If you control a commander, you may cast this spell without paying its mana cost.
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|Commander 2020 (C20)||Rare|
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|Commander / EDH||Legal|
Deflecting Swat Discussion
3 days ago
So the changes have been made. Here's what I decided:
1) Easily, Atarka, World Render improves the 99 by replacing Rampaging Brontodon. The double strike-enabling for dragons is more valuable than the power toughness buff of Rampaging Brontodon's attack trigger.
2) Questing Beast replaces Vivien's Arkbow. Vivien's Arkbow requires a lot of resources and the deck seems smoother with Questing Beast in its place. Questing Beast is too good to not be included in the deck.
3) Savage Ventmaw replaces Mana Geyser. I actually prefer Savage Ventmaw over Kozilek, Butcher of Truth in this spot. Without any of the spells that used to be included with the previously discussed token package, keeping Mana Geyser in the deck seemed to be an oversight. Savage Ventmaw's attack trigger will help mitigate the loss of this ramp spell.
4) Deflecting Swat replaces Chord of Calling. Chord of Calling is more difficult to cast without the presence of token creatures to help convoke it. In this exchange, a premium for protection was eye-balled. Unfortunately, a copy of Heroic Intervention currently is unavailable, but Deflecting Swat is a great runner-up!
5) I will continue to play-test and game-play with Lurking Predators. In the current deck list it replaces Gratuitous Violence, which was going to be replaced by Fiery Emancipation. This is a work in progress, as Gratuitous Violence has been a great card in the deck for me for a while. I'm open-minded, however, and will continue to give Lurking Predators a chance.
6) Lastly, Inkmoth Nexus is out and Field of Ruin is in. Inkmoth Nexus will find residence in another EDH/Commander deck. Its ability is rarely activated, if ever, by me in this deck. As such, substituting a more helpful land like Field of Ruin and its Maze of Ith-destroying capabilities seems like an easy swap.
And that's the way the news goes. I look forward to continue play-testing and game-playing Xenagos, God of Revels.
1 week ago
Yeah, Imperial Recruiter is pretty essential to the deck. Once you add it and learn the lines, you'll notice a significant increase in the deck's consistency.
Those counterspell choices you listed are all viable. Flusterstorm, Deflecting Swat, and Pact of Negation are other common picks. Mental Misstep is really strong in cEDH metas, but its usefulness drops a lot in more casual ones.
As a note, The Ozolith and Rhythm of the Wild are cards that people have tested in cEDH metas but have generally been found lacking. If you are playing in a slower and more casual meta I can see them being more useful, but they are likely to be potential options to swap out as you get more cards that you want to add in.
1 week ago
I see a few things problematic with the decklist. First, a distinct lack of ramp. Two, a lack of early game, which can be fixed by ramp. Three, there are a lot of places to fit creatures to die.
So, what I would recommend:
Mana dorks are fantastic in aristocrat decks, for they can be sacrificed if they must. Birds of Paradise, Llanowar Elves, Elvish Mystic, Fyndhorn Elves, Elves of Deep Shadow, and Boreal Druid each fill the best role at one mana. I've enjoyed Skull Prophet greatly, for it fills the graveyard with fodder.
Other than that, two mana ramp is best. But you're in Green! Get those Arcane signets out of here. Rampant Growth, Nature's Lore, Into the North (try a few snow basics), Cultivate, and Kodama's Reach are all lovely.
Then, of course, there are some includes that should go in most aristocrat lists:
So, Yawgmoth, Thran Physician is the single greatest card for this style of deck. It offers draw, murder, sacrifice, and cannot be tapped by Aphetto Grifter. Run it despite the ten-dollar price limit.
Liliana, Heretical Healer Flip transforms far too eath in strategies such as this. Grisly Salvage can fuel graveyard chicanery. And Once Upon a Time is something I put in literally every green deck I own, for it is most potent.
Alright, now upon what I would ablate:
Chittering Witch is too slow for fodder and the sacrfice ability is not gratis. Thrashing Brontodon is too much mana. Mazirek just doesn't do enow; she wishes to put counters upon creatures that are meant to die. Deathsprout is too much mana. Deflecting Swat seems lacking. Find / Finality is just too much to cast. Taste of Death is actually just useless. Witch's Oven is too limited.
Okay then. That shall be all from me! You may peer upon my list here if you care.
