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.

Latest Decks as Commander

Declaration in Stone Discussion

amicdeep on Losing friends 101

1 week ago

the deck curve alot more tempo than control. i have a few suggestions for cheap power houses that would fit the list Dream Trawler, seems like a much better top end creater Realm-Cloaked Giant, may be one of the better board wipe options available Timeless Dragon, is a nother deceptivly strong card, fining a land intanst speed is always good, but also making a 4/4 from your gy later in the game Angel of Sanctions, falls under same boat but with solid removal added.

Declaration in Stone, is a solid and very cheap path alternative Elspeth Conquers Death, may be one of the best control toppers for he price, removal, protection and reanimate are all very relevant modes Fact or Fiction, is probably one of the best draw spells in modern and its budgets friendly Supreme Will, is a solid utility spell. hope some of these sugestions are useful to you

amicdeep on Losing friends 101

1 week ago

the deck curve alot more tempo than control. i have a few suggestions for cheap power houses that would fit the list Dream Trawler, seems like a much better top end creater Realm-Cloaked Giant, may be one of the better board wipe options available Timeless Dragon, is a nother deceptivly strong card, fining a land intanst speed is always good, but also making a 4/4 from your gy later in the game Angel of Sanctions, falls under same boat but with solid removal added.

Declaration in Stone, is a solid and very cheap path alternative Elspeth Conquers Death, may be one of the best control toppers for he price, removal, protection and reanimate are all very relevant modes Fact or Fiction, is probably one of the best draw spells in modern and its budgets friendly Supreme Will, is a solid utility spell. hope some of these sugestions are useful to you

Coward_Token on Innistrad: Midnight Hunt and Crimson …

1 month ago

Hoping for some good Devils for Zurzoth, Chaos Rider , plus a little more Angel & Devil tribal.

I think we can expect at least one Eldrazi card, but hopefully the flavor will be more Lovecraft than Lovecraft Lite. On that note, I hope that there'll be no Dragons in either set; they feel pretty strongly out of place in a horror setting (they were shoehorned in because they're the most popular creature type). Big monsters have a place in Innistrad, but it should be more like Gitrog or even the thing from Nightbird's Clutches .

And yes, seeing as the Markovs were hit hard by Nahiri ( Declaration in Stone ), with Edgar Markov possibly being killed off-screen, I think it's fair to say that it'll be a political marriage between them and the Voldaren. From a Watsonian perspective, Sorin seems less likely seeing as he's hated by his fellows for making Avacyn, although fighting side by side with them against Nahiri might have led to him being forgiven. Maybe an entirely new Markov character will be introduced as the family's heir?

TriusMalarky on Azorius Testudo

2 months ago

dsdude3021 on Naya's Hero

5 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

7 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 …

8 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.

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