Deflecting Palm

Deflecting Palm


The next time a source of your choice would deal damage to you this turn, prevent that damage. If damage is prevented this way, Deflecting Palm deals that much damage to that source's controller.

Latest Decks as Commander

Deflecting Palm Discussion

boydb on Myriad Obeka

1 month ago

Hello, I also saw the thread you linked and many others while researching the legality. I thought I had it figured out but you have me doubting it. Most threads I read said it was ok and the one linked said it was not ok. So I went with consensus. Most discussions I found that did say this works was it being a delayed triggered ability and those only happens once.

The way I read the card, I interpreted it the same way you and that thread you linked did, like it should trigger each time. So, I dug around for official rulings and I think I found out the answer.

Here is what I found that convinced me the tokens stay. We're starting with the official release notes.


This rule had it's number updated. I used the number in the latest rules and the text can also be found there.

702.116a Myriad is a triggered ability that may also create a delayed triggered ability.
603.7b A delayed triggered ability will trigger only once—the next time its trigger event occurs—
unless it has a stated duration, such as “this turn.” If its trigger event occurs more than once
simultaneously and the ability doesn’t have a stated duration, the controller of the delayed
triggered ability chooses which event causes the ability to trigger.

The last line was added due to war of the spark rules changes.

So the ability will trigger at least once and then go away forever. Meaning we do need to let the trigger occur and then use the ability to end the turn. If we end the turn before damage is dealt, say to prevent a Deflecting Palm then the next combat, those delayed triggers that haven't occurred, will occur and we lose the new tokens.

um_fido I think you can add Myriad into your Obeka deck! Let me know if you agree.

Guerric on Feather Burns down the Barn

2 months ago
Spawning Breath OUT Sudden Breakthrough IN

Spawning Breath doesn't do much in this build other than to store mana for a later time. If I were focused on tokens it would be better, but in my build Sudden Breakthrough is a strictly better upgrade in that it pumps Feather while also storing mana for another time.

Reckless Charge OUT Deflecting Palm IN

I'm generally underwhelmed with cards that only work at sorcery speed in this deck, and with the addition of Sudden Breakthrough I've already added one back in. Deflecting Palm has always been a great Boros card, and gives me the option to send direct or infect damage right back into my opponents' faces. Comeuppance creates some epic moments and commander, so why not have a few more of them!

Renegade Tactics OUT Birgi, God of Storytelling  Flip IN

Tactics is sorcery speed, making it a pretty bad draw spell compared to my other cantrips, and otherwise useless. Birgi is a great ramp engine. My opponents tried in vain to remove her four times the other night because of the practically limitless mana refund she provides, though all those attempts were in vain!

Smothering Tithe OUT Storm-Kiln Artist IN

Tithe is an amazing card but as Control_Train has observed, it is really suited better to slower, grindier control decks. I've taken it out, and it will find a great new home in my upcoming Ranar the Ever-Watchful deck. Storm-Kiln Artist , on the other hand, can spew out treasure tokens in this deck like you've hit the jackpot on a slot machine, and is a great new addition from Strixhaven.

Gory.Flory on The Queen Of Politics

2 months ago

Online class is in session, which just means I've got an excuse to post my suggestions now. My suggestions for lands are a doctrine I'm going to press on you; the following suggestions are just ideas that you can decline based on your taste. Overall, your list epitomizes the Commander format to me.

  1. LANDS MAN LANDS! You could have the best cards in every format and never play them when you need them because you're topdecking the wrong basics at the wrong time. There's budget options, not every mana base needs to be fetches and shocks. Prioritize your lands over cards that are powerful but not essential to your strategy. There are some specific lands that would be interesting in here too. I recommend prioritizing buying one or all of these cycles before buying stuff like Urborg, Tomb of Yawgmoth if you don't already have one. The basic land ratio can then be more specific once your lands are fixed, but that can be the last step of your construction.

Your Mardu and Commander staples: Command Tower , Savai Triome , Nomad Outpost , Exotic Orchard , Terramorphic Expanse , Evolving Wilds . I have a Forbidden Orchard that would be cool in this deck but would need to be part of a good deal (I'm strict about lands).

