Combos Browse all Suggest
Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Big Apple Highlander | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Oathbreaker | Legal |
| Oldschool 93/94 | Legal |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Premodern | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Counterspell
Instant
Counter target spell.
theNeroTurtle on
test
3 days ago
Decree of Silence Nine Lives Rest in Peace Solemnity Web of Inertia
An Offer You Can't Refuse Counterspell Cyclonic Rift Dovin's Veto Fierce Guardianship Force of Negation Force of Will Mana Drain Oblation Pact of Negation Path to Exile Swords to Plowshares
Lightning Greaves Swiftfoot Boots
Boromir, Warden of the Tower Giver of Runes Grand Arbiter Augustin IV Mother of Runes Pippin, Guard of the Citadel Selfless Savior Skrelv, Defector Mite Vexilus Praetor
Academy Ruins
Adarkar Wastes
Ancient Tomb
Command Tower
Deserted Beach
Flooded Strand
Floodfarm Verge
Gemstone Caverns
Glacial Fortress
Hall of Heliod's Generosity
Hallowed Fountain
Island
Kor Haven
Mana Confluence
Maze of Ith
Meteor Crater
Mystic Gate
Nimbus Maze
Plains
Prahv, Spires of Order
Reflecting Pool
Rogue's Passage
Sea of Clouds
Tundra
Dovin, Grand Arbiter Land Tax Rhystic Study Smothering Tithe Tithe
Arcane Signet Chrome Mox Grim Monolith Mana Vault Mox Amber Mox Diamond Mox Opal Sol Ring
Augur il-Vec Hunted Phantasm Infiltrator il-Kor Invisible Stalker Latch Seeker Looter il-Kor Soltari Champion Soltari Crusader Soltari Foot Soldier Soltari Lancer Soltari Monk Soltari Priest Soltari Trooper Soltari Visionary Spirit en-Dal Thalakos Deceiver Thalakos Dreamsower Thalakos Mistfolk Thalakos Scout Thalakos Seer Thalakos Sentry Zealot il-Vec
Academy Rector Enlightened Tutor Idyllic Tutor Intuition Mystical Tutor
theNeroTurtle on
3 days ago
Decree of Silence Nine Lives Rest in Peace Solemnity Web of Inertia
An Offer You Can't Refuse Counterspell Cyclonic Rift Dovin's Veto Fierce Guardianship Force of Negation Force of Will Mana Drain Oblation Pact of Negation Path to Exile Swords to Plowshares
Lightning Greaves Swiftfoot Boots
Boromir, Warden of the Tower Giver of Runes Grand Arbiter Augustin IV Mother of Runes Pippin, Guard of the Citadel Selfless Savior Skrelv, Defector Mite Vexilus Praetor
Academy Ruins
Adarkar Wastes
Ancient Tomb
Command Tower
Deserted Beach
Flooded Strand
Floodfarm Verge
Gemstone Caverns
Glacial Fortress
Hall of Heliod's Generosity
Hallowed Fountain
Island
Kor Haven
Mana Confluence
Maze of Ith
Meteor Crater
Mystic Gate
Nimbus Maze
Plains
Prahv, Spires of Order
Reflecting Pool
Rogue's Passage
Sea of Clouds
Tundra
Dovin, Grand Arbiter Land Tax Rhystic Study Smothering Tithe Tithe
Arcane Signet Chrome Mox Grim Monolith Mana Vault Mox Amber Mox Diamond Mox Opal Sol Ring
Augur il-Vec Hunted Phantasm Infiltrator il-Kor Invisible Stalker Latch Seeker Looter il-Kor Soltari Champion Soltari Crusader Soltari Foot Soldier Soltari Lancer Soltari Monk Soltari Priest Soltari Trooper Soltari Visionary Spirit en-Dal Thalakos Deceiver Thalakos Dreamsower Thalakos Mistfolk Thalakos Scout Thalakos Seer Thalakos Sentry Zealot il-Vec
Academy Rector Enlightened Tutor Idyllic Tutor Intuition Mystical Tutor
Asder on
UB faerie tribal
1 week ago
If you're doing a sideboard Bitterblossom is good in general, but especially against control. If you want to lower your curve to get under midrange decks Faerie Mastermind is a good option, if you can find space for a playset they like hanging out with each other and triggering together.
Heres some quickfire staples worth considering I haven't seen anyone mention yet: Fatal Push, Counterspell, Infernal Grasp, Harbinger of the Seas, Stern Scolding, Thoughtseize, Sheoldred's Edict
Balaam__ on
Yer a Wizard, Henry!
1 month ago
@Bookrook Naban, Dean of Iteration won’t trigger Dour Port-Mage. He’s here to double the effectiveness of Venser and Aether Channeler. As for Wizard's Retort, I get tired of seeing the same spells over and over again. Retort will always be a Counterspell in this deck since everything’s a Wizard. It’s just for variety.
Bookrook on
Yer a Wizard, Henry!
1 month ago
I’m pretty sure Naban, Dean of Iteration won’t trigger dour port mage an additional time. Also, why are you playing Wizard's Retort over Counterspell, since when retort is active, it’s just normal counterspell.
ArmchairRuler on Does The Haunt of Hightower …
4 months ago
If I were to have The Haunt of Hightower on the battlefield and an opponent cast Counterspell on another opponents Lightning Bolt, would my creature gain +1/+1 counters? I know no cards were milled or creatures entered the graveyard, but don't the spells still enter the graveyard after they are cast?
FormOverFunction on Should the Number of Mana …
4 months ago
I feel like this is sort of a “a little bit of column A, a little bit of column B” situation. I think of card strength as being on a sliding scale, with colorless things being VERY basic and utilitarian, one-pip cards being sort of a generic colored mana spell, and then multiple-mono-colored pip cards as being stronger (like what you’re saying, DemonDragonJ). They’re stronger, though, because they’re cast at the exclusion of other colored spells, because the land requirements are tighter. A multi-colored pips spell, though, is (theoretically) better because you’re getting two distinctly color-separate effects. Lightning Helix was probably the first multicolored card I saw like that, that really struck home the idea of “oh, of course. Red for damage, white for life gain. Neat.” The upside is you get both a Lightning Bolt and a Healing Salve (sort of) in just one card… and the downside is that one Counterspell stops everything. Now that I’m typing it out, I think I’m in the camp of “more colored pips generally should mean it’s stronger” but mono colored spells seem more complicated, as if you make it TOO strong then people will revert back to all-monocolored decks, like (I can’t get back to the screen to see who I’m responding after… I’m sorry) was saying. Drain Life is the best example I can think of, where you are severely limited by color. It’s a GREAT card, and I love the theme, but I can’t remember the last time I saw someone use it. WotC has worked really hard to make everything a two or three color minimum, commander and otherwise, so I don’t expect we’ll see much of a resurgence in mono color power. Except for green. Green has always been VERY proud of itself ;p This is why we need more forest walk.
| Have (5) | metalmagic , Downside_Up , Azdranax , gildan_bladeborn , Firebrids4sparx |
| Want (12) | ZBrannigan , Benniator , XxSirKittehxX , bladeoathkeeper , Stinkycheese29 , pabloriv , mflint , ACrispyTaco , dualist212 , qao50 , Yahtzee55 , freshie9000 |









