This spell can't be countered.
Counter target noncreature spell.
|Have (2)||Taki117 , TheAnnihilator|
|Want (2)||Etinifni , bryan93|
Printings View all
|War of the Spark (WAR)||Uncommon|
|Promo Set (000)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Dovin's Veto Discussion
7 hours ago
To remove: Callaphe, Beloved of the Sea, Crashing Drawbridge, Empyrean Eagle, Expedition Raptor, Expedition Raptor, Peace Strider, Sephara, Sky's Blade, Serra Angel, Threnody Singer, Tome Raider, Victory's Herald
To add: Solemn Simulacrum, Silas Renn, Seeker Adept, Myr Propagator, Trinket Mage, Trophy Mage, Tribute Mage, Daxos of Meletis, Clever Impersonator, Burnished Hart, Magister Sphinx, Divinity of Pride, Hanna, Ship's Navigator
To Add: Mirage Mirror, Sculpting Steel, Spellbinder, Isochron Scepter, Wayfarer's Bauble, Sol Ring, Traveler's Amulet, Prying Blade, Explorer's Scope, Dimir Signet, Orzhov Signet, Swiftfoot Boots, Lightning Greaves
5 days ago
Looks fun! If you're looking for suggestions I think there's definitely some things you can change to make the deck stronger.
If you're looking to be able to activate & attack with tarpit or play a planeswalker AND hold up countermagic /removal, you're going to need to run more than 21 lands. For example - if you want to be able to slam an Elspeth and hold up Logic Knot for your opponent's turn, you'll need 8 mana - so you want to hit your land drops all the way up to turn 8 at minimum, which is going to be exceedingly hard to do with only 21 lands. I'd recommend 23 at MINIMUM, but you'd probably be better off with 24 or 25.
Enter the God-Eternals is a fun card for standard or even pioneer, but in modern it's probably going to disappoint. I'd recommend cutting them for some more hard removal- consider the 4th path, some copies of Fatal Push, or a Detention Sphere or two. Maybe even a Blessed Alliance if you're feeling spicy (personal bias, I love that card)
If it's in your budget, Wrath of God is a straight upgrade over Day of Judgement.
Render Silent is a fun card to cast, but modern gives you plenty of better options for counterspells. Mana Leak is a catch-all that counters pretty much everything until turn 4+, at which point it can still be used to disrupt your opponent's plans. Dovin's Veto or Countersquall help you in the combo or control matchup. Disallow can snipe things you couldn't otherwise deal with, like eldrazi cast triggers, planeswalker ability activations, and land destruction like Field of Ruin and Ghost Quarter. Spell Snare and Remand are also powerful options you could try, but they tend to be better in faster, tempo-y decks rather than the hard control you're running. Archmage's Charm is also a possibility, but since you're running 3 colors it's going to be immensely difficult to cast.
Since you're running black in a control shell, you should almost certainly be running 4-7 copies of hand disruption spells. The go-to options are Thoughtseize and Inquisition of Kozilek, but Collective Brutality is another good option.
And finally your lands - I assume you're on a budget here and that's why your mana is the way it is, but just in case you aren't on a budget I'll make some suggestions. Fetchlands like Polluted Delta, Flooded Strand and Marsh Flats help you fix your colors when you need to, and can trigger Revolt if you decide to run Fatal Push. They can grab non-basic lands too, so they pair extremely well with Shocklands like Watery Grave, Hallowed Fountain, and Godless Shrine. In a three color deck, any fetchland can fetch for any color you need by grabbing the appropriate shockland. With so many cards that cost double (or triple) blue or white, you might even consider a single Mystic Gate. Filtering white mana into blue or vice versa will make it infinitely easier to cast cards like Supreme Verdict and Cryptic Command.
Those are just some surface level suggestions - feel free to heed them or disregard them as you want. It's your deck after all! Whatever you decide to do, good luck and have fun!
6 days ago
I think running white would be beneficial. You get access to things like Dovin's Veto and Swords to Plowshares, and you can use Tymna the Weaver to draw cards. I have a feeling Tasigur, the Golden Fang is likely too slow for cEDH. At least, that's my experience.
1 week ago
1 week ago
Sorin_Markov_1947 Yes, particularly Starfield Mystic. It was never a terrible draw, and it got down early and maybe murdered a creature blocking. His static ability was a bit useful, but he was always dead before his ability triggered or I could put his static to use on larger enchantments.
I agree Elspeth Conquers Death is pretty crucial. I expect to have those in here sooner rather than later. I think standouts included Flicker which was versatile as advertised. I used it to murder a huge Stonecoil Serpent. Narset worked. Teferi worked.
It's true Azorius control is what was causing problems for the most part. I think in those match-ups I would have preferred Dovin's Veto or Mystical Dispute over Destiny Spinner because it was my board wipes and Dance of the Manse getting countered that was causing the biggest problems. Some matches would have been won pretty easily because they had countered enough enchantments that Dance of the Manse was gonna go off big.
2 weeks ago
Sorry so late.
Delay's pretty fine. It's a 2 CMC counterspell which we aren't quite as taxed into running since we can afford to be ultra-efficient with slim countermagic and interaction (Summer + Silence is stupid) and abuse stuff like Force of Negation (yuck).
However, if you want to run Delay, it's alright, it's a fine card. Our thinking was since the deck doesn't require reaching into that realm too deeply, we picked the best 2: Mana Drain and Dovin's Veto, or at least ones with a really high powerlevel.
Crazy to think Oracle Hulk now has such good quality cards in it (thanks 2019 WotC) that Delay is just "okay."