Dispel

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed 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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Dispel

Instant

Counter target instant spell.

K4nkato on Tinkerbell says “No”

3 months ago

People are talking me into Force Spike & Dispel. Idk where I’ll find room for them, but if vans bring something promising then I can focus on that :)

wallisface on Don't

3 months ago

goblin4god the changes/reductions you’ve made so far have all looked great, so I definitely think you’re on the right track!

For specifically getting down to 60 cards, i’d suggest ditching the following 7:

  • remove the 2 Talrand, Sky Summoner. You have waay stronger threats already in your deck and this card sits in a weird position of neither posing a massive threat, nor ramping/controlling the boardstate.

  • remove the 1 Eldrazi Conscription. It’s overkill when all your big threats easily end the game by themselves.

  • remove the 4 Tyvar's Stand. You have enough redundancy you can easily afford to lose a creature or two. And you should have enough control over the lategame to keep your big threat alive without needing this.

After that, here’s some other options worth considering for card swaps - i’ve tried to keep budget in mind.

  • Mana Leak is better than Negate - opponents will almost never have the mana to pay the cost, and it hits a much wider breadth of cards.

  • Wash Away is clumsy, and expensive to play the cleave cost. I’d be running Witness Protection instead so you can ruin any of your opponents threats that get into play.

  • Dispel is very situational, i’d probably swap it for 2 copies of Spell Pierce and 2 copies of Spell Snare - both cards which have a bit more universal use.

  • Shark Typhoon is super strong for both offering you early game card draw, and late game free-win-condition. If you have the $$$ i’d be running 3 total (swapping out 2 of your other big-threat cards).

  • if you want stronger card draw, Preordain will probably offer more overall value than Opt.

Good luck with the brew! :)

DreadKhan on Tempered Steel/Starlight Spectacular

4 months ago

In my experience if you use this for multiplayer their is one key difference between Humiliator and Diminish; Diminish lasts an entire turn cycle (each player gets a turn with that player have 1/1s), while Humiliator only helps you. If you target someone with Mass Diminish (and you get 2 casts per copy due to Flashback) you will probably eliminate them due to everyone piling on the easy target, Humiliator is a much smaller effect, including letting the opponent attack on their own turn (instead of them still having 1/1s). If you're looking for something you could pull, I think Myr Sire might be your weakest link atm, especially with so few lands. Knight of the Kitchen Sink A is relatively hard to cast, needing WW could be awkward, but Knight is a more useful card than Sire. Another card that I think that's on the weak side is Servo Exhibition, hopefully this gives you some food for thought!

That seems reasonable enough, I must have misunderstood your previous post about Protection. If you're worried about Enchantments being targeted it's a bit harder to solve, there is Devoted Caretaker and Greater Auramancy, I'm not sure either would be worth it. Enchantments are much harder to protect than creatures because it's really easy to kill creatures, do you find your enchantments get targeted? My only other idea worth mentioning is Dispel, but you'd probably be better served by Thoughtcast and Thought Monitor to just draw into replacements for your Enchantments.

MrSilk on Blasting Solemnity - Modern Competitive

5 months ago

DMFF Heh yep, I've known that thing about thing in the Ice for a couple years now. Usually I'll just slap it down and then just Remand/Muddle the Mixture/Dispel/Path of Exile on the next enemy turn or just play a cantrip on the same turn to flip it for the board wipe. Theres a ton of ways to get that last counter off of it with this deck lol. Glad you like the list, its still suspiciously good even with the power creep since I made it!

ASalesman on Unesh, Ultimate Guide (Tribal)

6 months ago

GHoag thank you for your most critical feedback. I agree with a lot you have to say on this. There are a few things I'd like to discuss further. I'll mirror your format so you know how I am responding to what. Thank you for the praise on the list so far, there is definitely some things to be worked out still. "The pinnacle is a concept only to the unambitious" -flavor text from a card I don't remember lol. (sorry for the novel below)

Regarding Fetchlands, I think the deck thinning is negligible or very hard to notice at most. This aspect of them definitely can't be a bad thing. But playtesting has shown that the negative effects of including them are negligible. I have never been upset about running all 4. Also, the synergy these lands has with Vantress Visions (Virtue of Knowledge) feels reeeally good.

