Counter target instant spell.
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|Commander / EDH||Legal|
Latest Decks as Commander
1 week ago
Grubbernaut: personally, the fact a card hasn't seen competitive play "yet" doesn't mean it's not good. it's just that most formats had Counterspell and/or better already, or they didn't have enough draw spells. as someone else mentioned already, the choice of counter spell can also be dependent on deck. i brought up netdecking because of your "i can't think of any deck..." comment. as for the decks with lots of draw, its not that they prefer hard counters because they prefer the long game, it's that those decks are typically combo and can use things like Dispel or Pact of Negation to protect their combo.
3 weeks ago
Well, you're in that $150 zone right now, so you're doing good.
Try to cut down the number of 1x cards and add more copies of your key cards. For example, switching Vapor Snag for another Azorius Charm makes it more likely you'll draw the Charm. The Charm offers more utility and versatility, and the bounce effect is similar enough that you're not losing too much. That 1 extra damage will be overshadowed by your attackers. Similarly, Reef Worm makes a big token, but it takes a while to get there. Also, if you expect to see a lot, that 9/9 token probably has a very short lifespan. Switch Reef Worm out for maybe another Serra Angel .
Another, somewhat higher-budget suggestion, if you want to be really annoying, is Isochron Scepter . If you imprint a Silence or Azorius Charm on it, you can cast that spell each turn, locking your opponent out or finding exactly the effect you need. Any of your other 1- or 2-cost instants would also work well.(Disclaimer: This isn't the most fun to play against, so do this only if you're willing to basically shut down a game: Isochron Scepter + Silence basically says "Target player can't cast spells for the rest of the game." If your friend is okay with this, go for it.)
1 month ago
2 months ago
2 months ago
The revamp is better but not by any notable margin - both decks have too much inconsistency to pick up on the differences from game-to-game.
I think you need to work towards getting playsets of your cards. The following list below just uses more copies of what you’re already running, and will play significantly stronger than what you’ve got now:
2 months ago
The reason chose Dispel is since it so cheap and I only wanted a counter for removal spells, which are mostly instants, i.e, Assassin's Trophy , Go for the Throat , Pongify , Rapid Hybridization , Beast Within , any counter-spell you can name, Lightning Bolt , and of course most importantly Path to Exile . With this deck I don't care about countering anything other than removal.
Between countering removal and reanimation, my creatures will be pretty bulletproof. It sets me up for a flavor win, though it may not be the most efficient strategy, not sure if I will ever buy this deck... so feel free to drop your suggests for more expensive cards and fetch lands.
2 months ago
Deck is improving since the initial forum post, but I see a few questionable things. Your only blue spell is Dispel , which is very situational. You’re in Vintage which has access to far better counter magic, although you’d need to invest more heavily in to take advantage of them.
The filter lands are alright, but unless it’s for budget reasons (which is understandable) there are better choices. If you ran fetchlands you’d find what you need while also thinning the deck for better subsequent draws.
You’ve dipped your toe into the waters of the Reanimation archetype with Animate Dead , which is perfectly fine. It would mean a radical retooling of the deck, but you could get Utvara (or any dragon you wanted) into play much faster if you went full on Reanimator. You could feasibly stick an Utvara at least a couple turns sooner than what you have here. But again, that might not be the direction you want the deck to take, which is fine. Bear in mind that many of the “best” cards in Vintage for a given strategy are quite costly, so sometimes it just isn’t viable to add certain cards.
Take all the above with a grain of salt; ultimately the design of the deck is all up to you and you should feel free to craft whatever you want.
4 months ago
You have 11 taplands. 11. When playing cEDH, the most you have is 1. Ever. Yavimaya Coast , Botanical Sanctum , Exotic Orchard , Sungrass Prairie , Skycloud Expanse , Sunpetal Grove , Glacial Fortress , Hinterland Harbor , Razorverge Thicket , Seachrome Coast , Spire of Industry . You'll have to spend a little more, but it's only like $30. And without that, you're never gonna win at a cEDH table.
You're also not running Spell Pierce , Autumn's Veil , Dovin's Veto , Swords to Plowshares , Pongify , Rapid Hybridization , Path to Exile , Dispel , Mystical Dispute , Delay . Those are pretty much necessary. Also, Neoform , Eldritch Evolution , Eladamri's Call .
Most of your combos are . . . not cEDH viable. They require you to run taplands AND bad ramp cards and they require you to have several pieces on top of just needing several cards that aren't good outside the combo.
Now, is this a solid deck that will do well in moderately tuned games? Definitely. But it isn't competitive. And it is totally possible to make a competitive deck without going over $200, you just lose some of the speed and have to build your deck a bit differently to stay in the game.