Your bicolored lands:

a. Pain lands: Caves of Koilos and Battlefield Forge are cheap as hell. Sulfurous Springs is the most expensive of these three but if you can get your cycle of lands for less than $15, it's still really good.

b. Filter lands: Graven Cairns , Rugged Prairie , Fetid Heath . You can get all three of these for $16 so it doesn't pass our test... but I have a Cairns for trade, bringing you to $12.50. These are good because you have some cards essential to your strategy that have double-colored-mana costs and others with multicolored costs. These are a great budget cycle, especially for your colors.

c. Temples are super cheap now: Temple of Malice , Temple of Silence , Temple of Triumph .

Less good bicolored lands that are require deckbuilding technique:

c. Check lands: these are fantastic if you have a good basic land ratio (why it would be important not to run both the thriving lands and the pathways at the same time as these)- Dragonskull Summit , Clifftop Retreat , Isolated Chapel

d. Pathway lands: Needleverge Pathway  Flip, Brightclimb Pathway  Flip, Blightstep Pathway  Flip. You saw the foil full art Blightstep Pathway that was in my knight deck, you asked about the price when you said it was cool. I wouldn't necessarily go out of your way to buy these, but definitely seek them out in binders. If you're not running cards like Cultivate where you want to have some ratio of basic lands, these are strictly better than basic lands and could replace your Thriving Lands (which are a decent start; I have the nonred ones available).

e. These lands: Foreboding Ruins , Shineshadow Snarl , Furycalm Snarl

  1. Curses, Vows, Impetuses: these could be cool, especially with the Sigarda's Aid you already own. Having these in your hand (and even better, a sigarda's aid in play) means when you say "if you attack this person instead of me, I'll reward you with ____" and bluff, or if someone attacks you you could flash in a Vow of Duty . I have most of these in the cube (as well as marchesa and the jankier cards in your deck), so you can try these out and see if you like them.

a. The other vows are Vow of Lightning , Vow of Torment , and Vow of Malice (quick trivia- there's two black vows because R&D has tried to ween off of intimidate and other mechanics like protection from [color] and likely didn't want to include it in Commander Legends).

b. More aggressive and prone to cause kamikaze-style attacks, the Impetuses are similar to the vows but definitely play very differently. Martial Impetus , Shiny Impetus , and Parasitic Impetus could even be considered removal for multiple creatures in combat if you flash them out with Sigarda's Aid.

c. Curses: Marchesa was the most popular commander for curses until Ghen, Arcanum Weaver was released. Curse of Chaos encourages the player with a shitty hand to swing in a bit. Curse of Bloodletting punishes the opponent who is too far ahead. Curse of Shallow Graves is cool at a table with Gedan's Varina, Lich Queen deck. The curses from Commander 2017- Curse of Opulence and Curse of Disturbance are the best in your deck as they also give you something when your opponent attacks them too. These are really the only curses that fit the theme and psychology of your deck by not making you a target IMO, but .

  1. Removal: You have some "soft" enchantment synergy going on, so you might as well make it more broad. You're in the late game, you've got all your powerhouse enchantments in order and extra mana... why not cast Idyllic Tutor for whatever removal would smooth out your schemes? Darksteel Mutation shuts down commanders. Seal of Cleansing can be recurred with Hall of Heliod's Generosity . Dark Banishing is honestly a better run for your cash over Bedevil ... you're supposed to be able to convince those opponents to remove the black creature ;)

  2. Individual cards: Gedan has a Rite of the Raging Storm you could get. Wishclaw Talisman is more on theme than Diabolic Tutor or cheaper than Infernal Tutor . This is the only deck I wanna see those and Grim Tutor in since I know what you tutor for will actually be interesting and not a combo piece. Sphere of Safety would be impenetrable and bait removal if you have the mana for it. I have a foil Keeper of the Accord somewhere but I don't know where it is. Commander's Sphere as a budget option for Chromatic Lantern , and if you build a solid budget land base the draw effect would be better (adding but lantern but not replacing would be good eventually)

