Deflecting Swat

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.

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Set Rarity
Commander 2020 (C20) Rare

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Legality

Format Legality
Oathbreaker Legal
2019-10-04 Legal
Canadian Highlander Legal
Casual Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
1v1 Commander Legal

Latest Decks as Commander

Deflecting Swat Discussion

Profet93 on xenaghos semi-optimized

4 days ago

+1 the deck looks pretty good. Low to the ground, got some interaction and instant speed protection. I would try to add a few more pieces of draw to maintain gas.

Yavimaya Hollow - Protection

Cragcrown Pathway  Flip - Utility

Dread Statuary - Man land which can be a creature to be used for a draw spell

Blighted Woodland - Ramp

Ancient Tomb - Ramp

Beast Within - Removal

Berserk - Fun with malignus, infect creature, removal of opponents creatures, ramp with selvala, etc...

Deflecting Swat - Redirect targetted removal/draw/extra turns, counter counterspells all for free

Momentous Fall - Draw in response to removal

Return of the Wildspeaker - See above

The Great Henge - Draw, ramp, lifegain

No cultivate/kodama's?

Hull Breach - Removal

It seems you have your preferences on creatures but here are some other ideas as well...

Shaman of Forgotten Ways - Ramp, wincon

Siege Behemoth - Beater with evason

Somberwald Sage - Ramp

Ilharg, the Raze-Boar - Cheating

valentin74 on Ruric Thar Hates You

4 days ago

I thought of a few cards that I think would fit in here: Vexing Shusher Domri, Anarch of Bolas Deflecting Swat Kessig Wolf Run What do you say?

Profet93 on Xenagos Aggro

1 week ago

Interesting deck +1

What is your meta like?

Proud Wildbonder - Seems too unimpactful for 4 mana

Essence Warden - Whats the purpose of this?

Beast Whisperer - Seems cool, I tried him in my build. Does he get a chance to stick around long enough to draw you atleast 2-3 cards?

Ravager Wurm - Is this meta against maze of ith?

Shivan Wurm - Reusing ETB effects or something I'm missing? Seems weak

Voracious Cobra - Gosh this card brings back memories from my childhood. Curious how it's been for you, seems like a card they need to burn removal on if they want a chance of attacking you unless they go wide

Windstorm - Meta?

Unleash Fury < Berserk

Fog - Meta, if so, why not get the new green fog that came out recently?

Soul's Might - Return of the Wildspeaker would better serve you as you can draw cards in response to removal rather than your creature getting removed in response to might being cast.

Ancient Tomb , Castle Garenbrig are ramp

Goreclaw, Terror of Qal Sisma - Trample and ramp

Heroic Intervention - Protection

Selvala, Heart of the Wilds - Ramp and draw

The Great Henge , Somberwald Sage, Shaman of Forgotten Ways are all good ramp

Inferno Titan - Removal

Kogla, the Titan Ape - Removal

Deflecting Swat - Utility! Counter counterspells, redirect targetted removal/draw/extra turns. Very powerful

Rishkar's Expertise, Bonders' Enclave, Elder Gargaroth, Greater Good, Life's Legacy, are all amazing card draw options, especially greater good. Seriously, don't sleep on greater good

I hope the suggestions werent too overwhelming, I just didn't see that much draw and I figured that adding more never hurts.

Profet93 on Verix's Final Fury

1 week ago
Myriad Landscape - Ramp

Command Beacon - For when your commander is too expensive

Ancient Tomb > Temple of False

Arch of Orazca > Darksteel citadel - Darksteel is nice with cleansing fire, but arch provides draw, albeit expensive, is nice when you are inevitably out of gas

Strip Mine - Destroy coffers, cradle, urborg, field, etc...

Valakut Stoneforge - "Utility"

Valakut, the Molten Pinnacle - Not necessary but good to have

Given you are mono red, you need a way to draw cards

Hedron Archive - Ramp when you need it, draw when you don't

Humble Defector - Nice to have but not necessary, politics and card draw. Nice with homeward path should you wish

Ignite the Future - "Draw" and flashback is very powerful

Light Up the Stage - Similar to above, easy to cast with all your burn. Although truth be told, you should really cut down on burn and focus on strengthening your weaknesses rather than incorporating burn with no particular strategy

Mind's Eye - Expensive, not necessary but nice with wheels

Outpost Siege - A little slow similar to above, but often gives you many cards as people don't want to waste removal on it.

