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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Dash Hopes
Instant
When you cast Dash Hopes, any player may pay 5 life. If a player does, counter Dash Hopes.
Counter target spell.
capwner on Counterspells Without Blue
1 week ago
Mana Tithe Reprieve Lapse of Certainty Tibalt's Trickery Deflecting Swat Wild Ricochet Bolt Bend Ricochet Trap Imp's Mischief Dash Hopes Chalice of the Void Null Brooch Ring of Immortals Guttural Response Green Slime Boromir, Warden of the Tower :)
SufferFromEDHD on Toshiro Umezawa Spellslinger Control
1 month ago
Per usual, the prophet of profitable suggestions comes through with a solid list! I will be making cuts to add these in this weekend.
Mastermind's Acquisition can get back instants that have been exiled by Toshiro effect.
Dash Hopes it's hard for me to not like this card but it never does what you want it to.
Liability when I was looking thru the collection this seemed like secret tech for a mono spellslinger strategy. The oracle text is "Whenever a nontoken permanent is put into a player's graveyard from the battlefield, that player loses 1 life." The deck is 1/3 spells, very light on creatures/enchantments and only 1 artifact and 6 lands have sacrifice costs. My opponents will not have these same ratios.
Mirrorpool = Gravebreaker Lamia, Harvester of Souls and Sedgemoor Witch are the main targets along with all the instants. No big payoff just a clone effect.
legendofa on How Are Red, Black, and …
4 months ago
White's counterspells are taxing effects, requiring an additional mana payment, and delaying effects, returning spells to the controller's hand or library. The most recent example of this, and the only new one within the last ten years, is Mage's Attendant, and that creates a blue token (but doesn't need blue mana). The other Modern-legal options are Frontline Medic, Lapse of Certainty, and Time Spiral block's Mana Tithe, Rebuff the Wicked, and Dawn Charm. Generally, Time Spiral block shouldn't be considered as a precedent for anything, so that leaves three mono-white counterspells printed since the Modern era. This includes supplemental sets, Commander sets, and other specialty sets.
In my opinion, white counterspells should fall in the "very rare and inefficient" category, and other non-blue colors shouldn't get any counterspells. White is the only non-blue color with any Modern counterspells, with the Time Spiral-block exception of Dash Hopes, and is second behind blue in eternal formats. I think it's worth noting that green takes second place, behind blue, in countering triggered or activated abilities.
RiotRunner789 on How Are Red, Black, and …
4 months ago
No, as long as they stay within certain boundaries. Green has a good history of countering activated abilities.
Dash Hopes is a bit out there, but the life loss is on theme.
All the red counter spells are all anti-blue or pure chaos.
I enjoy a nonue counterspell that are narrow in scope and fit their color. Other colors should have more ability to affect spells on the stack rather than everything else.
jgc10 on Tourach and the Rats
7 months ago
Raven_of_Arella great suggestions, thank you. I really like the Crypt Incursion and Indulgent Tormentor suggestions. Also a big fan of Dash Hopes and should have included it initially now that you mention it but I have found that people usually pay the 5 life. I suppose my win-con is letting my enchantments do the damage while I continue to force discards and then swinging big with Tourach but I don't have a ton of EDH experience so I'm shooting at the hip with what typically works best to seal the deal.
Raven_of_Arella on Tourach and the Rats
7 months ago
This looks like a really cool discard deck! I am curious what your win condition is? It seems like you can pump your commander up pretty quickly so maybe commander damage for the win? I might consider adding a few more land and/or a couple pieces of ramp so you can keep the pressure up and not worry about missing your land drops. If your goal is to win with commander damage Fake Your Own Death and Undying Malice are some cheap cards for keeping him on the battlefield. I would also look at Victimize for some reanimation and Dash Hopes for a last ditch counter attempt. Some cards I think will help you dig into your deck and capitalize off opponent discards are Waste Not and Liliana's Spoils. I might also look at some cards like Invoke Despair, Indulgent Tormentor, and Seizan, Perverter of Truth to keep the pressure on your opponents and add to the ping effect. Lastly I would recommend Crypt Incursion for some massive life gain and as a piece of graveyard hate. All of these cards should be in that <$2 category. Happy building and playing!
SufferFromEDHD on The Color Pie Must Die
1 year ago
Basilisk Collar > Bladebrand
Great use of Witch's Mist!
wallisface on White Black Enchantment Reanimator
1 year ago
Some thoughts:
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20 lands is a very low number. 20-land decks are typically happy being stuck on 1-land for a few turns, and don’t have any expectation to hit 3-lands on-curve. Conversely, your deck is filled with high mana cards and a requirement to get lands in play on-curve. Imo you need at least 24 lands.
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Even with a higher land count, your curve just looks too high. Stuff like Extinguish All Hope is just too unrealistic to expect to cast.
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I think you have too many high-mana enchants you’re expecting to be able to cheat-into-play from the graveyard, but nowhere-near enough ways to actually pitch these cards into the grave. As a reference, typical Esper-Reanimator decks have only 5ish worthwhile reanimation targets, 6ish cards to actually reanimate, and 10+ cards that let them pitch things into the grave (it’s worth adding those pitch cards are things like Faithful Mending and Tainted Indulgence which also help dig deeper into the deck). I think your current ratios and general lack of deck-digging ability is going to make the deck really clumsy.
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imo stuff like Dash Hopes isn’t useful… the opponent will always choose the option you don’t want them to. You’re not presenting any immediate threat to their life total so they probably just take-5 and continue to beat you down with whatever they cast.
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