Combos Browse all Suggest
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 |
Oldschool 93/94 | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Counterspell
Instant
Counter target spell.
Neotrup on Remand vs. Approach
1 week ago
The text to put Approach of the Second Sun into it's owners library is part of the resolution of the spell, so if the spell is countered or otherwise fails to resolve it will not be applied and go to the appropriate zone (in this case the hand). Compare to a card like Nexus of Fate which is a replacement effect that applies when it tries to go to the graveyard, or Gaea's Blessing which is a triggered ability that triggers when it is put into the graveyard (though only from library, not from the stack). Nexus of Fate will shuffle in if it's countered by something like Counterspell.
wallisface on Sheoldred Control
2 weeks ago
Some thoughts:
-
As already mentioned, both Teferi's Protection and Thriving Moor are not modern legal.
-
Also as already mentioned, you always want your deck to be at 60 cards - anything above this is a concession of both power and reliability. The first thing you should be doing is ditching 19 cards to get back to 60.
-
your deck is running a LOT of really suboptimal versions of cards. Specifically, i’d be expecting countermagic like Counterspell, No More Lies, and Spell Pierce. And interaction like Prismatic Ending, Fatal Push, and Leyline Binding. And, board-wipes like Supreme Verdict or Damn.
-
some of these cards seem more “cute” than “useful”. Specifically looking at Smothering Tithe, Palantir of Orthanc, and Approach of the Second Sun.
-
the landbase needs a lot of work, soecifically fetchlands and shocklands (allied fetchlands are getting reprinted in mh3 this year so should get a lot cheaper when that happens).
wallisface on Azorius Aggro-Control deck
3 weeks ago
If I were building a deck with your colour and budget restraints, it’d be this. I’d suggest your list look very close to this, if you’re wanting to end up with an ”Azorius Aggro-Control deck”.
- 23x Lands
- 4x Counterspell
- 4x No More Lies
- 2x Spell Snare
- 2x Stern Scolding
- 4x Fateful Absence
- 4x Prismatic Ending
- 2x Supreme Verdict
- 4x Preordain
- 4x Delver of Secrets Flip
- 4x Tolarian Terror
- 3x Haughty Djinn
If you’re going down the route of specifically wanting to build around Ethersworn Canonist, it’s a completely different deck - neither aggro nor control, but instead some kind of artifact-based tempo build.
wallisface on Azorius Aggro-Control deck
3 weeks ago
-
Preordain is miles better than Serum Visions
-
yes you can trigger Lion Sash multiple times. You’d presumably always do it in the opponents end step.
-
I should reiterate as I have been this whole thread that your artifact creatures aren’t very-well suited for a control or aggro shell at-all… this is why i’d suggested a bunch of creatures that would actually help you. I know you like Ethersworn Canonist but this is a really bad home for it - trying to force it into this deck is going to make it’s performance bad, and the deck worse.
-
Haughty Djinns 3-mana cost can be a little awkward, but i’ll note Murktide Regent is two mana and survives fine. The trick is to know the matchups well enough to gauge when to ”shields down” to cast it - or wait till you have 4-5 lands so you can also Spell Pierce or Counterspell.
-
Tolarian Terror is 1 mana and wins the game on its own. You’re in no massive rush to dump it down, but tempo-control builds could often get it down by turn 3-4 no problem.
-
Touch the Spirit Realm is fine, but not great. You’re unlikely to ever channel it, but it’ll still be decent-enough.
-
Detention Sphere is decent.
-
of course opponents will be paying 2 mana to crack clues, but only if its the best thing for them to be doing fir their turn. Them gaining clues is an advantage for them.
wallisface on Azorius Aggro-Control deck
3 weeks ago
Some thoughts:
-
Last time you started a thread about a deck, it was described as you wanting to make a deck more competitive, but when those suggestions came through you decided you'd rather the deck be casual than strong. Is this the same scenario, or are you legitimately looking for advice on making a strong control deck.
-
Azorius Conrtol already exists as a well-defined meta archetype, consistently hovering between 1-5% of the meta. There is an established deck list here
-
The kind of deck your describing (being aggressive while also controlling the board state) is basically what the current Murktide Regent lists do - deck here. I think it is going to be very hard to justify playing white over red in such an archetype, because red brings most of the aggression, but it's probably still achievable with some concessions.
Some thoughts on your current list specifically:
-
For the deck to work, you need to be running the minimum amount of creatures possible - between 12-15. Running more than this makes it too hard to control the board, and running less than this puts you at risk of not being able to threaten damage.
-
All the creatures you run need to be able to quickly close-out the game on their own. If you check the Murktide list linked above, you'll notice all of those creatures are able to dish out extreme pressure. So far, NONE of your creatures are even remotely threatening. You want to be playing creatures that can end the game fast and can do everything they need to by-themselves. You should really be playing cards like Murktide Regent, Ledger Shredder, Tishana's Tidebinder and Solitude/Subtlety instead of these extremely weak creatures.
-
Any number of Academy Ruins is excessive when you have no real reason to want to recur any of these artifacts.
-
3 mana countermagic is always bad - there's no reason to run Render Silent especially when you still have room to play another Counterspell instead.
-
Assemble the Players is a terrible card and shouldn't be here.
-
you need waay more wawys to powerfully interact with cards that the opponent resolves - Oppressive Rays is too weak for this. You need cards like Prismatic Ending and Leyline Binding.
-
You are severely lacking in efficient draw. I would expect Preordain instead of Peek at a bare minimum.
Femboy_baloth on Mystimechanics
3 weeks ago
I love this idea, always love to see control. You might want to use Dovin's Veto rather than Counterspell.
legendofa on Take Control
1 month ago
You're in the colors of counterspells and protection, with and . Flickering Ward and Counterspell are reasonable options, and Swiftfoot Boots lets her start doing her thing as soon as she comes out.
For blink effects, Cloudshift, Ghostly Flicker, and similar effects let you both protect one of your creatures and keep control of your opponents' creatures. Since these cards specifically return the exiled creature "under your control," you can basically reset the control effect. Like, if you took a creature from an opponent with Merieke, you can blink it with one of these cards and keep it under you control without having to keep Merieke tapped.
I also like Fool's Demise for this sort of deck, as a personal favorite.
Have (8) | reikitavi , metalmagic , Downside_Up , orzhov_is_relatively_okay819 , Azdranax , gildan_bladeborn , Ellian , Maxjman21 |
Want (20) | ZBrannigan , William_Wilde , bladeoathkeeper , Stinkycheese29 , Ilumanatee360 , pabloriv , MyManFriday , mflint , beesaurs , mwsharrock , Mikarynu , Kripkenstein , qao50 , sarcasticpeony , Skullzer7 , Cicjose , StayFrosty110 , AstorathTheGrimm , Biko , Yahtzee55 |