Rite of Replication is expensive mana wise. The purpose of Rite is to get through your whole deck in one go assuming Unesh is on the field, which is not always the case. In my playtesting, it has been very hard to resolve due to mana cost, and when you do meet the mana requirement it is never safe from interaction. Given these flaws, this card might as well say "if you are targetting Unesh and this card resolves, you win the game." With the FOFs, you can pick up all counter magic and free mana rocks on the way down your deck to cast & protect Thassa's Oracle. A non-negligible side effect, this makes choosing piles easier to do because you no longer have to grab sphinxs or other wincons. This wincon is still relevant at this mana cost. I think the jury is still out if this is the best choice though. With inifinite mana you can do something similar, and I'll talk more about this below. Q: Why not add Personal Tutor? Simply because you don't need 3 copies of Rite. I already don't like Mystical Tutor, but the versatility to grab any instant makes it worth it. By the time you meet the mana requirement, you will have seen Rite or Mystical Tutor. Personal Tutor is too narrow to have in a slot, even on the 'Rite' plan.

cEDH meta talk, there is Turbo, midrange, and stax (early win, midgame win, lategame win respectively.) The average win without any interaction is turn 6-7 on this revision. This solidly puts Unesh into midrange. I think he can be sped up a bit with more revisions. Turn 4 is a late win for Turbo, but with enough interaction to stop the turbo player we can get to the midrange and win the game. Unesh suffers against a a few stax pieces. The main ones being Torpor Orb (which doesn't see a ton of play these days), and Null Rod and Collector Ouphe. Collectore Ouphe doesn't feel so bad with our interaction suite, and Null Rod is even more of a nuissance. If both are on the field, it is an absolute nightmare for Unesh.

Creatures: Yes a lot of fat was trimmed, and it took some time to really narrow down the best Sphinxs in these slots. There is still room for improvement here. For instance Vexing Sphinx feels awful. The reason I added it a while back was because he can be played early game for a bit of card draw. The card draw from this is not worth the mana spent, the fact that even with Unesh out he is 2 blue to cast also feels very bad. I will definitely replace him with another Sphinx, probably Argent Sphinx or Metallic Mimic. For 2 blue I am much happier to see the mana sink on Argent Sphinx. And for 2 colorless I am happy to see possibly the next cheapest sphinx not already in the deck. Enigma Thief though high CMC, I can reliably cast him for his prowl cost at 2 cmc, and his removal is top notch. Dream Eater though the removal is not the best, it is still good. The kicker here is honestly the surveil 4. You do Unesh FOF first, then surveil 4 and hopefully you can put all 4 in the graveyard. Still dream eater does feel a bit slower than everything else. Scholar of the Lost Trove, upfront I feel very strongly about this card. It's not because this is a pet card, it's because I think its very powerful in this deck. Even at 5cmc which is what I normally cast it for, it feels like insane value. You get the Unesh trigger, and a wincon from the graveyard that the opponents thought they didn't have to deal with anymore. After doing some math on this, the average cost of an Unesh trigger with Unesh on the field is ~2.25 cmc in the current revision (that is the cmc of a card generating the FOF divided by the total number of things generating FOFs excluding Rite). At 5 cmc, casting the Scholar gives you a 4 cmc game winning artifact and a ~2.25 cmc Unesh trigger. Not to mention, it gives you flexibility in choosing piles. For instance, If an opponent erroneously puts Panharmonicon in a pile by itself, you can shamelessly take the other 3 cards in that FOF. Palinchron is also rather expensive to set up, but not as expensive as Rite. I think it is a good back up win condition. If Rite doesn't resolve, or if Isochron w/ dramatic reversal doesn't resolve, we need at least one other way to combo off. With ways to tutor for High Tide this win condition has been online surprisingly often, and is definitely threatening. That said having this AND Rite feels too heavy mana wise. I think I am pretty much sold on Isoscepter because of how inexpensive it is. With recent mana rock additions as well as Mox Diamond and Grim Monolith (mentioned below) the wincon is online for far cheaper than Rite and effectively does the same job, also dramatic reversal can be used as a one time use now which makes it good on it's own.