  3. Some cards I'd remove or wanted to comment on, but understand maybe stylistic or preferred: Sunforger can be a cool aikido spell tutor at instant speed. However, looking at your white instants, you have to spend 3 and then RW to save yourself with Angel's Grace . That could be a cool maneuver. I was also going to suggest dropping Akroma's Will until I saw Sunforger... that's fucking cool too, especially game changing after blockers are declared. Otherwise you're Mortify ing a creature, having your opponent talk to the Deflecting Palm , or Tear ing an enchantment in half. Batwing Brume wouldn't do anything with Sunforger. Therefore Sunforger basically has two game-changing effects and three utility effects, but I'd suggest keeping an eye on Sunforger to see how often the 3RW cost is available and worth it. The fewer cards you're dependent on, the more decentralized your strategy is, making it way harder to compete against (I'm saying this both critically and in favor of Sunforger- just keep it in mind). Torment of Hailfire wins you the game, but isn't gonna be less than $15 in the next couple years. You might not need it. Revival / Revenge can make you one of six creatures or one of three opponents an enemy- it seems like there are better cards you could play. Revel in Riches makes you a threat that your opponents need to race against, and I (genuinely) don't know if that's a position you want or if you want to maintain your monarch status. Try to think of when you want to win with this deck- by beating down your opponents individually, by beating them all at once, by spontaneously winning, or by drawing the game out for as long as possible and having the best resources throughout the game.

I haven't been able to analyze most of my own decks this intensively in a while, your design is competitive while still unique and interesting. Knowing your play style and how well it fits to this too also helps me suggest cards- it's the difference between auto-generating a deck from EDHRec and building a deck. I haven't been super inspired in the decks I've been building for myself, but this one of yours has me just as interested in the game as you now.

zapyourtumor on Boros prowess

2 months ago

Asdremine I took a short break from magic so idk the new cards and magecraft stuff, but maybe Deflecting Palm in SB and Surgical Extraction replacing Tormod's Crypt to trigger magecraft, since tormod isn't an instant/sorcery?

9-lives on Aikido of the Inward Eye and Mirror Flame

4 months ago

Should I get rid of Truefire Captain for Zirda, the Dawnwaker as a companion?? If so, what should I put in Truefire Captain 's' place? Mutiny ? Or Deflecting Palm ? Anything would be nice.

itsbuzzi on Aikido of the Inward Eye and Mirror Flame

4 months ago

I'm not sure how useful Deflecting Palm would be. It's a great card but situational. You'd need to ensure a large amount of damage were coming your way otherwise it'll just sit in your hand. And even just dealing some damage to the opponent may not be enough if it doesn't win you the game.

9-lives on Aikido of the Inward Eye and Mirror Flame

4 months ago

Cathartic Reunion seems useful, but I really don't like picking what to discard and then drawing basically at random. If it had the reverse order of discarding then drawing, I would definitely use it. Should I splash blue for drawing power? I wouldn't mind going Jeskai, but nonetheless there are those 1 mana cost draw 1 card instants that I can use that are Boros colors.

Also, I have a question. Should I put Deflecting Palm into my deck?

jamochawoke on Why Has Damage Redirection Been …

4 months ago

I can say that Batwing Brume which is a card I absolutely adore tends to get the same reaction from my opponents, especially if they have clear advantage.

I once had a Modern game where the decks were pretty evenly matched, until my opponent got some serious token generation going and started to overwhelm me and I didn't have any sweepers left. I had batwing ready to go but he didn't know that. He prolonged the game for an absurd amount of time before swinging in for the kill with about 15 tokens. He only had about 10 life at the time. He then stated that he needed to go home and rethink his life once I simply put batwing on the stack and said "you lose".

There's also Deflecting Palm which redirects damage, albeit by doing the prevention and then damage coming from the actual card, and tends to get a similar reaction as well even if both cards redirect the tempo of the game in different ways.

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