Counterflux can't be countered by spells or abilities.
Counter target spell you don't control.
Overload (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")
|Want (3)||tgger000 , Swmrulz , uhore|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
3 weeks ago
You could run some Threats still in line with your them:
Karn, the Great Creator: I love this tool box card but it depends on how people feel about the 10 card sideboard, it isn't officially allowed exactly but cEDH may change that. you can fill the board (10 is generally the accepted number I have seen for the "side") with situationally useful artifacts.
The only other thing I would think of is maybe considering a bit more control like
to give a bit more protection for your strats
Rakdos's Return is always funny but may or may not work here
Daretti, Ingenious Iconoclast seems to fit the theme
I am not a fan of the wellsprings, they do fit the them somewhat but can seem dead at times.
I had a couple of others that were in mind but lost them, I will comment if I think of them
1 month ago
I think that Mana Leak is severely underrated, and I am surprised that no one has yet mentioned it. It is a soft counter, rather than a hard one, but it still is very effective, as it can counter any spell unconditionally and most players will not be able to afford to pay 3 mana until later in the game, and the fact that it costs only 2 mana (and only one of which is colored) means that it can be cast early in the game.
Counterflux is another excellent card, in my mind, because it, itself, cannot be countered, and its overload ability is very nice, as well.
I also think that Countersquall , Undermine , and Thought Collapse deserve to be mentioned, as well; while they may not be the most powerful counterspells in the game, the fact that they add insult to injury with their additional effects should not be overlooked.
Arcane Denial is also an excellent counterspell, as well; while allowing an opponent to draw two cards may be less than ideal, the fact that it can unconditionally counter any spell for a very low and easy cost.
4 months ago
The revamp is better but not by any notable margin - both decks have too much inconsistency to pick up on the differences from game-to-game.
I think you need to work towards getting playsets of your cards. The following list below just uses more copies of what you’re already running, and will play significantly stronger than what you’ve got now:
5 months ago
Not exactly. I am not an expert at Pioneer, but I don't think that Archmage's Charm or Counterspell is legal in the format. Those would be probably your best option. However, I would consider A combination of counterspells to cover everything, like Dovin's Veto , Counterflux , and Disallow for Absorb If any of those cards are legal. Hope that helps!
6 months ago
I think Sunforger packaged with the right toolbox/control/removal cards can be very powerful. I don't know if I think its fast enough for some competitive formats but it can be amazing when it comes online.
Remember, with Sunforger you can even pay Kicker, Entwine, Replicate, and Buyback costs when you cast the instant spell.
It is a little mana intensive and involves a few steps but matched with the right cards it can provide permanent effects and recursion for your deck. In similar fashion to Isochron Scepter in that you can match certain cards with it and get softlocks on your opponent or dominate the game state.
You play Sunforger with one or more of these: Mistveil Plains / Epitaph Golem / Reito Lantern / Junktroller . Now, you can tutor and cast an instant with Sunforger , then use one of the above cards to just put it back in your library and do the same thing again the next turn. You can unattach at instant speed. Which means you can cast something like Orim's Chant with kicker at the start of your opponent's turn. Then, also during their turn, put it back in your library with a card like Mistveil Plains . Then on your turn, equip a creature with the Sunforger so you are ready to do it again on their next turn. Stuff like that will just win games.
Imagine how hard it would be to stop the Sunforger Engine from beating someone into the ground. Especially if they have Counterflux in their library which is also a valid Sunforger target. Even though you can't cast it for the overload cost it would still be 1 counterspell per turn.
There is a huge amount of instants with red or white in their mana cost that have a total CMC of 4 or less which can all be tutored and cast with Sunforger
6 months ago
I love Fact or Fiction amd run the full playset only to sideboard out the "extra copies" as needed. Currently I am experimenting with Counterflux with the introduction of Dovin's Veto / Force of Negation running around but I do think splitting them is a good idea.... the land count is something I am also trying to figure out... I keep fluctuating between 22-24 but maybe another Island to go with cryptic command would be good.... ty I'll try it out!
7 months ago
I haven't played narset's reversal. If im trying to copy my own spell or my opponents spell, id rather have
. If im trying to stop a spell or a counterspell, id rather have straight counterspell or
I can see it would be great value in 1v1 but in multiplayer, its harder to argue for. Maybe it is good because it can stop Dovin's Veto or Counterflux but i don't see those very often.
9 months ago
I think those are solid changes, the only reservation I have is that Counterflux is virtually uncounterable - but Mana Drain grants ramp and denies a player a spell, which is more useful in my opinion. Vampiric Tutor is leagues better than Diabolic Intent in this context, so I think that's just a solid upgrade.
When it comes to what cards I wish to include in my decks I always ask myself - how do I want to interact with my opponents when playing this deck? Do I want to be able to parley more often than not? Or am I just the Archenemy? Those questions usually help guide me when I feel like I can't make a decision. Congratulations on getting to open not one, but two boxes of Commander Legends! As well as getting some really awesome pulls. I definitely recommend keeping the Jeweled Lotus (unless it's foil - sell it and get another box!) for down the road when you select a mono-colored or large CMC commander.