for good, doesn't ever enter the graveyard after it's removed.

These are three options, Tear is best because kicked it can exile any nonland permanent. Resculpt and Shift are only two mana to exile a creature. The drawback of your opponent getting a creature afterwards is minimal because you'll be removing something much better. Pair any of these instants with Eternal Witness for a repeatable effect with Muldrotha. Either one of these could replace Return to Nature?

Another budget way to deal with an Eldrazi Titan is to it steal from your opponent and then wreck that player with annihilator. Steal a player's Commander and keep control it until Sower is removed. Stealing Sheoldred can be nasty since reanimation is quite good with Muldrotha. Sower is better because with any sac outlet that can sac a creature you can sac your opponent's creature you stole, it dies goes back to that player's graveyard or Command Zone and then you can sac Sower to repeat with Muldrotha. Sower could replace Forgotten Ancient?

Fauna adds a creature toolbox repeatable effect that can also fuel graveyard strategies for Muldrotha. The toolbox can be helpful because you have several creatures who are much better than the others. Fuana is also good with Wonder and Brawn as creatures to discard who want to be in your graveyard. Fauna could replace Icon of Ancestry?

Really consider cutting some basic Forests for more budget dual lands that have interaction with Forests or lots of basic lands? The allied Check lands have been reprinted in latest set Dominaria Remastered, now is the best time to get them since each are down to less than $4.

9-lives on Question about cards that utilize …

1 month ago

If I don't follow your advice, don't chastise me for it. I have my own view of what this deck is to be and become. I don't care what some person said about what the archetype means. I am following the true aikido archetype as I have envisioned it.

You really think I'll have enough creatures on the field to play Blasphemous Act?

"opponent low on resources"? They probably would have at least 4 lands down and each of their spells countered, but that doesn't change the fact that they have 4 lands and other cards they can use. Again, you can't win a game by countering solely. You can try to get their health points down, but that's exactly what I'm doing with my counters. I know that Control Magic is more useful, but like I said, I'm using cards that I already have.

wallisface on Question about cards that utilize …

1 month ago

9-lives addressing each of your comments in order:

  • keeping in mind my list isa rough draft, it still is packed with a lot more win conditions than a typical control deck should have. Namely, Boros Reckoner+Blasphemous Act do massive damage, and then the game becomes fairly easy to close out with the various creature copy/steal spells.

  • I’ve already explained multiple times why Ionize and Essence Backlash are terrible counterspells. The small amount of damage they deal doesn’t redeem them - they’re still heavily overcosted and too niche in application. Control decks win by controlling the board and then presenting a win condition when your opponent is low on resources. An extra 2-4 incidental damage won’t matter, especially when your opponent has been given soo much free-reign to do-what-they-want.

  • the reason I suggested Control Magic over Clone is that Control Magic steals their creature, taking something from the opponent. Clone only copies it, meaning the opponent still has their stuff and you’ll likely end up just 1-for-1 trading thise creatures.

  • Your quote of ”Also, the aikido archetype requires that I do damage whenever I counter. That's basically what aikido does.” is just plain wrong. That does not fit in with the glossary definition of the archtype provided above, nor does it fit-in with what actual Aikido lists (seen in edh) try to achieve. You’ve created your own warped definition of the term, and are now holding yourself ransom to it.

  • your quote of Spellweaver Eternal is an aikido card because it does damage by blocking.” - not what the card does, not what Aikido decks in magic want to do.

  • the land count in your deck is most-definitely too low, but i can see you’re not going to see reason here. Doing some stats using this site, with your current land count you’re going to miss playing your 3rd land on-time 45% of the time! You miss your 4th land 65% of the time.

9-lives on Question about cards that utilize …

1 month ago

The Question with that list is, wallisface, how the heck am I going to win? You can't counter your way into winning if you don't get at their life points. That's why I'm running Ionize and Essence Backlash. Especially the latter would be great against big creatures. And, every single one of my wizards benefits from Harmonic Prodigy, so I don't understand what you mean by my deck not having much use from it. Since I'm running budget, and already have Clone, I'd rather run that than Control Magic. I already own all of the cards in my deck except for having to buy Irencrag Pyromancer. The only non-budget things in my deck are the lands. Also, the aikido archetype requires that I do damage whenever I counter. That's basically what aikido does. I deleted my planeswalker and the fatespinner. 75 cards is as low as I'll go now.

wallisface on Question about cards that utilize …

1 month ago

As an example of a budget list that could work, within this theming:

Now yes, the above list is vastly different to what you're running, and was also just thrown-together now, so will have some optimizations worth making. But is also presents a clear goal of using your opponents resources against themselves, and has the possibility of actually winning games reliably. The cards actually synergise with each-other to present a gameplan.

Just food for thought.

legendofa on Drake Support (Reworked)

4 months ago

Okay, I'm checking out the new cards.

