If you control a commander, you may cast this spell without paying its mana cost.
Counter target noncreature spell.
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|Commander / EDH||Legal|
Latest Decks as Commander
Fierce Guardianship Discussion
5 days ago
The Ramp, the Lands and Topdeck Manipulation
The major goal of every good Galea deck is the right method of ramp and topdeck manipulation. Every time you see a card that Galea cannot play, you should have a way to change the situation somehow. And there are two primary ways to achieve that:
Direct manipulation. Scroll Rack , Sylvan Library , Soldevi Excavations , Vantress Gargoyle and Jace, the Mind Sculptor directly manipulate with your topdeck, allowing you to gain card advantage. Let's look at Scroll Rack for example. If you have say three Auras/Enchantments in your hand that you can play this turn, and your topdeck isn't Aura or Equipment. You just draw three cards, put your Auras/Equipments on topdeck and play all them, actually drawing three cards for 1 mana!
Fetching lands. As long as Galea cannot play lands from top of your library, you should fetch lands as much as you can. This reduces the number of lands in your library (and the chance to see a land on your topdeck), and allows you to shuffle your library. We have six lands that fetch the other lands, and one of them ( Thawing Glaciers ) can fetch multiple times. We also have Sword of the Animist and Elvish Reclaimer that fetch lands repeatedly, and Expedition Map .
The Ramp strategy of this deck uses "the best of all worlds" principle: the best creatures, the best artifacts and the best Aura ( Wild Growth ). Most of the Ramp cards cost 1 mana, but there are few 0-cost and 2-cost cards. Why don't I use more Auras? Because creatures and artifacts are more efficient, and I need Ramp prior to playing Galea. Why do I use mana dorks? There are two reasons: I need early targets for my Equipment, and I want to sacrifice them later to Skullclamp .
This deck has three ways of fetching NON-basic lands: Elvish Reclaimer , Expedition Map and Tolaria West - and if you have Academy Ruins , you can recycle Expedition Map to fetch more lands. One of the best targets for the fetching is Urza's Saga , which can create a giant token and fetch Skullclamp or Expedition Map . Another very important target is Glacial Chasm , which can allow you to survive and grab victory even in a grave sutuation. Of course, Academy Ruins and Hall of Heliod's Generosity are also the popular fetch targets.
The Aura Selection
Most Auras in this deck steal or spoil enemy creatures (especially Commanders). It's hard to win when your Commander is stolen or converted to Insect :) There are only two Auras that should be played on your creatures: Mantle of the Ancients and Unquestioned Authority . Most of the time they are played via Sovereigns of Lost Alara : you attack, then fetch one of them from your deck, and, in case of the Mantle, also play all Equips from your graveyard.
The Hidden Gems
Conqueror's Flail prohibits opponents from playing spells during your turn. This allows you to play all your stuff without pesky counterspells and attack safely. It's very important for this deck.
Dowsing Dagger Flip should be transformed into a land that provides three mana of any color. It's a great Ramp, especially if you consider that Sword of Feast and Famine and Treachery untap your lands. With a bit of luck, you can even create two Construct tokens with Urza's Saga !
Fractal Harness is the easiest way of creating an enormous creature. It will grow very fast, and Belt of Giant Strength may give it +10/+10! If you get both in play, follow the "Trident Punch" path and look for Surestrike Trident .
Umbral Mantle doesn't have a lot of good targets in this deck: there are no creatures with powerful "Tap:" abilities. But you can steal them! :) Talking seriously, the Mantle is used to untap our Ultron after attacking. I am not a big fan of using Galea for this purpose: it's better not to put all the eggs into one basket. Plus, the Mantle makes a great combo with Surestrike Trident .
Shimmer Dragon is really great for this deck. It flies and almost always has Hexproof. It provides insane amount of cards. And it is much better material for Ultron than Galea IMHO. Most of the time you would need just one Scytheclaw or Kaldra Compleat on it to deal very serious damage.
Fierce Guardianship means that you always might have a counterspell :)
Thassa, God of the Sea is very helpful for two reasons: it can make your creature unblockable (even a tiny Elf with the Scytheclaw becomes a very dangerous threat!) and it provides a free Scry 1 every turn (see above on topdeck manipulation). Still, you have a chance of turning her into creature, since there are several permanents with UU in their casting cost. Having an indestructible creature is always nice!
1 week ago
After those, the one mana counters.
1 week ago
I dont see any of card coming close to 1 Force of Will it's an obscenely powerful card I've played with it. It feels so good knowing your safe even when tapped out.
Now it gets hard to place the rest so I'm gonna just concentrate on edh as that's the format im familiar with.
3 Fierce Guardianship yeah it's free where the other two cost you a card. But having your general out isn't always a guarantee.
4 Negate from my experience from playing commander counter non creature spells is far more important then countering creature spells. And this card doesn't that effectively and efficiently and is super splashable.
Honorable mention to any of the free counter spells I didn't say. Not having to pay mana for a spell is designe space they maybe should of never touched
1 week ago
The best counterspell is the one you can keep in hand because your opponent is trying to play around it.
