Dispel

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Legality

Format Legality
1v1 Commander 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
Penny Dreadful Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Dispel

Instant

Counter target instant spell.

DreadKhan on Indestructible Visions

2 months ago

Master of Etherium is a nice good generic Affinity card, as are Thoughtcast and Thought Monitor. Over Buried Ruin you might look at Treasure Vault, it's an artifact land that can make a bunch of artifacts for something like Nettlecyst or Cranial Plating.

I assume the Sol Rings are for THG, because I'm very sure it's banned in Legacy for being completely busted. There really isn't anything else as good you can substitute other than Ancient Tomb, which can kill you, but people definitely run for it's power. There are also Springleaf Drum and Moonsnare Prototype, which can ramp turn 1.

Not sure if it's truly relevant other than as bad 3 mana ramp, but Mirrormade exists. It's harder to cast than Copy Enchantment, but it can copy an Artifact if you want, which is pretty good value sometimes, copying a Land is funny.

In the event of a mirror match, you might like having access to Ravenform to remove opposing bodies that are indestructible or regenerate, it can also hit pesky artifacts, probably worth a look at for a sideboard.

This is going to sound a bit crazy, but you should consider Vault Skirge in here, making a 5/5 flying lifelink is very good vs some decks, and it also plays nice with Cranial Plating. I usually just cast it for the 2 life on turn 1 and try to get a Cranial Plating on it ASAP in my Affinity deck, it has won me plenty of tough games.

I wonder if the Blinkmoth Urns are too slow? I guess THG they make more sense, but if you want to play 1v1 Legacy, you should keep in mind how fast decks tend to be, as this deck packs essentially nothing to spoke an opponent's wheel. I'm not sure you could really fit in counters, but they are great in Legacy if your not going all-in on speed. Of particular interest, cheap/low mana counters can let you protect your indestructible creatures from Exile effects like Swords to Plowshares or edicts like Innocent Blood or Smallpox, these kinds of effects definitely see play in Legacy. I guess in THG you might have a partner packing the protection? I think you either want more creatures or some protection for your bodies. Some counters that are popular include Spell Pierce, Dispel, Swan Song and Flusterstorm, as well as free ones like Force of Will obviously. Good old Counterspell sounds good in theory, but it can be impossible to hold up UU to protect stuff, because getting out a 5/5 is time sensitive, too late and it won't be big enough, too early and the control player can just remove/counter your stuff and win later on.

Cool deck idea!

Rivel on Necromancin' Dancin'

5 months 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

6 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

7 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

10 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

1 year 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.

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