Counter target creature spell.
Printings View all
|Core Set 2019 (M19)||Common|
|Duel Decks: Merfolk vs. Goblins (DDT)||Common|
|Magic 2014 (M14)||Common|
|Magic 2013 (M13)||Common|
|Duels of the Planeswalkers (DPA)||Common|
|2010 Core Set (M10)||Common|
Combos Browse all
|Commander / EDH||Legal|
Essence Scatter occurrence in decks from the last year
All decks: 0.19%
All decks: 0.03%
Commander / EDH:
All decks: 0.01%
Essence Scatter Discussion
3 days ago
So this deck is marked under 'help,' so I'll list my recommendations. Feel free to ignore any/all of them:
Some of your choices of countermagic seem questionable. Is there a reason you're running Withering Boon over something like Remove Soul or Essence Scatter? I guess the blue spells can be Pyroblast-ed, but I feel like not having to bolt yourself is worth it for the marginal added risk.
You may wish to consider running Preordain in addition to your Brainstorm and Ponder. Like in Legacy Delver decks, it isn't as good since you'd need to top both cards with the scry to guarantee a high CMC flip off Yuriko, but I feel like one-mana cantrips are likely good enough to run regardless.
There are some evasive creatures worth running in Yuriko because their ETB effects are good and ninjutsu bounces the creatures. I'm thinking of things like Baleful Strix, Snapcaster Mage (if you want to invest money), Trinket Mage (which can fetch Sensei's Divining Top, Sol Ring and any other 1-cmc artifacts you want to run), Spellseeker... If you want to go deep, Thalakos Seer works well with Ninjutsu, too...
You might also consider running Conspiracy or Arcane Adaptation. I like Arcane Adaptation a lot more (it costs less mana) but both are good, and if you need a third version Xenograft works. They'll make things like Gingerbrute trigger your Yuriko.
Some 4-cmc instant-speed card-draw seems alright; you leave up mana for a counter, and if you don't need it you get a draw. Consider things like Fact or Fiction, Chemister's Insight, Glimmer of Genius, Frantic Search, Gush, Thirst for Knowledge, Inspiration... They'll ding your opponents off a Yuriko flip and give you something to do with mana you don't need on their end steps.
Idk how competitive your meta is, but consider running Narset, Parter of Veils and/or Ashiok, Dream Render. These two hose card-draw and fetches/tutors, which are all very common as you go higher in deck power level. I especially like Narset, Parter of Veils with Windfall or Timetwister, but that'll depend on your particular moral compass.
Lastly, if you up the amount of artifact ramp in here you can lower the land count and make flipping a land off Yuriko less common. While it may be dangerous to go lower than 30 lands if you're not running things like Mana Crypt, Mox Diamond or Mox Opal (which you should run if your groups allows proxies), you may have luck running things like Talisman of Dominance, Arcane Signet or Fellwar Stone. If you don't land a turn-two general, these'll ramp you for the later game; and even if you do, flipping them off Yuriko's trigger is better than flipping a land.
Right. That's all I got -- let me know if you have any questions.
1 month ago
BoneclockHarmony I am going to build this for an upcoming tournament and I believe these changes could help. I am going -1 Island and -1 Shelldock Isle for +2 Mystic Sanctuary so I can bring back a Cryptic Command or Archive Trap to take control if needed. I am also going to try +1 Archmage's Charm in place of -1 Visions of Beyond as a way to get a bit of additional versatility if card draw isn't necessary. I think this can also help in specific matches against Death's Shadow , Champion of the Parish , Monastery Swiftspear , Aether Vial , or Chalice of the Void . For the sideboard I am also thinking of swapping Negate for Essence Scatter depending on how the meta changes.
1 month ago
Let me start off by saying I hate being mana screwed, that being said, you should cut 2 islands to go down to 38 lands.
Cut Curious Homunculus, Docent of Perfection, Murmuring Mystic, Sphinx of Uthuun and Stormtide Leviathan. Talrand decks don't need creatures. The few good creatures to add are out of your budget. I know you have the polymorph package but the creatures you are getting arent even that good. If you want to make this optimized (even on a budget), replace them with the 5 following cards....