Lands: After a day of listening to cEDH podcasts, this is what I came up with. Urza's Saga is nuts. After playtesting with these lands I felt a big power spike. Thank you for mentioning Mystic Sanctuary again. I didn't think about it being able to retrieve a wincon which is pretty relevant. I will consider slipping this one back in there. I also think that losing just one more Island wouldn't be very impactful. What do you think about Command Beacon? After playtesting, I think there is such a niche case when this card is good in cEDH. I think I prefer an Island here given the more recent revisions.

Enchantments: Agreed, all of these are great cards. Not much to change here.

Instants: I don't think there are any cuts to be made here. After playtesting I think I need to add more Instants to more reliably shut off early combo wins. Demonic Consultation and Ad Nauseum are rampant. Even fitting in a Dispel or Spell Pierce to the deck would go a long way.

Artifacts: Work needs to be done here. I agree with a lot of what you are saying. Lightning Greaves feels bad because board interaction is light and stack interaction is high in cEDH. Caged Sun is usually too expensive to play without cheating it in with Scholar. But scholar wants to hit other game winning cards anyway, so Caged sun needs to go. Grim Monolith and Mox Diamond need to go in. I have been reluctant to add them to the list because I don't have paper copies. You are spot on with these two though. I am not high on Moonsilver Key, but I do like Wayfarer's Bauble. The bauble putting a land into play is important to getting palinchron online, and this also sees great synergy with Vantress Visions similar to the fetch lands. Though bauable is definitely worse than mox diamond and grim monolith, it would be my last cut. Mox Amber indeed doesn't power Unesh out, but we don't need it to. I will say that my playtests have really favored this card. Being able to play more mana artifacts after a FOF for free will keep the FOFs rolling. Mox Amber feels very good. Mox diamond is superior, but I won't take out Mox Amber for it.

REVISION: After synthesizing both our viewpoints, here is a revision that I will go ahead and push. I think you will like this mostly, but let me know your doubts.

EXPLANAITION: This rev cuts the Rite wincon and adds the less expensive Isoscepter wincon. There is still backup wincon in Aetherflux. Isoscepter is backed up by Palinchron, and Aetherflux is supported by Palinchron. Obviously, the goal with infinite mana is to play Thassa's eventually. Dramatic Reversal is good enough on its own now because of the artifacts added recently. I honestly think this is the cheapest that the wincon package can be while still being robust enough to not fizzle out. With these wincons, Unesh doesn't have to be on the field, which makes the deck less reliant on him, mitigating one of the deck's biggest flaws. Cutting Lightning Greaves will likely be inconsequential due to low board state interaction. Muddle and Spell pierce add some more stack interaction while Muddle can find combo pieces. I went with Spell pierce over Dispel because it can hit stax pieces as well as stopping an early combo win. Cutting a sphinx now relies on Ghostly Flicker to be part of the 20%. Mystic Sanctuary and Scholar of the Lost Trove are used to retrieve wincons from the grave if necessary.

I heavily considered subbing Dream Eater for Argent Sphinx. I will need to playtest that change before committing to it.

DreadKhan on Competitive dimir faeries- sideboard help!

7 months ago

I've always loved the idea of using Oona's Blackguard with Bitterblossom, I tried it out in a Rogue deck, but I couldn't get it to work the way I wanted it to, so I put the Bitterblossoms in a Faerie deck instead. I also like how Scion of Oona further buffs them, but it's pretty strange seeing the non-Faeries in here. I also think you'll want more control elements, either more counter magic, such as more Force of Wills, or more discard, such as Thoughtseize. Lots of decks like this will run x4 of each, but I did notice you might struggle to have enough Blue spells to work with Force, so perhaps you'll need to look further afield? I use Dispel in my Faerie deck, but I usually need to protect my combo to win from Instants. There is also Spell Pierce that might work. The reason I mention control is because I don't think your Aggro plan is going to be fast enough for Legacy, even Burn decks want to finish the game turns 3 or 4, more control elements will give you that much more time for your Aggro to work.

A lot of people are talking about it eating a ban at some point, but The One Ring is always worth considering, it's hard to kill and while it starts out as a slightly worse Harmonize, it quickly draws a lot of cards, which would have big synergy with your Aether Vials, as well as your generally low MV. It also makes things like Force of Will a LOT better, once you're drawing 3 or 4 cards, you are not only more likely to see a Force, you're more likely to have spare Blue spells.

