Disenchant

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Pre-release Legal
Premodern Legal
Standard Legal
Tiny Leaders Legal
Vintage Legal

Disenchant

Instant

Destroy target artifact or enchantment.

Skagra42 on How is Camaraderie a Bend?

3 weeks ago

wallisface those pairings do have access to it, though, because they can run cards like Disenchant. Therefore, a rule preventing UW gold cards from having the effect would be pointless.

Batman18 on G/W Aggro *Primer*

4 weeks ago

Damping Sphere? It also doesn't hose your cards during your opponent's turn so your Veil of Summer will still be 1 green and not 3 colorless and a green. Leyline of Sanctity? Pithing Needle? Naturalize, Nature's Claim,or Back to Nature,Disenchant, maybe some Oblivion Ringlike effects. Cut Rest in Peace unless your meta is graveyard heavy. Why are you running Secure the Wastes in the sideboard?

ThinMargin on Liesa, Liesa, they so flying...

1 month ago

One more thing multimedia , what other removal spells do you think fit well in this deck. I realized today that I have 3. My favorite opponent just picked up a No Mercy to drop in front of my small army of fliers and made me reevaluate my contingency strategies. I can pop in an Afterlife or a Disenchant , but it would be nice to have something that does both. Whatcha think?

420MensRightsActivist on what is the better option?

1 month ago

personally i wouldn't run either, but i think march is definitely better in a 3 color deck unless somehow all your cards are multicolored and white, which likely isn't happening since jeskai control demands Lightning Bolt and Counterspell at a minimum. being able to kill w6 isn't worth 2 for 1'ing yourself imo. if you need enchantment/artifact removal, Disenchant is the same mana cost as rip part, but an instant. if you need creature removal, run Path to Exile. even Prismatic Ending would be a better option if you "really" want to be able to remove all 3 in a single spell.

multimedia on Blue/white merfolk tribal deck

1 month ago

Hey, you're welcome.

If you're new to sideboarding then some advice is to start, build a sideboard of 15 cards that are good in broad matchups: control, midrange and aggro. These three archetypes can be considered super archetypes as most decks go into one of these. For control matchups more counterspells, noncreature removal, creature protection, Planeswalker hate. For midrange other creature removal, a creature board wipe. For aggro a bigger creature that's hard to remove, creature protection, some life gain.

You want to think about what strategies are going to be difficult for you to beat with Merfolk and use your sideboard to help against these strategies. You want to be attacking with Merfolk therefore opponent strategies that put a lot of creatures onto the battlefield as blockers especially token creatures can be difficult. Board wipes wreck little tribal creatures. Merfolk are small creatures, bigger creatures can be a problem. 4x Swords to Plowshares main deck helps a lot against big blockers, but some times you need an effect that removes more than one creature.

In your main deck you have several cards that I would consider sideboard cards, not cards that belong in the main deck because they're narrow. Wash Out is a hate card that belongs in the sideboard because you might be against a blue opponent and then it also bounces your Merfolk. However, it can be a game winning effect against a nonblue opponent who has a lot of blockers. Disenchant doesn't do anything if opponent isn't playing a problematic artifact or enchantment. Angelsong can deny a big swing of damage from attackers by opponent and then you swing back at them on your turn, but you don't need this effect main deck even with cycling.

If you know about the decks that you're against such as a playgroup of friends who you always battle then you can be much more specific in what cards go in the sideboard. Cards that are good against decks your opponents are playing. Cards in the sideboard can be much narrower for only certain matchups if you know of those matchups and are against that type of deck a lot.

If you can use some Merfolk as sideboard cards then that will help your strategy of tribal Merfolk. Tidebinder Mage is for against green or red midrange or aggro. Hullbreacher against control. Kopala, Warden of Waves can make it more difficult for opponent to target a Merfolk you control. Sygg, River Guide can protect from chosen color and make that Merfolk unblockable against that color. Master of Waves is great against red, having protection from red and against aggro it can create a token army of blockers. Judge of Currents can be a life gaining Merfolk to bring in against aggro.

Example of a budget tribal Merfolk sideboard:

Have you heard of the term "hate card"? A hate card is most of the time found in the sideboard because it's very good against a certain color/colors. The good hate cards are lower mana cost because then you're getting amazing value for the cost against that color. Tidebinder Mage is a Merfolk example of a hate card against green or red creatures, but you don't play it main deck because if you're not against an opponent who has a green or red creature then it doesn't do much and there's better two drop Merfolk to play. Blue Elemental Blast is an example of a powerful hate card against red. Celestial Purge is white's hate against black or red.

