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.")
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|Commander / EDH||Legal|
Latest Decks as Commander
1 month 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:
2 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!
3 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
3 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!
4 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.
6 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.
7 months ago
Murmuring Mystic replaces 2/2 drake guy
10 months ago
Nice deck! I'd like to just make a few suggestions from my experience playing Ruhan. I won't suggest too many card worth more than $2 since you're on a budget, but I'll start out with a couple that I think would be pretty good additions. Two of the most important things I find when playing Ruhan is to get him out and attacking as soon as possible and also keeping him protected from removal. Therefore, Lightning Greaves and Swiftfoot Boots are pretty invaluable.
I also think you could utilize a couple more ways to make Ruhan unblockable. Cards like Spirit Mantle, Holy Mantle, Aqueous Form, and Whispersilk Cloak all fit the bill and provide some additional utility.
Lastly, I'd like to talk about Sunforger. I'm just putting a Sunforger package into my Ruhan deck and after doing some research I think there's a few cards you could consider swapping out. First, the counterspells. If you swap in Dovin's Veto for Negate, Render Silent for Cancel, and Counterflux for Rewind, you can have a counterspell that can be cast by Sunforger for almost any situation. Absorb and Izzet Charm could also do the trick. There's also a few protective spells that you could swap in. Valorous Stance works great as a way to save Ruhan from removal or remove a big threat from an opponent's side of the board. Eerie Interlude can protect all of your creatures from a board wipe. And to wrap things up, Steam Augury does a nice imitation of Fact or Fiction that can be cast off of Sunforger as well. I would trade it in for Thought Scour or Read the Runes.