Declaration in Stone

Declaration in Stone

Sorcery

Exile target creature and all other creatures its controller controls with the same name as that creature. That player investigates for each nontoken creature exiled this way.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Declaration in Stone Discussion

dsdude3021 on Naya's Hero

2 months ago

I'm curious what your experience was with Bloodbraid Elf . Cascade also gives you the cast trigger off of Hero of Precinct One . It's also crazy to think it's now a pretty budget card. Maybe because they are not as fun to play with?

I will like to advise that your 6 copies of Destructive Revelry (including Cindervines ), is a bit redundant and harmful. Especially if you already have the champ Qasali Pridemage . If you do put every single one in on a single game, you are very likely to start with one (or multiple) in the early game. This reduces your awesome creature output and likely ending with a poor mid to late game board-state. You don't have big and high CMC threats, so delaying the game into the late game can be a death threat to you. They are also mana restrictive (especially without fetchlands) and are strictly only answers to a particular threat, so they have a strong likelihood to sit in your hand wasting space

Here are some things to think about if your interested.

-The non-land permanent removal enchantments might be an option, if you want answers to specific permanent types in your sideboard, but it not have it as mana restrictive or type specific. Maybe even just creature stuff like Prison Term aggro might be funny against midrange or some aggro decks.

- Yasharn, Implacable Earth --Sideboard? It's at least interesting to think about.

- Declaration in Stone --another removal option like Path to Exile . Doesn't give them an extra turn on your early game, but is one more mana and at sorcery. Cheaper too.

- Remorseful Cleric , Apostle of Purifying Light --Cheaper Rest in Peace alternatives on a creature.

- Rienne, Angel of Rebirth This would essential be the 1 of fun card to put in the deck that is of theme. Not needed.

- Aspect of Mongoose , Valorous Stance , Unbreakable Formation , Dauntless Escort , Gods Willing and many others are much more budget than Heroic Intervention . Plus you mainly want to protect your creatures anyway.

- Shield of the Oversoul may be interesting

- Voice of Resurgence ?

I had more stuff to say but I realize this is alright long enough. Overall, I do like the idea of a multicoloured deck. I can see many possible directions a deck like this can go.

StopShot on B&R February 15 2021

3 months ago

@TriusMalarky While Twin can force a land to get tapped on turn 3 to prevent 3 mana spells from getting cast you do need to remember doing so leaves the combo piece open to sorcery speed removal such as a Dreadbore , Flame Slash or Declaration in Stone in the first game and in the second and third game it allows cards like Torpor Orb or Blind Obedience to be played - tapping all out to put the combo piece down means you won't have counter-mana up to stop these effects from hitting the board and often the Twin player will instead choose to cast the combo piece on the endstep of their opponent's turn incase if there is a sorcery-speed threat such as T-orb that needs to be countered on their opponent's turn instead. The Twin player will (in most cases) only choose to preemptively tap down the land if they know their opponent is mana-screwed, if they don't have a counterspell in hand or if they know their opponent is running Twin to further stall the opponent's combo. With that said I wouldn't entirely discount 3 mana answers that can be made uncounterable by Cavern of Souls or Aether Vial or 3 mana spells that completely disable the deck beyond repair such as Unmoored Ego if they resolve.

I also think it would be more problematic for Twin decks to also splash in a third color for enchantment removal. One aspect that made Twin decks so oppressive was a solid portion of them would include copies of Blood Moon in the mainboard in order for it to be more difficult for their opponents to interact with their combo. Dedicating to a third color to run Dovin's Veto is going to come with not being able to run Blood Moon while being easier for the Twin deck to also get disrupted by an opponent's potential Blood Moon as well. On the other hand, Blood Moon has also been made weaker in the meta as Cleansing Wildfire and Force of Vigor make effective get out of jail free cards from sideboard.