Gilded Drake is expensive for a reason--it's essentially a two-mana Control Magic, and that effect starts at five mana these days. I don't think a functional reprint would bring the price of Gilded Drake down, Gold Scale Drake would become another $300 card (if it were printed officially). A functional reprint of a card isn't a bad idea by itself, but if someone showed up with, say, two functionally identical Mana Crypts with different names, that's going to be the center of a lot of discussion. Tread very carefully here.

Silver Scale Drake feels like it could be a rare, but that's completely a gut reaction. I like the ability, but maybe make it a 2/3? It feels like it's right on the edge of great and overpowered. Pardic Arsonist - restriction + Faithless Looting + flying = a very active card.

Diamond Scale Drake runs into color pie issues again with its mana tap ability. I would drop that, push the stats up to 3/3, and call it good. The draw ability is more on-color than the "add three mana" ability, but it's an LED reference, so it can work.

Talrand's Sky Captain (nice callback with the name and flavor text) could use some clarification on when an additional token is created, similar to my question for Kazirak. Does it trigger on every token, or when one or more tokens are created? I strongly suggest the second option, since it's already got double evasion and can create tokens independently. And 5/8 is a powerful stat line, especially at five mana. This thing can basically win games by itself. I would dial the stats back quite a bit, maybe down to 4/6.

I like Tundra Drake. My one tiny quibble is the aesthetics of next to , but that can't be helped. Mechanically, I think this one is where it needs to be. I would test it with adding a "non-land" condition, but it may not be needed.

legendofa on Favorites and Bests

4 months ago

I like these questions. Just giving everyone a chance to talk about themselves is an underrated art form.

My favorite color pair is . I'm happiest when I can out-resource my opponents in as many ways as possible--mana, cards in hand, board presence, etc., and the combination of 's ramp and creatures, and 's removal and discard, and their overlap in graveyard recursion, draw power, and lifegain, is what drew me to this combination. I'm happiest when my opponents have run out of steam and I'm still going strong, especially after they've thrown their best at me.

I can't pick out a strongest color pair; their strengths and weaknesses can't really be compared. The strongest color combination is the one that you're most comfortable using and that brings you the most satisfaction.

I would not remove from the game. It's arguably the most technical and tactical color, and it provides checks on a lot of different formats. If you've never seen a Saskia vs. Edgar vs. Dragonlord Dromoka vs. Atla EDH match, it's a race to see who gets out the most, biggest creatures out the fastest before someone combos off or beats everyone else down. If you enjoy that, great! It can be a lot of fun. But I like a little more tactics and trickery, and provides that angle that the other colors don't have. Counterspells, unlockable creatures, and Control Magic effects may not always be fun on the receiving end, but they provide a needed depth to gameplay.

The main three ways I see creature Auras being made stronger are recursion (Rancor, Spirit Loop), replacement (Griffin Guide, Mantle of the Wolf), and protection (Diplomatic Immunity, Indestructibility). If the Aura provides a new threat when it goes away, or just refuses to go away, it makes the two-for-one problem much more manageable.

My favorite tribe is Skeletons. They're more interesting than Zombies, smell better, require less care and feeding, and Zombies are spotlight hogs, getting new powerful cards almost every set while Skeletons keep getting maybe one or two cards a year (usually worse than a Zombie option). Outside of being the forgotten cousin of Zombies (one of my least favorites--can you tell?), I like Skeletons on their own merits. The skull and bone aesthetic is always popular, going back at least to medieval Memento Mori art, and Skeleton Scavengers's Regenerate was one of the first complex abilities I learned how to use properly, so they have some nostalgia factor for me as well.

For lands, I almost always go for the 40% and adjust as needed--faster, lower-cost decks get less; slower, more controll-y decks get more. I try to err on the side of having a couple too many lands than not enough. I do have a goal of one day owning a Legacy or even Vintage Dredge deck, though, and those can have single-digit land counts (does anyone have a pile of Lion's Eye Diamonds or Bazaar of Baghdad they want to give away for free?). I don't usually use the MDFC lands myself, but I've seen them used well, and the Pathways are a great option if you can't or don't want to shell out for the shocklands, fast lands, or other big-money lands. (They're still above what I would call truly budget, though.)

wallisface If I may speak for the OP, this doesn't appear to be focused on any specific format. It's asking questions about what you enjoy, how you feel about certain cards and effects, and general chatting.

legendofa on New hubs to be added

4 months ago

Metalcop The Aikido hub has gone through several name changes. It's intended to cover effects that turn an opponent's cards and effects against them, including damage redirection, theft, clones, etc. They're similar enough that I think a single hub covers the full idea, but the name has had some controversy. Do you have any suggestions?

Deflecting Palm


Praetor's Grasp

Control Magic

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