Exert Influence

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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
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Exert Influence

Sorcery

Converge — Gain control of target creature if its power is less than or equal to the number of colors of mana spent to cast Exert Influence.

solarbeam on Vampire/Discard Deck

5 years ago

Alright, awesome! I don't know your meta, so let me know if these suggestions aren't right for you and your playgroup(s).

First off, this is straight up Midrange. A couple counters and removal/control magic cards doesn't make it control.

Secondly, I would focus first on your mana base. The distribution of your lands will depend on the end result of the deck, as in how many black/blue/white symbols are on the card adn how early they appear. Some cheaper lands for esper are Fetid Pools , Irrigated Farmland , Sunken Hollow , and Prairie Stream . These are great choices as they have the basic land types and are able to be fetched with fetchlands, and the cycle effect on the first too can be really hand late game. I'd go with one or the other though, and those also turn on lands like Isolated Chapel , Glacial Fortress , and Drowned Catacomb . If your group plays lands that can be troublesome, cards like Ghost Quarter and Field of Ruin are some great ones that aren't straight up land destruction. I would heavily suggest Field of Ruin over Ghost Quarter though, as it doesn't set YOU back on mana. I would also strongly recommend playing at least 8 basic land cards and at least 25 lands with the amount of high cost cards you have as well.

This kind of deck really does not need Expedition Map , and Elixir of Immortality is really only good if there is an opponent on mill, there are better options if you need life gain. Cards like Wall of Omens , Ruin Raider , Twilight Prophet , Dusk Legion Zealot , Phyrexian Rager , Thassa, God of the Sea or Kefnet the Mindful are all great creatures that can help you draw cards and lands if needed. Spells like Preordain , Serum Visions , Impulse , Painful Truths , Discovery / Dispersal (which can act as removal as well, if need be), and Esper Charm are all well and dandy. If you choose to run any of these, with the kind of deck you're on, I would recommend choosing one of the 1 or 2 cost ones and running four, then run two copies of the 3-cost ones at max.

As for your enchantments, Sorin, Solemn Visitor , Sorin, Lord of Innistrad , or Elspeth, Sun's Champion , and Elspeth, Knight-Errant would all be better than True Conviction as they come down much faster (except Sun's Champion), are far easier to cast in a 3-color deck (W-Bla is much easier than WWW), they also give you creatures to flood the board.

The problem with Control Magic , is that it is far easier to get around than regular removal, but if you're adamant on stealing your opponent's toys, Entrancing Melody , Exert Influence for smaller creatures and Connive / Concoct which can double as rebuying a dead creature of yours, or Confiscation Coup paired with cards like Glimmer of Genius , Glint-Sleeve Siphoner , and Aether Hub . I recommend this because Control Magic can be destroyed by enchantment destruction effects adn let your opponent get their things back, especially if you don't have Privileged Position out, speaking of which

I wouldn't run it. Run more counterspells in its place. You don't want to broadcast the whole 'hit me, i'm setting up a hexproof Exquisite-Sanguine combo' and give them targets for their removal. You need to slam those things down and then protect them. Cryptic Command is amazing, and 3 is good enough. Depending on how your playgroup does with counterspells, og Counterspell , Mana Leak , Supreme Will , Ojutai's Command , Silumgar's Command , Negate , Essence Scatter , and Dissolve are all good. Arcane Denial if you want to be nice about it. You want to make them spend the mana on their way to answer your threats and then Dash Hopes (don't play that one, it's funny but not good). With Counterspells, you generally want to spend less mana on it than what you're countering, and they're better in multiplayer games than discard.

If you're playing 1v1 matches, you could go with discard effects over counterspells, but choose one or both. Cards like Duress , Thought Erasure , Divest , Harsh Scrutiny , Persecute , Arterial Flow (bonus points if you're playing with Twilight Prophet and friends with this one), Inquisition of Kozilek , Thoughtseize , Castigate , Blackmail , and Hymn to Tourach . You also have Kitesail Freebooter , Tidehollow Sculler , and Brain Maggot . From what you said with liking how your creatures take control, this is the route I would recommend for you, especially Kitesail Freebooters and Thought Erasures since one is a creature and the other can help fix your next draw step.