Skullclamp - Draw

Solemn Simulacrum - Draw and ramp

Chandra, Torch of Defiance - Best chandra - Ramp, draw, removal and wincon all in 1

Sensei's Divining Top - Digging 3 cards deeper is always nice

Wayfarer's Bauble - Ramp

Gauntlet of Power - Helps you achieve kicker

Caged Sun - Read above

Deflecting Swat - Redirect removal, counterspells, targetted draw, etc... way too much utility to ignore

Urza's Incubator - Ramp

Be sure to let me know what you think of each suggestion. There are more tribal cards to consider but since I don't play tribal, they are not on the top of my head. Once we go through these, we can consider other tribal cards as well. Your biggest issues are lack of ramp and card draw. For a dragon deck, it's not bad.

ZerglingRushWins on Xenagos, God of Revels and obscene power

2 weeks ago

Hi Profet93. Thanks for dropping by and for the great suggestions.

About Deflecting Swat, yes, I've been considering to remove Red Elemental Blast to try it out. However, almost all combo decks in my area use blue to finish off the table. It has been a tough choice but I will definitely find a spot for the Swat.

About card draw, yes, this is a tough spot. Life's Legacy but being sorcery speed while requiring sacrifice as a cost really hurts in my area, had too many 2 for 1s against counterspells and Notion Thief, also many of my beaters are often responded to during combat so I found myself with nothing to sac before I end my turn. Momentous Fall has allowed me to circumvent that a lot.

I am currently considering Reforge the Soul and Skullclamp (now that you suggested it). I think the later could be very useful, I could add Elvish Visionary and Sylvan Ranger to have mlre targets and help thin my deck further, those happen to be elves too so they would even help Titania.

A typical turn 1 to 4 secuence is T1 Dork T2 another dork /ramp / Tomb, T3 Xenagod, T4 Malignus / Phyrexian Hydra / Pathbreaker / Scourge of the Throne to try to kill someone and then move in to the next target. Combos start appearing on turn 5 but are not a main wincon here.

I used to run Yavimaya Hollow long ago, but for some reason it feels it worked better on decks such as Ruric Stax or Yisan for me. In addition to the Moon package factor, I rarely found myself with enough open mana to activate Hollow. Not that I ever felt like I truly needed it anyways.

I love Elder Gargaroth. However, the Hydra has been one of my best win conditions in spite of the hate it can pull. Being paired with Xenagod really helps. Also, I don't really have that many ways to kill multiple opponents at once. So I'd like to run both beaters first and see how well that goes.

Feel free to continue thr discussion, this has beem quite useful.

TheOneDemon on Here there be DRAGONS!

2 weeks ago

Also, forgot to say in previous comment... I think in your comment above that you mistakenly wrote Deflecting Swat instead of another card? I don't have that listed anywhere lol. Cheers.

Profet93 on Damage with norin :D

2 weeks ago
Ok first of all, +1. I like this deck. Relatively low to the ground for Norin, has a general sense of purpose (dealing damage). I have a several comments and suggestions...

Fanatic of Mogis - I've found him to be lackluster, what has your experience been with it, do you usually have enough devotion to make him meaningful?

Pia and Kiran Nalaar - Similar to above, but I see you have another theme of tokens and damage dealing ETB enchantments/cards. I just find the activated ability to expensive and slow. I would always rather play something from my hand.

Deflecting Swat - Such an amazing card, but if only Norin could stay. What has your experience been with it in Norin, I'm very tempted to slot one in.

Sculpting Steel - Same question as above?

What is your meta comprised of, power level?

Darksteel Citadel - What is the purpose of this, stealing an artifact with confusion?

Roiling Vortex - Meta call?

Cloudstone Curio - Experience with this card, ups and downs?