A hate card doesn't have to be against a certain color, you might want it to shut down an entire deck strategy. Grafdigger's Cage is hate against reanimation strategies where opponent is bringing any creature from their graveyard onto the battlefield. Pithing Needle can shut down a certain card such as a Planeswalker or anything nonland that has an activated ability. Echoing Truth can wreck tokens because all token creatures of the same types are the same name and when a token is bounced it ceases to exist in the game.

multimedia on Blue/white merfolk tribal deck

1 month ago

Consider cutting some nonMerfolk creatures for more Merfolk and cutting some control for more Merfolk?

Spreading Seas is a good control card for draw, opponent land disruption and because against nonblue opponents it activates islandwalk with Master of the Pearl Trident making your Merfolk unblockable in any matchup. Master is a reason to play Merfolk, 4x of him gives you more chances to draw him and more of him in your control makes all your Merfolk more powerful.

4x Silvergill Adept is more draw and more Merfolk. Cursecatcher is one drop Merfolk who can also be control. Merfolk Trickster because it has flash can be control and it can do a lot for a two drop Merfolk.

Islands are more important than Plains with Merfolk. Consider cutting some basic Plains for some budget Azorius dual lands? Port Town and Prairie Stream care about Islands and Stream is an Island. Cutting basic Plains for dual lands will also help to cast mana cost cards such as Counterspell.

Swords to Plowshares is the best control card here for Merfolk, you don't really need all the other removal instants. Counterspell is good, but Negate is a sideboard card for more control in some matchups. Disenchant is a sideboard card to bring in matchups if an artifact or enchantment are giving you problems.

Example of a budget core for Merfolk control.

Good luck with your deck.

ENZU on Mono white aggro

1 month ago

Im guessing this is for some kind of rotating commander format with 20 life. Possible cuts are Go-Shintai of Shared Purpose and Parish-Blade Trainee. Ominous Parcel also seems like you'll never reach its mana cost and I'm sure there are more mono-W control options

Deck seems to be caught between training and tokens, but the commander might make both of them work. Also interesting to pick monocolor for a budget deck :p I imagine the commander has to be good enough in the format to make it work. She seems solid given that she has 4 toughness for 3cmc in what i assume is a bolt-heavy format. Anyway white weenie is always a solid pick and it looks like there's enough Disenchant support to really hate on some decks. I'm assuming the meta is very artifact/enchantment and control heavy (favorable match) and not very go-wide, stompy, or aggro (which this deck might struggle against)

kamarupa on Modern Curses

2 months ago

I love the idea of playing curses and I think you've got a lot of good cards. I playtested it a few times and have some notes:

I'd def include 1-2 Hall of Heliod's Generosity.

I'd cut at least all 4xDuress, if not all 4xInquisition of Kozilek, too. Having 8 discard spells favors early game play but I think it puts you at a disadvantage later in the game.The enchantment curses are geared toward a slow game, eeking out a win around T10. By that time, there are fewer, if any viable targets for Duress, let alone Inquisition of Kozilek. On top of that, you have 8 removal spells, 4 of which double as a boardwipe, and also Torment of Hailfire, so you have effective means of shutting opponents down.

Damn seems like a fantastic fit here, providing a useful boardwipe as well as early spot removal.

Vindicate also seems like a great spell here, providing a broad range of removal making it always useful. That said, at 3MV, if half or even all the discard spells were cut, Revoke Existence or Disenchant would be good additions in the sideboard.

I think I'd either use the slots freed up by cutting discard spells to increase the number of creatures, or I'd cut the 3 defenders entirely. They're not likely to help much with so few numbers. I'm leaning toward cutting them. There are better ways to gain life and draw cards and they're not blocking for much.

If you cut all the creatures and discard spells, you'd have 11 slots to give you an edge. I think you'd want to maintain the MVs of the cut spells, keeping everything to 2MV or less. Darkness/Holy Day could be decent. Fatal Push and Path to Exile also. I think 4xNight's Whisper or some other draw spell would be good, though only if it's drawing at least 2 cards for MV 3 or less.

Since you're playing a long game, Dark Petition might be a possible option.

Overwhelming Splendor is an awesome spell, but even with one copy, the prospects of hardcasting it from a draw seem slim.

Work on a sideboard that can help you against your worst matchups. In addition to Revoke Existence or Disenchant, Infernal Reckoning, Tainted Remedy, Extirpate, Everlasting Torment, Ratchet Bomb, and Elixir of Immortality might be good options.

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