Counterspell

Counterspell

Instant

Counter target spell.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 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 EDH Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Counterspell Discussion

WillofForce on I'm back

4 days ago

So I've updated my binder though I couldn't find designations for borderless and extended art options. Going to have to update the alt versions in my description as, for instance, the foil Counterspell is a foil JPN alt art archive.

multimedia on Tiamat's Coven

6 days ago

Hey, well done for being new and knowing that you can still learn and improve your deck building.

Some cards within your budget to consider adding:

You have Old Gnawbone, Hellkite Charger is a combo with Gnawbone for infinite attacks as long as Charger can keep attacking you can keep paying seven mana with treasures to have another combat step. This combo uses Dragons as the win condition by attacking with Tiamat being a source of lethal Commander damage. Savage Ventmaw can make six mana when it attacks that can be used to pay for Charger, needing only one mana to have another attack which can result in having a lot of extra attacks on your turn each turn equal to the amount of untapped mana you have. Crux of Fate can wreck since it can destroy all nonDragon creatures your opponents control leaving only your Dragons alive to attack.

Temur Ascendancy does two things that are really good for Dragons, it's a haste enabler and repeatable draw whenever a Dragon ETB. Faeburrow Elder can tap for two mana, green and white, but if you control other colored permanents then it can tap for even more mana, up to tapping for five mana, one of each color. Fellwar Stone is another two drop rainbow mana rock.

Boros Charm at instant speed can protect all permanents you control from most removal including all your lands. Swords to Plowshares and Counterspell are staple single effect instant removal options. Blasphemous Act is really good in multiplayer Commander as a fail-safe/reset the battlefield of creatures and it's mana cost consistently can be reduced to only one red mana.

Patriarch's Bidding is among the most powerful reanimation effects for tribal, for five mana it reanimates all Dragons that are in your graveyard.


Some cards to consider cutting:

Temple of the False God is not a good land. My advice is cut it from all your decks, since you can't tap it for mana until you control five or more lands. If you have it in your opening hand then that hand is a mulligan and any land that does this shouldn't be used. Orb of Dragonkind can't tap to make mana to cast any nonDragon card or pay for anything else, there's better ramp options.

You're not going to be casting enough instant or sorceries in a turn to reduce the mana cost of Demilich much. Quad blue or triple blue mana cost is too difficult to make with this manabase without controlling Chromatic Lantern or The World Tree with five other lands. Velomachus Lorehold cares about cheating the mana cost of powerful 5 CMC or less instants and sorceries which you don't really have here or do you need to include since Dragons are the high CMC cards you want to cast. Casting a Crux of Fate for free would be nice, but even so I don't there's enough worth while instants or sorceries to make Velomachus worth playing.

Good luck with your deck.

multimedia on Nihiloor Nightmares

6 days ago

Hey, well done for a first deck on such a low budget. I haven't seen this Commander before.

When you're just starting out building decks in Commander it can be helpful to have some basic deck structure guildlines to follow.

This is just a basic structure to get things started. It doesn't cover everything and your final deck may have different numbers for each part of the structure such as you might have more creatures. Some cards can cover more than one area such as Palace Jailer who is creature removal and can be repeatable draw which is really helpful.


Ramp is something all Commander decks need since you don't want to only rely on lands/land drops to make mana. You have Sol Ring which is really good, but that's where the ramp ends here. Only Sol is not enough ramp.

I always explain to new Commander deck builders that you need to be able to sacrifice (cut) some of the fun cards to add ramp to your deck. Since doing this will help gameplay so that you can more easily cast your Commander and the other big fun cards you want to play. In the case here my advice is consider cutting at least 9 cards to add more budget ramp?

Some cards to consider cutting to add more ramp are creatures who don't do enough for their mana cost: Gods' Hall Guardian, Living Tempest, Dread Rider, Shepherd of Heroes, Kor Celebrant, Ronom Unicorn, Brinebarrow Intruder


Like ramp all decks also need draw that comes from single draw effects and more importantly repeatable draw sources. Currently your deck has three good single draw effects Baleful Strix, Champion of Wits, Cloudblazer and one repeatable draw source Jace, Wielder of Mysteries. There's a reanimation theme here that can get you more draw from these creatures which is good, but consider more draw?

Jailer and Rose can be repeatable draw sources with the Monarch Emblem. When you have the monarch then you draw a card at your end step. Only one player in the game at one time can be the monarch and it can change players. As long as you are monarch you get the repeatable draw at your end step which is a big advantage.

For an opponent to become the monarch they have to do combat damage with a creature to you or play a card/effect that makes them the monarch. When this happens you loose the monarch and that opponent becomes the monarch. You can get back the monarch though by doing combat damage with a creature to the opponent who is the monarch or playing a card/effect that makes you the monarch.

Some cards to consider cutting to add more draw: Withercrown, Grave Endeavor, Arcane Endeavor, Smite the Monstrous, Extract Brain, Wand of Orcus


The area of your deck that you have a lot of is removal. I count 23 single effects of removal here. You can afford to cut some removal to improve other areas of your deck: Withercrown, Befuddle, Iron Verdict, Smite the Monstrous.

If you're interested I offer more advice in another comment. Including explaining how blink from single effects or repeatable such as Soulherder and Brago, King Eternal can be powerful here. Would you like me to continue with more advice?