As for lands, I like a lot of it, but I think Marsh Flats is the wrong dual for this deck, I actually like the idea of running a bunch of Basics so you don't just lose to a Blood Moon, so if you're looking to upgrade your mana base, you could try Polluted Deltas. Blood Moon will still suck, but between Aether Vial and the ability to sneak out the right Basic early you should be in much better shape.

In my Faerie deck I've been surprised at how useful the somewhat janky Exhaustion proves, with your might better Bitterblossom utility (you could be making 3/3s or better), it could feel even better. It is timing sensitive, but when people are tapped out it's 3 mana for what feels very close them skipping a turn if they can't untap while you get to advance your board with Bitterblossom. That said, I do run it with Mistbind Cliques, which I try to flicker to lock opponents out of mana, so Exhaustion is dual purpose in my deck.

Have you thought about using Faerie Miscreant over Faerie Seer? I suspect Seer is usually better, but Miscreant is a Faerie Rogue, which could be helpful with your Blackguards. It can also draw a card now and then.

Cool idea, I hope the upgrades go well!

Azoth2099 on Narset's Work Out Plan

8 months ago

Bkotz

This version of Narset looks so fun, man!

One thing that I feel is fundamental when remembering Narset, Enlightened Exile's function as a Commander is that her ability gives you Graveyard hate as well as pseudo card draw by giving you access to your opponent's Graveyards as well as your own, meaning that you will always have card advantage as long as you protect your Commander.

That being said, I would definitely find room for Lightning Greaves, Swiftfoot Boots, Mother of Runes, Giver of Runes, & an abundance of Counterspells. Personally, I don't like spending more than 1 Mana for a Counterspell these days. Red Elemental Blast, Pyroblast, Dispel, Swan Song & An Offer You Can't Refuse provide a crazy ceiling of value for a single Mana. If you wanted to roll with 2-drops for budget reasons, though, Delay, Arcane Denial, Dovin's Veto & Negate are all easy to cast, & throw a wide net. Misdirection & Bolt Bend are also options here.

Secondly, Narset, Enlightened Exile can only trigger on your own turn, & you need to ensure that everything is going to go as planned. Grand Abolisher & Conqueror's Flail will lock your opponents out of your turn without giving your opponents the same utility like cards like Teferi, Time Raveler & Defense Grid notoriously do. Silence, Revel in Silence  Flip, Abeyance & Orim's Chant can do something similar for 1-2 Mana.

Speaking of Stax, there are a few concise, utilitarian pieces that you may want to consider. Drannith Magistrate, Sanctum Prelate, Archon of Emeria, Lavinia, Azorious Renegade, Boromir, Warden of the Tower, Aven Mindcensor & Containment Priest shut down a LOT of strategies. You'd be surprised how little most decks can do once you take away their ability to cheat stuff in, Tutor and/or cast things for free. Personally, every deck I have is heavily handicapped by all of those pieces. I wouldn't even be able to target them with removal if you played your cards right.

For noncreature Stax, you've got Chalice of the Void, Cursed Totem, Thorn of Amethyst, Deafening Silence, Grafdigger's Cage (which your Commander's ability gets around btw, very strong here), & Rule of Law as a few solid options.

You do need quite a bit more card draw, though. Scroll Rack & Sensei's Divining Top are obviously great, but the level of toolbox utility they actually give you in practice is even better than it seems! Archivist of Oghma, Faerie Mastermind & Ledger Shredder all give you card draw that scales with what your opponents are doing, which is fantastic. Other things like Deep Gnome Terramancer & Wandering Archaic  Flip do the same thing, though they technically aren't card draw. Hell, might as well throw Monologue Tax out there too since I'm talking about scaling.

There's also Careful Study, Frantic Search, Tolarian Winds, Faithless Looting, Cathartic Reunion, Burning Inquiry, Thrill of Possibility & Dragon's Rage Channeler, which are great synergy here!

