Deflecting Swat

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Deflecting Swat

Instant

If you control a commander, you may cast this spell without paying its mana cost.

You may choose new targets for target spell or ability.

Davinoth on Prosper's Purgatory [Treasure EDH]

1 month ago

     elliotmward97: So I actually used to run Red Elemental Blast, Pyroblast, Tibalt's Trickery and Withering Boon but didn't feel I was getting enough mileage out of them. Imp's Mischief and Deflecting Swat are both great in any black and/or red deck, I just don't have a copy of either unfortunately lol.

     Hadn't considered Wishclaw Talisman but I'm definitely going to now! Especially with Goblin Engineer/Goblin Welder is a pretty nifty combo. =D

     Hidetsugu, Devouring Chaos is a card I really liked thematically, but in practice just never felt good to draw. Even going infinite with Dockside and Technomancer requires your opponents to have at least seven Enchantments and Artifacts - which totally is gonna happen sometimes, but definitely not all the time.

     Chandra, Torch of Defiance is another card I used to run (and quite liked) but got cut for Daretti, Ingenious Iconoclast as Daretti just synergized with the deck better. Chandra may yet make it back into the deck, though!

     As for cuts, I'm not totally sure but probably Hellkite Tyrant in favour of Ancient Copper Dragon. Tyrant is great but also extremely telegraphed. I'd probably look at Professional Face-Breaker or either Mayhem Devil or Nadier's Nightblade (depending on your playstyle) as a cut for Imperial Recruiter. And although Goblin Welder is a favourite of mine, it's likely on the chopping block if I do pick up a Ragavan.

Yesterday on Can I Return a Sacrificed …

2 months ago

You can't. In order to put Whisper's ability on the stack, you need to declare its targets, and then pay its costs. Our buddy Gary won't be in the graveyard until after you've paid the costs of Whisper's ability, which is too late for it to be declared as the target.

After you've paid the costs to activate the ability targeting another creature card in your graveyard, a player could change the target of that ability to Gary with something like Deflecting Swat, though that's not a very practically useful tech.

Blood for Bones can sacrifice and then return the same creature, because it doesn't commit to a target on-cast. You don't need to make a decision for what you're bringing back until the spell is resolving.

DawnsRayofLight on Obi-Wan Can Blow Me

3 months ago

@Last_Laugh:

Thanks for the suggestions. As the list is, it is running fine, so I do not have too many plans to change it, not that your suggestions have no merits.

I was running Skyknight Vanguard and ever since I added that and Honored Crop-Captain along with some aggro stuff, the deck started running wonky and got stomped all over. I dropped those out recently and added some more midrange stuff and the deck has been running much better.

Breena, the Demagogue: unless I am misunderstanding this card, it just doesn't seem too great to me. I mean, yes, the politics aspect helps a lot, but I am not a fan of my opponents drawing as well. Tymna the Weaver: will definitely be an add if I feel the list is running slow and not drawing enough. I have been going back and forth on adding her, I just cannot fit her in the current list. There is some draw for now: Kaya, Ghost Assassin, Phyrexian Arena, Bolas's Citadel, Skullclamp, Chief Jim Hopper, Esper Sentinel, and sort of Land Tax

Ramp: It seems to be fine to me as is, at least with how the deck plays. I have only tested the current list a couple of times and only 1 on 1 so I will see if more ramp is needed. 9 mana rocks seems a bit hefty at times. I will note I am running some treasure token producers and may add back in Smothering Tithe, I dropped it to test Unquenchable Fury as Tithe didn't feel too necessary at times. Aerial Surveyor also ramps pretty well and Land Tax helps with hitting the land drops.

Protection: Iroas, God of Victory Serves as Dolmen Gate while giving them menace and acts as a 7/4 beater. Teferi's Protection may go back in, I just dropped it but we will see. I guess in working on my protection I was more concerned with counterspells and certain blue board wipes (which is why Grand Abolisher, Deflecting Swat (lul cyclonic rift), and Defense Grid are in there) rather than worrying about other board wipes. I added Legion's Initiative as it kind of acts like Teferi's Protection in that it works a bit better to protect from exile wipes like Winds of Abandon and Farewell than some of the indestructible protection spells.

Fireflux Squad: for some stupid reason it never occurred to me to use this on the tokens. I will definitely find a spot for the squad.

DawnsRayofLight on Isshin, Two Heavens as One

3 months ago

I mean, it seems fairly solid as is. Obviously there is some improvements that could be made, especially to the land base.

I might think of going more midrange over aggro

Some helpful control counters

Deflecting Swat

Defense Grid

Teferi's Protection

Grand Abolisher

Depending on budget I can offer some suggestions.

richardrorty69 on Mishra's Jank Machine [Primer]

4 months ago

Interesting--I can see how Blood Funnel leaves us more vulnerable to disruption than our other stax pieces.