1 week ago
Thank you for the +1 StarTard8! I have not updated the deck in a while since I (like everyone else) have not been playing much paper magic. I do like Deflecting Swat as another source of protection for any of our combo pieces on the field. I will most likely be doing some tweaks to the deck soon depending on when I start playing again! As far as the deck goes as of now, I have played a few times via video chat and it has performed well every time. Since the deck does require several pieces mulligans are definitely your friend here! I look forward to some new pieces in the future as we keep getting more and more EDH goodies as power levels get cranked up in standard sets.
1 week ago
I know this is a months-old list but have you considered Deflecting Swat? It's Misdirection but Red and FREE with Grumgully on board. A buddy of mine at my LGS cEDH pod runs it in Korvold Midrange as a "keep my stuff safe and counter counterspells" card.
On a side note, Gruul Aggro was my first competitive deck in any format so seeing this strikes a pleasant chord. LOVE this list, I may actually make it in paper!
1 week ago
Hi everyone. I play the same deck and I find it very strong :) I recently made some changes due to the new cards released, which are going to create a lot of problems for our beloved commander goblin. Let me know what you think ..
Sanctum of Eternity is a valid card, but the fact that we can return our command to our hand only in our turn makes it a little less strong. Cloudstone Curio already replaces it at best. Strip Mine and Wasteland allow us to eliminate lands that create problems for us (for example The Tabernacle at Pendrell Vale) or protect Cavern of Souls or Homeward Path from other lands that destroy lands.
Mogg Catcher is slow and it is often difficult to make the best use of it. Expedition Map allows us to tutor land cards as needed: do we have to destroy a land? Tutor Strip Mine or Wasteland. Do we have to be immune to counters? Tutor Cavern of Souls. Do we have to get the commander back in hand? Tutor Homeward Path. No mana red? Tutor land for mana.
Abrade provides more combat flexibility (also to deal with the feared 3hp body Drannith Magistrate). Deflecting Swat is a must in every red mono both in defense and attack (you can delete some black tutors :)), unlike Last Chance which is unfortunately a bit slow since it is a sorcery.
Price of Glory is valid, but it does allow the enemy to play spells using mana ramps. This makes it immune from land loss. Defense Grid always complicates the opportunity life. And for this it is simply stronger.
I am currently testing the snoop - kiki combo. Stay tuned :) regards
2 weeks ago
I like the goblins theme you've got here. From what I can tell, your deck doesn't need Feldon to function correctly. But rather, Feldon is there to return things that get killed off. So I'll be thinking about your deck like that when I make suggestions for it.
There's a new Krenko you can use. Krenko, Tin Street Kingpin. And with Feldon, you can attack more recklessly. He's not super good, though, so you'll know if he's good enough for your deck or not.
2 weeks ago
Some changes that are on the horizon:
Change #2, #3 & #4
Chord of Calling, Mana Geyser and Vivien's Arkbow are on their way out. I've discussed Chord of Calling and Mana Geyser already. I sense Vivien's Arkbow can be replaced with a more impactful card, as the resources needed to use Vivien's Arkbow is high and the return is not always justified or realized. For these three cards, I think the following additions are fine replacements:
I like all of these potential additions, but only have space for three of them currently. Availability, play-testing and game-play will eventually tell the story. Initially, this is how I rank these four cards:
Fiery Emancipation is going to replace Gratuitous Violence. For an extra we triple damage from any source as opposed to just doubling creature damage. This is a definite upgrade, even if we only have a few sources of non-combat damage (Chandra's Ignition, Drakuseth, Maw of Flames, and to a lesser extent Blasphemous Act and Star of Extinction). Imagine Fiery Emancipation and Chandra's Ignition!?!
I am wary about adding lands that destroy lands. My concern is the response of the meta-game, and how much over-correction through escalation this may procure. I'm not a fan of land destruction and would not want the inclusion of multiple lands that can destroy lands to be met with mass land destruction or the targeted removal of mana-bases. I prefer to add more protection, such as Heroic Intervention and Deflecting Swat. These spells will dance around Maze of Ith and allow us to push for lethal. I do believe that I can find a place for Field of Ruin. At least the land is replaced and removes one threat. I think swapping in Field of Ruin for Inkmoth Nexus is reasonable.
This will be the next series of changes. More information to come through play-testing and game-play.
Thanks again for your evaluation!