Speaking of synergy, let's get into that! The foremost synergies for Narset, Enlightened Exile imho is Underworld Breach + Lion's Eye Diamond + Brain Freeze & Intuition, and much of the deck should be geared towards maximizing on that. They're all very easy to Tutor up via cards like Enlightened Tutor, Mystical Tutor, Idyllic Tutor, Solve the Equation, Fabricate, Reshape, Transmute Artifact, Reckless Handling, Goblin Engineer & Gamble, in addition to being easy to recur via your Commander's ability. It's actually absurd, truly busted. I wouldn't recommend throwing Wheels like Wheel of Fortune or Windfall into the mix, though. They're very overrated, & you can just run Brain Freeze for the combo instead. No need to give all of your opponents a bunch of cards for free if you don't have to! Queen Kayla bin-Kroog is for sure worth consideration, though, if you choose to run Artifact Stax.

Maximizing on Underworld Breach, however, means running Storm. I'd recommend Birgi, God of Storytelling  Flip, Storm-Kiln Artist, Urabrask  Flip, Desperate Ritual, Pyretic Ritual & Seething Song to keep your Storm engine from shutting off. I personally don't condone Runaway Steam-Kin, as it's just too freaking slow & conditional compared to other options.

Additional Combat Phases would also be of great use here as opposed to trigger doublers like Strionic Resonator or something. Aggravated Assault, Waves of Aggression, World at War & Seize the Day are the only ones I'd consider running, though. You don't wanna load up on too many synergy effects when you can just Tutor for the best of them when the time's right, ya know?

Since you're running Dockside Extortionist, I'd also consider Cloudstone Curio. With one other Creature (like Spellseeker for example), you can produce infinite Treasures & ETBs with little effort, which is usually more than enough to get you to the finish line.

Your ramp package is looking solid enough, but I'd include 2 more Rocks as well as the rituals I named previously. Fellwar Stone is, functionally, a 5-color Rock for 2 Mana, which is absurd. I tend to not condone 3-drop rocks, with the exception of Chromatic Lantern, which was just reprinted recently and is currently super cheap.

Oh man, now that I think of it Isochron Scepter + Dramatic Reversal gives your whole team infinite power and toughness via your Commander, as well as giving you infinite Mana if you have enough Rocks on the field. Maybe consider it lol.

Monastery Mentor seems to fit like glove here as well, offering some much needed redundancy and a surprising amount of board presence. It's kind of like Deep Gnome Terramancer or Wandering Archaic  Flip in the sense that it just provides waaaay more value while playtesting than you thought it was going to!

Also, consider giving yourself Hexproof with stuff like Witchbane Orb to protect your own Graveyard.

To summarize, I really think your best bet with this one is building a system that gets to either an Underworld Breach + Lion's Eye Diamond + Brain Freeze combo win or an Intuition win as quickly as possible, with other combos like Dramatic Reversal + Isochron Scepter being strong potentialities on the way.

Cheers!

Azoth2099 on Saruman, the X man

8 months ago

Xindmin

So, this list is off to a great start in my opinion. I've put together a few lists for Saruman of Many Colors of my own, and the only ones that work at a high level are the ones with literally like 15+ Mana Rocks because of the Commander's MV, so great job there lol.

I do think you need a LOT more low-cost Instants to consistently Trigger Saruman of Many Colors' Ability, though. Mainly 1-drop & 2-drop Counterspells, Cantrips & Removal Spells are what I mean, as they'll allow you to seamlessly meet your proc requirement, draw cards, interact & fill your opponent's Graveyards with things you wanna steal without having to necessarily pivot your focus to do so. I'd consider Mystical Tutor, Swan Song, An Offer You Can't Refuse, Flusterstorm, Dispel, Miscast, Brainstorm, Thought Scour, Winds of Rebuke, Swords to Plowshares, Path to Exile, Silence, Orim's Chant & Disenchant for example. Free spells like Misdirection & Snapback can also carry a lot of weight here, never underestimate the power of a free cast at Instant speed in this deck. Borne Upon a Wind, Quicken & Emergence Zone could enable some craziness as well.

Intentionally filling your opponents yards with things like Mind Grind & Traumatize is also good strategy, but personally I'd be very discerning as to which of those pieces actually make the cut compared to cards like the aforementioned Instants.

Also, I know its expensive but I'd have to recommend Vampiric Tutor here. It was around $90 a little bit ago, and now it's around $40 I think. Better to get it while the getting is good, so to speak.

Cheers!

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