I've swapped Void Mirror for Dockside, which also lets me swap Pyroblast for Fierce Guardianship. I also removed the flash subtheme, swapping Shimmer Myr for Metalworker and Emergence Zone for Mishra's Workshop. The additional ramp is almost always useful, whereas flash is game state-dependent; if I wanted to play at flash speed I'd want more than just the two flash enablers, though that's probably meta-dependent. I also swapped an Island for Seat of the Synod, which lets us grab a blue source with Tezzeret the Seeker's -0. Finally, I removed Karn, the Great Creator for Cyclonic Rift, which feels more flexible than Karn's narrow stax static.

Mycosynth Lattice and Vandalblast is undeniably cute--honestly I'd keep it for that reason alone, it's just fun to pull off--but if we think of it as an 11cmc two card wincon I think it's worth running in a deck that 1. usually needs at least three cards to win and 2. can't draw cards particularly well. My meta is fairly high-powered but there's only one other combo player so the lack of card draw here can really hurt (I hope that Brothers' War and Commander Legends 2 give us more of that); especially with the extra ramp it can be helpful to force a scoop by blowing up the world.

Speaking of card draw, it might be worth considering Jeska's Will. We're not particularly hungry for red mana, of course, but it can fuel our artifacts and at least I'm hurting for draw fairly often.

What do you think about Imperial Seal vs Gamble? I'm torn on whether taking the card directly to hand is worth potentially discarding a crucial combo piece when we have an unrestricted option. We paint a target on our back when we tutor in combo so the sorcery speed on Seal really hurts but this deck wants to have Sensei's Divining Top out fairly often, which might mitigate the downside.

It's a shame I haven't the room for Deflecting Swat but I'm glad you found it, the card is imo still underrated.

Serious thanks for putting this list together. This is the first combo list that's really spoken to me and I'm having a ton of fun piloting it. Coming from linear, proactive lists like Kaalia of the Vast and Nekusar, the Mindrazer it's a breath of fresh air to have so many real decisions to make every turn.

Freeway1312 on Mishra's Jank Machine [Primer]

4 months ago

Addressing a few recent suggestions after some testing:

richardrorty69, even with the deck's reliance on artifact-based combos, I have found Mishra's Workshop too narrow/limiting. Similarly, although I ran Blood Funnel in an earlier iteration of the deck, I took it out because the downside too often came back to bite me. Your mileage may vary, however! It's a fine inclusion.

I think Dockside Extortionist is worth running, and I will likely be adding it in for my next update. Metalworker is a possibility, and may require further testing. Fierce Guardianship and Deflecting Swat are also good suggestions. While they have negative synergy with Void Mirror, I haven't been as impressed with the mirror as I had originally hoped, and may cut it. I am also considering cutting Mycosynth Lattice and Vandalblast as that combo might be too "cute" and slow for this deck. Removing those could open up space for more ramp and better commander and combo protection.

Addressing the Dauthi Voidwalker question, I haven't played as much as I would like since MH2, but Dauthi is a potential problem, of course. While it shuts down our KCI combos, fortunately it doesn't interact with our Bolas's Citadel/Mystic Forge lines. With more and more playable hatebears being printed in recent years, I may end up testing more reactive interaction (spot removal, efficient board sweepers) in future iterations of the list.

I suspect we may be getting some new toys in the Brother's War set later this year, not to mention the next Commander Legends set coming in Q2. The list will likely go through a few rounds of updates in 2022!

Profet93 on Moraug's Relentless Attack! *C*

4 months ago

I completely agree with the above user. I have my own thoughts as well, depending on budget and how you would like to improve your deck, feel free to pick and choose what you think works best for you...

War Room - Draw, desperately needed in mono red and it doesn't take a slot since its a land

Gauntlet of Power - Removal of your commander once is expensive. You do have some ramp, IMO, not enough. While this piece of ramp isn't needed, I find I usually end games with this and a draw source to constantly apply pressure

Ruby Medallion - Expensive $ but helpful

Skullclamp - Works well with your token creation, gives you some help when they destroy your commander

Deflecting Swat + Jeska's Will - While commander reliant, can produce incredible upsides, particularly swat. Counter counterspells, redirect targeted removal, draw, extra turns, etc...

Curse of Opulence - Ramp and politics

Wheel of Misfortune/Magus of the Wheel - You really need draw in your build IMO. This helps and isn't too expensive $

Blasphemous Act - Cheap wipe

Solemn Simulacrum/Commander's Sphere - Everything red needs, ramp and draw. While a bit slow, he helps get your commander out a turn sooner.

Let me know what you think of each suggestion.

Niob_Mordodrukow on Fast Animar

4 months ago

So, Mana Crypt works pretty good, allowing some 2+ mana sources to act like 1 mana, making Animar installation faster.

Added Deflecting Swat again, removed Kozilek, Butcher of Truth. The reason is: Kozilek has too high mana cost, so it is pretty rare situation when he refills our hand for free. More common situation is when we already have a lot of options, and he is just a winmore card.

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