Dispel

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Dispel

Instant

Counter target instant spell.

Rivel on Necromancin' Dancin'

1 month ago

I never got around to buying the cards needed for this deck. I was worried it was not good enough and put this project on the back burner in case I changed my mind. Now today, after reviewing the deck, I decided that I did not have enough interaction and that some cards still feel a bit too expensive or slow. These changes should hopefully help rectify those issues.

Previous changes: -1. Aetherspouts - replaced with Noxious Ghoul. I determined that Noxious Ghoul did not have enough impact for its mana cost. Instead I shall be using Counterspell. -2. Eater of Hope - replaced with Corpse Harvester. I determined that Corpse Harvester was too expensive and too slow to make an impact, seeing as it needs to survive an entire turn in order to be used. I really liked it, but my deck needs more interaction. Instead I shall be using Arcane Denial.

Additional precon card swaps: 1. Gravespawn Sovereign - replaced with Negate. 2. Ravenous Rotbelly - replaced with Dispel. 3. Army of the Damned - replaced with Unwind This spell really hurt me to remove as I love it very much. Just too expensive and slow. 4. Dread Summons - replaced with Reality Shift. 5. Curse of the Restless Dead - replaced with Thought Vessel. 6. Swamp - replaced with Reliquary Tower (already owned one, figured, why not?)

DreadKhan on First Commander Deck

2 months ago

The deck looks pretty good, I suspect you've got a pretty good grasp of the basics of this format already, so you're off to a good start!

How competitive are you hoping this deck will be? cEDH is pretty hard to play if you aren't familiar with both how competitive play in general works or with how competitive multiplayer works. I ask because you run a few cards that are very competitive but tend to play pretty poorly in Casual settings. The standouts I noticed were Spell Pierce and Brainstorm. Brainstorm and cards like it are too small in Commander, digging 3 deep in a 60 card 4 of deck is wildly different from the same effect in a 99 card singleton deck. It's good with your fetch lands, but you really want Sensei's Divining Top I suspect and can cut Brainstorm. Spell Pierce is just too small, it's only useful when mana is extremely tight, and it's really narrow to boot. An Offer You Can't Refuse is probably a much better effect, but I'd even run Dispel over it, maybe Delay if you were hoping for a less cEDH card. In addition to Brainstorm, you might also cut the similar sorcery speed spells that fiddle with your deck's top cards, these are really small in Commander and you can find better 1 mana effects I think. The joy of having something up on turn 1 is IMHO more than offset by how bad it feels to draw them later, when they just tie up mana and can be annoying with your Commander if you need to cast your Brainstorm to find a more impactful spell to cast, you've already used up your trigger for the turn. Brainstorm at least is an instant and you can play it on an opponent's turn, but sorcery ones seem solidly worse.

In Simic I try not to run very much (any even) artifact ramp, you have access to very strong ramp spells like Three Visits, as well as stuff like Harrow and Kodama's Reach. There are also bigger ones like Skyshroud Claim. Land ramp is safer than artifact ramp, and in Green it's more cost effective to ramp with non-artifacts other than actual mana positive ramp rocks, which are generally run at very high levels of play like cEDH. At your higher land count, creatures that put lands into play will probably feel pretty good when drawn early, Sakura-Tribe Scout and Skyshroud Ranger are 1 mana and can ramp you repeatedly if you have lots of lands in hand, so they're also good with Cultivate or Kodama's Reach. There is also Azusa, Lost but Seeking to put extra lands down, but she comes down late enough that I think Scout is the better card in practice.

I feel like you could cut Courser of Kruphix for a better payoff for landfall, something like Scute Swarm or Rampaging Baloths seem like much more useful cards to have out.

Spell_Slam on GU Turbo Fog

4 months ago

The deck looks way better! I am not sure thought collapse is worth the extra to mill three cards over something as efficient as Counterspell. There's also Miscalculation and Memory Lapse that could fit the bill in terms of general counters. I could also see Negate or Dispel seeing some maindeck play.

BruhYouFarted on Interactions with illusion effects

6 months ago

Lets say I have a Phantasmal Bear on the battlefield. If they cast a Giant Growth on it, and i cast an Overloaded Mizzium Skin, does my Phantasmal Bear die or does their spell fizzle before the trigger? Lets do the same scenario but i counter their Giant Growth with a Dispel or a Turn Aside. Does my Bear die, or does their spell fizzle and my Bear stick around?

wallisface on

8 months ago

I like the new direction a lot! Feels a lot more competitive! Here are some thoughts on ways to improve:

  • If you ditch the Languish, then everything you cast costs 2 or less mana. That would let you go down to 20 lands, which I think will be important as your deck probably wants a very high density of spells.

  • Removing the above lands and spells will leave you with 5 free slots, which I think you should use to get some more creatures. I would personally be doing some 3-2 mix of Golgari Thug and Stinkweed Imp - both of these can quickly get Phage into the grave (just be aware that if Golgari Thug on the battlefield, you HAVE to put a creature card on top of your deck - this can sometimes be awkward, but is usually fine).

  • Mask of Memory is interesting, but not great as it requires you using you Dermotaxi on Stitcher's Supplier and then somehow getting through with damage on it. I would suggest running Smuggler's Copter instead of Mask of Memory, it gives you the same effect without requiring the equip cost, and has a much better time staying alive & dealing damage (while letting you discard towards your combo).

  • I would recommend Slip Through Space over Artful Dodge as it lets you draw a different card if you don't need it.

  • I don't think you need Negate, as you already have hand-disruption and killspells, you should be able to ensure your opponent can't be too annoying. I'd move Negate to your sideboard, and run Otherworldly Gaze instead, which can do a lot for setting you up for victory.

  • With the above suggestions you have awesome odds of getting Phage into the grave, and pretty decent odds of getting Dermotaxi into hand - but to increase those Dermotaxi odds slightly i'd suggest replacing 2 of your 20 lands with Buried Ruin. This will let you grab a taxi from the grave in a pinch, if the game has gone late and you really need one.

  • I think overall your sideboard should focus on counterspells and ways to avoid opponent hate. Between games you always want to leaving all your combo-finding pieces in, so the cards you'll be swapping in-and-out are the hand-disruption and killspells. In that vein you don't need additional killspells in the side. Dispel is a great sideboard card, as it will deal with most threats. Welding Jar could also be good for protecting the taxi. Annul is probably also a great sideboard card for dealing with any weird stuff your opponent might be up to.

GloriousSeeker on

9 months ago

Hi man!

Nice list, but.. I have some things you may have to change to make the deck really work. Mono blue can be really good if you know how to build it. For example Merfolk is better in Mono blue then Simic (green/blue) because of the tempo you have.

Mainboard: -4 Cryptic Command -1 Archmage's Charm -2 Remand -4 Scalding Tarn -1 Snapcaster Mage +4 Consider +1 Force of Negation +1 Murktide Regent +2 Demilich +2 Island +2 Fiery Islet

Sideboard: -2 Spell Snare -2 Vendilion Clique -1 Negate -1 Remand -1 Force of Negation -1 Annul -1 Murktide Regent -2 Ceremonious Rejection +2 Hurkyl's Recall +2 Thing in the Ice  Flip +1 Dispel +2 Malevolent Hermit  Flip +2 Tormod's Crypt +1 Spell Pierce +1 Narset, Parter of Veils

Try this out, all the changes I made in this list has their reasons. Some cards have their special power on their own. Make use of more cheap and better counterspells. Try it out and ofcourse this are tips what you can do better with mono blue delver. I play it myself and it's great.

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