Once again, run Counterspells or Discard, and preferably counters in multiplayer. The simple reasoning is with discard you spend mana and resources and they don't spend mana and lose resources, counters you both spend mana and resources with you, preferably, spending less mana and quality of resources, and you don't want to tax your mana and resources doing both.

Don't run Riot Control . Don't do it. Run Eerie Interlude instead of Rootborn Defenses as it will trigger and enter the battlefield effects when your creatures come back and get you advantages that way.

Jace is cool, but run those Sorins and Elspeths I mentioned earlier instead, they fit better in your kind of deck.

Some way better creatures for you are Dragonlord Silumgar , Dragonlord Ojutai , Cloudblazer , Restoration Angel , Ravenous Chupacabra , Isareth the Awakener , Vona, Butcher of Magan , Nightveil Predator , Thalia, Heretic Cathar , Hostage Taker , Regal Caracal , Thraben Inspector , Noxious Gearhulk , Torrential Gearhulk , or Cataclysmic Gearhulk . There are so many options out there, and in the end it's your deck so you can make it however you would like. I hope this was at least a little bit of help.

Also, definitely find some room for Swords to Plowshares and Anguished Unmaking . Life is a resource and don't be afraid to spend a little bit or give your opponent some more if it means not letting them win or letting you win.

Austin_Smith_of_Cards on Will Kenrith

5 years ago

Beguiler of Wills and Exert Influence both work pretty great with Will's +1. Maybe worth considering

NobleGhost117 on Ramos' Rainbow

6 years ago

You already have a couple converge cards in here, so you may have already considered these cards, but Painful Truths, Exert Influence, Radiant Flames,and Woodland Wanderer are all good cards to throw into your deck. Painful Truths gives you card draw (3 cards for 3 mana!), Radiant Flames wipes out mana dorks and tokens, Exert Influence can steal your opponents cards (imagine taking a platinum angel or something of that likeness), and Woodland Wanderer is a strong 6/6 Vigilence Trample for 4 mana.

Lutachris23 on

7 years ago

Exert Influence really isn't nearly as good as Mind Control. I'd say put that in or Control Magic in its place. With those at least you can gain control of creatures with CMC higher than 5.

RexStrangelove on Atraxa Maybeboard - Ideas Seeking …

7 years ago

So I, like many of you, am sitting in a place of giddy excitement as I wait for my new Breed Lethality deck to arrive. I knew it was the one I wanted the very moment they were spoiled, and I was Vindicated to see it outselling even the much-touted Bromance (which is also a completely solid choice, along with everything but Yidris).

Anyway, as I sat waiting, I got to looking through my old cards, plucking out anything that looked particularly juicy for the new deck. My landbase is upper-mediocre for sure, and I still need to grab a few pricier staples (i.e. Archangel of Thune and Doubling Season), but I actually found a surprising number of cards which may totally merit a spot in the lauded 99.

Basically, what I'm hoping to get out of this thread is to pick a few other players' brains about how good my card choices are. If you see something that's like a "OMFG holy shit definitely put that in there," let me know and explain why. If you see anything that's like a "Wow, I maybe see what you were thinking, but that will honestly serve you no good at all," then do the same. With no further ado:

LANDS

-

- SORCERIES/INSTANTS

So yeah...if anyone can offer any reasons that any of the above cards would or wouldn't be good choices, I'm all ears. Budget is a concern (I already have all the cards on this list)), but I'm WAAAAY open to hearing better suggestions than the ones I made.

Atraxa is the tits, guys and girls. I haven't been this pumped for a new commander since Kaalia and Animar. Let's put our heads together and perfect this like I know we can.

Snow_Lynx on Icy Tides ($40)

7 years ago

Exert Influence and Brilliant Spectrum are cards for multi-colored decks. They are terrible in monocolor decks. Read them again. I don't understand your reasoning.

Psychic Rebuttal is only good against Duress and Transgress the Mind. It's not worth a place in the Side Deck over Negate.

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