Plus, I think you're undervaluing some cards in your assessment. Back when Twin was around the only one-mana spells that could remove an endstep flashed-in Deceiver Exarch was Path to Exile , Rending Volley , Vendetta and the ever so infrequent Skred and Lightning Axe and out of those, the only cards that were mainboard worthy was Path to Exile and Skred (which only worked if you were running a niche deck and you were going first with extra technicalities). Fatal Push has had a huge impact on the format being loads better than Vendetta which gives many more decks greater flexibility when holding removal mana up especially in game 1 given how playable it is in the mainboard. There's also Veil of Summer which also deserves mention and while you may see it as a simple upgrade to Autumn's Veil , fundamentally it's not. In the event I toss a Path to Exile or Fatal Push at a Pestermite and the Twin player responds with a Dispel , or as you suggested a Dovin's Veto , if I play an Autumn's Veil (which would effectively counter either counterspell), it would be a 2-for-2 trade. I lose the kill spell and veil to remove the Twin player's combo piece and counterspell. This lukewarm outcome is the reason why Autumn's Veil saw none if any modern play as Silence typically did its job better enough to warrant a splash in white over it in most cases if such an effect was absolutely needed in sideboard. Veil of Summer surpasses both because it has a built in cantrip that turns the interaction into a 1-for-2 trade in your favor and if the interaction happens while your opponent is trying to put a Splinter Twin on the combo piece it becomes a 1-for-3 trade in your favor. Veil of Summer 's value is by no means merely replacing Autumn's Veil or Silence 's role in the format, but more accurately it's replacing the clunkier Krosan Grip and Sudden Death that were typically used against the Twin-combo instead which makes it its own unique answer against the combo in my opinion.

Two more cards that I think also deserve further assessment is Sinister Concoction and Dovin's Veto . To say Dovin's Veto is just an upgrade to Negate I think is an understatement. "This spell can't be countered" is the reason Abrupt Decay was a banger of a card at thwarting Twin's machinations and I think the fact a Dovin's Veto can stop a Splinter Twin on cast makes it good enough to be a Twin-killer too. You suggested Twin might have to go into white to run its own Dovin's Veto es and Path to Exile s but I think the fact this card can also be used against Twin may be a more compelling reason for Twin to splash green over white just to have Veil of Summer as a necessary means to put up with the combined pressure Abrupt Decay and Dovin's Veto would have in keeping Twin in check as the Veil is the only card that can universally counteract both spells. (And even so Veil of Summer isn't a 100% failsafe as it has nothing against Rending Volley .) As for Sinister Concoction , I'm not going to pretend this card sees much Modern play, but this thing is a serious contender at throwing a wrench in Twin's plans and outside of Twin it's not an unplayable removal spell either. The reason why is it works much like your explanation for why Authority of the Consuls works - you can play it turn one and your opponent has no means to remove it without splashing a third color. Now Authority of the Consuls may be the more ideal card to use over it, but if your multicolor black deck can't splash white this is your next best thing and it even has some upsides over Authority of the Consuls . Sinister Concoction may be more fragile to effects like Stifle and Tale's End or effects like Spellskite and Apostle's Blessing , but it makes up for it when enchantment removal is thrown at it, as you can crack it in response to dumpster one of your opponent's creatures, in this case most likely a combo piece, while also rendering the enchantment removal as a waste in the process. This in turn is going to make the Twin player more cautious about playing their combo pieces before drawing into enchantment removal which can potentially delay the Twin player's progress harder than an Authority of the Consuls otherwise would. And if the Twin player doesn't have an answer, you'll always crack the Sinister Concoction in response to whatever creature they'll try to enchant with Splinter Twin to inflict the most damage. Even if you're playing on the draw or you draw into the card later, much like Authority of the Consuls , Sinister Concoction also bypasses quite a couple of Twin's favorite counterspells too such as Dispel , Spell Snare and Remand which is why I think the spell has much merit as yet another Twin-hate specific sideboard card that just wasn’t available to be utilized before in the past.

Lastly, the list I put up above was something I compiled over a quick gatherer search. I wouldn’t be surprised if I missed a few cards that may be just as worthy of discussion on countering Twin as well.

TriusMalarky on I tried building a lockdown …

5 months ago
  • You have 6 tunr-1-castable spells. I recommend at least 8 in slower formats. In Modern, you can easily be running 16 in a higher-cmc list.

  • IoK and TS are by far the best reason to be in black, in the top 10 1-mana spells in Modern, and the core of black control.

  • You're in Mardu, and you're in control. If you're not running 4x Path 4x Push 4x Bolt you're insane.

  • Tibalt's Trickery in Modern is for t1 Emrakul, not a Mana Leak replacement. (see MagicAID's recent vid).

  • Declaration in Stone is 100% better than Divine Gambit, and it's still not worth it when Path is $3

  • Pyroclasm is a sideboard card. It does almost nothing maindeck. Anger is okay, but if you're running control(in Mardu) Day of Judgment or Wrath of God or Kaya's Wrath is optimal. Run a playset of your preferred 4-mana wrath.