Good luck with your deck.

wallisface on Blighty McBlight Face

1 week ago

Nice brew, looks very fun! Some thoughts:

  • Stubborn Denial feels like it's only going to be useful after you're already in a position of power. You're unlikely to have 1 free mana during the turn you Shape Anew, so really its only useful turns after that, when you've got a bunch of untapped lands anyway. I'd replace it for more solid countermagic, like the 4th copy of Counterspell, and then perhaps Archmage's Charm to help with control & card-draw.

  • Bounce spells are generally seen as pretty weak, because in general they're costing you cards from your hand, and not costing your opponents any actual material. If you're fine splashing a secondary colour, I'd suggest adding either black or white for the additional removal options they provide, and so remove Cyclonic Rift and Stern Dismissal - destroying/exiling a think is a lot more useful than bouncing it. I could see Rift still being useful as a sideboard option, if your meta runs those.

  • I don't think you need Sailor of Means... he's kindof slow and you already have lots of options for getting artifacts. If you end up splashing white, you could run a few Thraben Inspector (this cards good enough to probably also replace Press for Answers).

  • I think you want the full playset, possibly more, of the Karfell Harbinger. On that topic, I think Baral, Chief of Compliance is a strict upgrade to that card, so I would suggest maybe running something like 4x Baral, and 2x Karfell (or even 4 of each, and drop to 20 lands). It looks like your deck wants the mana acceleration, so make sure you get it!

  • Drop Rogue's Passage, you don't need it. Blightsteel is already a massive creature with trample and infect, so even if the opponent has blockers they won't for long - you're already in a winning spot so there's no need to "win more". It would be better to hold up mana for control magic than risk tapping everything down just to get him hit with a Path or the likes.

Mortlocke on I Hope You Like Slivers

1 week ago

Always happy to see a Sliver deck, HCO_Guitars. I do have a few suggstions:

  • I'd reconsider the inclusion of Heartstone as it can also benefit your opponents as well. This deck is tagged as being "competitive", so you generally don't want to play spells that are a net benefit for the table - only for you. I'd suggest replacing the previously mentioned with either: Urza's Incubator or Herald's Horn.

  • Virulent Sliver is a wasted slot. Why? Because for you to actually win you'd need to have 10 separate instances of your creatures assigning combat damage to a single opponent for them to actually lose to poison damage. I do see that your deck has a few creature copy effects, but in my personal opinion you need a lot more copy effects for this to be a viable alternate wincon - even in a casual deck. I suggest cutting the card altogether for another counterspell effect like Counterspell, Swan Song, Dovin's Veto or Delay.

I think you could potentially lean in more on the creature copy subtheme of the deck and just go all in on a unique vision for Sliver tribal aggro, but that's just me. +1 for Slivers and good luck in your adventures piloting this iconic tribe.

Caerwyn on Modern Dimir Mill & Dauthi …

1 week ago

I have not play tested mono-blue mill, but my gut tells me it is going to be both slower and more fragile than Dimir mill. For speed, you lose out on Glimpse the Unthinkable - Glimpse is a hyper-efficient card that is super easy to pop off. Might some of the three mana spells hit for more mill, particularly the unique-to-mono-Blue Sanity Grinding? Yes. But that consistent ten at two mana is utterly fantastic - the difference between two and three mana is pretty big in Mill. A two mana spell on turn 4 is often going to mean you get to both mill your opponent and have mana for another mill spell or interaction. That can be pretty big and swing entire games.

With regards to fragility, Drown in the Loch is just such a good card, and is better than Counterspell in all but the second turn.

Caerwyn on Modern Dimir Mill & Dauthi …

1 week ago

Your deck is missing 3x Field of Ruin. Field is an incredibly powerful card in Mill--it forces them to search their library allowing you to enable Archive Trap (while also getting some crab triggers). Along with that change I would cut Counterspell and move Archive Trap to the mainboard.

You also have too few fetch lands for 8-Crab to really shine, and that is probably a large part of why you feel the deck moves a bit slower than you would like. That is one of the downsides to the current mill deck--you really need to spend a lot on fetches to get it to sing.

StoryArcher on Modern Dimir Mill & Dauthi …

1 week ago

Caerwyn

The version of the deck you're talking about (well, MY version of the version of the deck you're talking about) can be found below. I think it's pretty strong right now, though any specific recommendations would be welcome - there are a number of other options I'm considering for those Maddening Cacophony slots, including Thought Scour, Mind Funeral, Tasha's Hideous Laughter and Tome Scour. I was also trying to decide whether the Thoughtseize / Inquisition of Kozilek suite might provide better value than Mana Leak / Counterspell.


Mind Rape

Modern StoryArcher

12 VIEWS | IN 1 FOLDER


I'm in agreement with you about Fraying Sanity, the trap of 'win more' is one I'm always on the lookout for. On the other hand, I've found value in the past of building a deck with more than one way to win, and backdooring a legitimate option through damage isn't something I want to discount right off the bat. Judicious use of the sideboard can allow you to shift the deck towards one option or the other in the 2nd & 3rd game, depending on what you're seeing across the board. Jace's Phantasm and Dauthi Voidwalker are excellent options in that regard and you can get some crazy value out of those mills for the latter.

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