It feels you suffer from red's lack of card draw, to be addressed in suggestions below. You have virtual card advantage through looting, but little card advantage aside from wheels and a little others.

Tome of Legends - Best card for Norin ever printed. Don't sleep on this

Endless Atlas - Almost as good as above

Hedron Archive/Mind Stone - Ramp when you need it, card draw when you don't

Mind's Eye/Memory Jar - Top of the curve for draw but can help you out when you need then late game. Mind's eye is especially fun with wheels and Honor-Worn Shaku, as you use shaku + norin and mind's eye to draw during each opponents draw step.

Blast Zone - Speaking of red's weakness, this can work as enchantment removal.

I think you should cut some of the less impactful non basics and add more basics. This will fuel valakut and will help you with extraplanar lens - which itself is a very risky card.

A cool combo (not a serious suggestion but funny to note) is Ugin, the Ineffable + Top + Experimental Frenzy = Draw your whole deck. Each piece is good on it's own (maybe even frenzy in this deck given your lack of card draw?) and Ugin works as both card draw and enchantment removal.

Heat Shimmer + Dualcaster = Infinite Hasty Dualcasters, each piece is good on it's own. There are 1-2 other cards that work with dualcaster as well but escape me at the moment.

Light Up the Stage - With all your damage dealing, this is easy to cast, works well with top too, allowing you to knowingly be able to cast a card rather than risk it in exile.

Ignite the Future - Similar to above but flashback payoff has won me games.

Curse of Opulence - Ramp and politics. I recently had 2 games in a row in a 3 man pod where me and opponent #2 both cast this on opponent #3 on Turn 1. Very fun

Outpost Siege - Draw when you need it, damage when you don't, primarily used for draw in my experience

elk88 on [[Primer v3.5]] - OM_RATH!!! (M21 Update!!!)

3 weeks ago

@_Arra_ I think the idea here is making room for more powerful/synergistic cards and keeping the deck focused. Steely Resolve is a nice card against targeted effects but realistically that targeting is all aimed at Omnath, Locus of Rage (yeah there's exceptions but you want to build for the 80 vs. the 20 rule). Games are typically lasting...6-12 turns? How much 'targeting' in that game do we have to fade? If we use something like the Command Zone 'guideline' for deck building as a rough starting estimate, they suggest a minimum 5 of 99 cards for targeted removal in a deck and then we have x3 players. There are games where variance isn't going to be in our favor and we're facing a lot of removal but on average it's only a couple of key cards/turns we need to address (and that's excluding board wipes which we don't mind too much and also other players being threats and the removal going elsewhere).

Since the odds of drawing Steely Resolve are quite low, how are you doing in all the other games without it? Then we should look at those key cards/key plays that turned a game or won a game. How often was that actually Steely Resolve? (it's tough to evaluate since we don't know our opponents hands and how much targeting we stopped other than what you see on the board). Not to mention that Steely Resolve is a global effect and on the rare occasion can backfire when we're trying to deal with the other player's board states vs. their life totals (learned this the hard way playing against a Titania, Protector of Argoth deck).

There's definitely the argument that without Omnath, the deck doesn't function and finding ways to keep it in play is great. If that's the mind set though, then I would imagine the focus should probably shift more to include things like artifact booties and other interaction (Heroic Intervention, Deflecting Swat, Veil of Summer etc etc) to keep Omnath in play. But; if you're like me, I find I can usually just ramp more to get back on the board/ back in the game or; as I mentioned, timely tutor for Sylvan Safekeeper for that key interaction. Honestly if there was a way to tutor for Resolve, I think it's value would go way up. I just feel that the game plan (as I play it) is about speed/ramp and getting the game closed out quickly vs. staying alive for the long game. That to me says Resolve has diminishing returns with the focus of the deck. In the end though, all this rationalization comes down to power level. We're looking for cards to cut that don't hurt the overall game plan and give us a slot for something like Ancient Greenwarden or Nahiri's Lithoforming which; in comparison, are much stronger additions to the deck. Room has to be made somewhere and I believe Steely Resolve is one of those cuts.

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