  • You don't have a win condition. At all. Mogis, even if you turn him into a creature, wins on t7. That's a couple turns too slow. Seriously, Approach of the Second Sun is better at winning.

  • Here's some wincon ideas: Secure the Wastes, Inferno Titan, Grave Titan. Although you're not ramping, they just outvalue everything except Prime Time and, in the case of Inferno, Uro. They win incredibly quickly and can singlehandedly take you from a bad position to a win. Glorybringer is also reasonable. Chandra, ToD is not horrible either.

  • Smiting Helix is great spell as well.

  • Also, you're in control and don't have much grin capacity. Night's Whisper is sorta necessary.

Argy on Anyone else love the Planeswalker …

7 months ago

Oh I'm not saying you shouldn't have snapped it up.

You might think about tweaking it if you are planning to play it.

I would replace Sheer Drop, with 2x Declaration in Stone, and Oust, and Primal Command with 2x Exile

Scallywallwest on Controlling the BUDGET

8 months ago

Thanks! I'm thinking Blessed Alliance and Declaration in Stone seem the best fit, and I'll probably fit them into the sideboard or cut something for it.

Destroyerbirb on Controlling the BUDGET

8 months ago

If you're going to run removal in a control deck, run hard removal. Cast Out, Stasis Snare, Declaration in Stone and Blessed Alliance are all good options.

Oloro_Magic on Walking the Eternities

10 months ago

It's coming a long nicely, there is still some work to be done though, I'd cut both Kasmina, Enigmatic Mentor and The Wanderer for wrath effects, ideally Supreme Verdict but there are other options such as Settle the Wreckage. Both the aforementioned walkers are very low impact and not particularly relevant ability wise, in other words, they are never going to be cards you are happy about drawing really.

I'm also not sold on a full playset of Quench that feels like it will just come back to hurt you as the game goes into the deeper turns you are more or less designed to dominate in. Instead, while I could see playing a single copy of quench I'd like some form of spot removal: Glass Casket, Declaration in Stone, Seal Away, Stasis Snare, Baffling End, and Detention Sphere all strike me as viable options here.

Finally, the mana needs to be re-worked, yes you are a jeskai deck primarily, but the most important thing you can do turn one in this deck is play Oath of Nissa, as such you want to be able to have access to green mana turn one. Ideally that will take the form of Breeding Pool and Temple Garden but that isn't very budget friendly. Instead, simply adding some basic forests to the deck will go a long way to better equipping the deck to succeed in the long game. With that in mind you may also want to find room for Fabled Passage if you have access to it as some form of mana fixing. Finally I'd cut a plains for a Raugrin Triome, just some additional cover as the game goes on, plus it cycles if you don't need it.

psionictemplar on Grand Arbiter's Judgement

11 months ago

PourOverBro21 So I had done some more thinking about your deck and a couple things have stuck out to me.

  1. I have no good idea on what to do with your deck. The concept of creatures and wrath effects are such opposing directions that it is really hard to know which way to go. Leaning one way or another will leave you open to different things. The best thing I can suggest for now would be to attend a couple of events as a spectator and just see what people are playing. The lgs workers may be able to give you some clues on that as well. Knowing what you'll be facing will be the easiest way to know what to plan for.

  2. Are you opposed to a major rework of the deck. I'm thinking that it might be better to focus on creatures with a couple wraths or the opposite. I'm leaning towards the latter.

  3. Creatures and small number of wraths: If you want to pursue this route, it might be easier to run spot removal instead of wraths. Cards like Path to Exile are format staples that enable you to keep your entire board presence while impacting theirs. Another couple options along this route would be Declaration in Stone and Winds of Abandon. If you do want to keep the full destruction wraths then cards like Aether Vial can give you some flexibility on when you put your creatures in play. This could allow you to have all your mana for a wrath and drop a Dauntless Escort for example on the same turn. Or there is always Wurmcoil Engine which could be blown up without much drawback. God-Eternal Oketra is probably also worth considering for the ability to improve your board and be recastable.

  4. Wraths and a few creatures: In this path you could try to make grand arbiter work as more of a lockdown type card. You could compliment him with cards such as Gideon Blackblade to allow for recurring wrath protection. You could also open try things like Single Combat as a potential wrath as well. God-Eternal Oketra would not be as powerful as in the creature version, but might still be worth considering as well.

I don't have either of these ideas fully thought out but it might give you some perspective on what you could do.

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