- Rapid Hybridization - Removal
- Essence Scatter - Counter
- Wizard's Retort - Or another counterspell
- Pongify - Removal
- Deep Analysis - Draw. Bonus points if you yell DEEP ANAL!
REMEMBER, the biggest issue with Talrand is being forced to tap out! Keep this in mind for below...
Cut Gravitational Shift for Misdirection - Shift is winmore. Misdirection allows you to interact while tappedout making opponents think twice before trying to remove your talrand. Note that misdirection can redirect removal, counter counterspells (should you not be the only blue player) and redirect some extra turn spells
For the 2 lands you cut, add Isochron Scepter and Future Sight - Scepter is just pure value (remember to make sure to have mana open to cast the imprinted spell AND another counterspell in hand to ensure they don't bait your counterspell!). Future sight, while redundant to Precognition Field , is very powerful. I understand it costs 1 more and reveals the card, but it allows you to play lands and everyone knows you are counterspell + draw tribal so it really doesn't matter. I would tell you to cut the field for future sight, but I think both might serve your deck well.
Cut Island (3rd island to cut) for Strip Mine / Ghost Quarter / Tectonic Edge , etc.... Cavern of Souls , Boseiju, Who Shelters All , urborg, coffers, field of the dead are all powerful cards that need to be dealt with.
Cut the polymorph package aside from polymorph itself
Cut Mass Polymorph for Narset's Reversal - Oh no, you cast Thought Distortion ? What ever will I do.... get's around can't be countered. What's better than countering their Torment of Hailfire ? Copying it and returning it back!
Be sure to let me know what you think of the sugge
3 months ago
You could probably get more effective use out of Cancel or Essence Scatter rather than giving the creatures back to them. If you really want any of your friends to not like the deck you could also go for more outright control like Counterspell . If you did want something pioneer friendly Sinister Sabotage is a good option which also gives some control over your next turn.
3 months ago
Sorry mate, I keep having more thoughts the more I test against this deck.
Dependent on the deck, of course. Some decks would rather Scry a card away - yours might be one.
Then adjust based on local meta.
Keep Turn Aside in mind if people keep destroying your stuff.
3 months ago
3 months ago
Righteo, then. Here we go!
Just checking that you know the second time Approach of the Second Sun is cast, it must resolve in order to win the game. A lot of people don't realise that and get a nasty surprise when it is countered, and they don't win.
This deck absolutely creams my Cast a Shadow [Pioneer] deck, which is set up primarily to deal with Creature decks.
It struggles against my Monothopters [Pioneer] deck, which is a lot more aggressive.
Aggressive decks will be this deck's downfall. To that end, I think you need to get your curve a bit lower. You can do that by building a Sideboard.
Some spells you might want to consider for it are:
Essence Scatter - this is a brilliant spell which will shut down a lot of Creature dependent decks. It is one of my favourite counter spells and should be in all Control Pioneer decks, in either the main or side board.
Hope that helps.
4 months ago
Casual is a pretty difficult format to offer feedback for, since the metagame varied widely from table to table. To that end, I am going to try and offer advice that fits with the theme of this deck--the Blue Ocean. So, while it might be fair to say something like Judge's Familiar would be an upgrade to Cursecatcher , it would not work flavorfully, so I will not be making those suggestions.
To start, I do not think you need four copies of Pearl Lake Ancient . Strong as High Tide can be from a ramp stance, you're not going to be able to ramp into casting two Ancients in the same turn as your High Tides. Frankly, I do not think you have enough payoffs to really justify running High Tide , and you might want to focus instead on removal, counters, and card-draw. I would replace all four copies with two copies of the much better Nezahal, Primal Tide .
You are in Casual, which gives you freedom to run whatever counterspells you want. Rather than running Negate and Essence Scatter , both of which are conditional, consider running the classic Counterspell and Mana Leak .
You do not quite have the high enough density of instant/sorcery cards (or fetch lands) to really make it shine, but Treasure Cruise is still an incredibly powerful card, worthy of a slot or two.
Long-Finned Skywhale is pretty mediocre, being a 4/3 for 4 that can't even block all the time. Tempest Djinn would be a good replacement--you can cast it as a 3/4 flier on turn 3, and it only gets bigger from there.
Hope some of this helps!