I feel Mental Misstep needs to be in the discussion somewhere, because it's actually powerful enough to be actually restricted in Vintage, and banned almost everywhere else. So:
1 . Mental Misstep
2 . Force of Will
3 . Mana Drain
4 . Chalice of the Void - debatable to call a counterspell, but it literally counters spells.
5 . Hard to choose between Daze , Pact of Negation , Force of Negation or Fierce Guardianship , so I'll just go with Negate , for its omniprescence and reliability in every format from limited to commander and everything in between.
2 weeks ago
jaymc1130 there's plenty opportunity to tap out past turn 1 in cEDH:
Notion Thief also has flash, right? And I was taught that it's better to draw cards than to ramp, so Notion Thief should be at least as big of a problem as Hullbreacher ... However, 4 mana is significantly more than 3 in formats that care about being efficient, and spending resources on ramping might be worse than spending them on securing cards in hand, but Wizards should have known that ramping without spending extra resources is among the most broken things in Magic, they've known that since the original Moxen.
cEDH is not a separate format. It's a different philosophy on the same format. It's using the rules of EDH (which is a casual format by definition, as you can read here ) with the mindset of a competitive format like Legacy. By definition, cEDH is a misinterpretation of how the format is supposed to be played. The most competitive players, however, are usually the most vocal about what they don't like, and have gotten really good at kicking up enough ruckus to change what they don't agree with. That's how Flash got banned. The RC doesn't typically consider cEDH because they don't regulate the format to be compatible with cEDH. cEDH is a just a community response, that explicity uses the exact same rules for differently-themed games. I think that's also why Opposition Agent is not banned in EDH, because that is specifically only dangerous in cEDH, and a lot less potent against some Ally tribal deck, or whatever casual battlecruise deck EDH was intended for as a format.
If you're looking for a 100 card singleton format that's aimed at competitive play and doesn't use a casual banlist, try Canadian Highlander. It uses the Vintage banlist, which means just no Shahrazad , dexterity cards, ante cards and cards with the Conspiracy type. But if you want to play Commander of any kind, you're bound by the RC's banlist, by virtue of format philosophy.
4 weeks ago
1 month ago
Alright, so since we've last chatted about my Anowon deck, I've overhauled it and even won a game with it! If you haven't had too many troubles with land drops then keep it, or else bump it up one or two more. Idk your budget so I'll just mention what I think works well so you can lmk otherwise.
I'd switch out
Talisman of Dominance
. Def take out
as you don't want to be feeding your graveyard so your meta doesn't take advantage of that.
can be replaced with
. Costs the same, but it'll draw you a card once you're caught up on mana.
Sword of Hearth and Home
is the new
Sword of the Animist
and oh man is it good. The blink plus the untapped land, chefs kiss.
Even though Anowon helps mill, I think the main focus is not to do so much milling and get your attacks in with the side effect being mill. Ironically enough, I won by decking someone after I used
Zareth San, the Trickster
to steal some crazy aura that buffed up my faerie rogue up by +20/+20 to KO the person before lol. If you take a look a mine, my theme seems to be "copying". I want to keep copying that next thing that'll push me forward.
Does your group have a more cEDH or just high powered vibe? Cause that'll change what I might recommend.
is already better than
bc counterspell is just a 1 for 1. Replace with
Pact of Negation
or if your group plays a lot of 1 drops, then
as that'll bring the salt. Keep a counter in hand just for that
Rise of the Dark Realms
Your removal could also use a boost. I would take out
Go for the Throat
Flip and throw in
. You could also see the removal I'm running and possibly switch the mentioned cards for those. You could possibly even add
but M.Rider is the better version of that card.
Board wipes are good, but why crux though? I can understand if that's just what you have, then do it up. If you can, replace with
or just cut it as you already have
which is pretty much the best board wipe. Kudos!
can take a hike, unless you're going to add
Narset, Parter of Veils
. If you're trying to be oppressive that is LOL. You have decent draw already and you wouldn't want to feed your opponent that Realms! If you need to replace then add
(might get destroyed) or
Into the Story
As far as creatures go, make them unblockable with Whispersilk Cloak like you mentioned a while ago. It works wonders. Look at my list and see what I'm running, bc there are so many options. I highly recommend Dauthi Voidwalker . If you're able to put a void counter on "rise" after milling everyone out a bunch, you can sac DV and use it against the card's owner and make them suffer! Because that's what Commander is all about, right? If you have any more questions feel free to ask! I'm always down to help and welcome all the advice people give me as well. Wreck your playgroup next time you get together!
1 month ago
As more cards are added to the game of Magic, each bearing the modern design philosophy that urge them to be relevant in near to all formats, there comes the time for a player to edit their decks.
I shall confess that I primarily dwell in the realm of Commander, but this is an argument that can be made for all methods of casting spellls. (Mostly Commander)
Within each set is a card that is fated to find a home in a specific archetype, yet this entails that another piece of the machine is removed. I have a mono-black discard deck built around Chainer , but they have since printed Tinybones , Tergrid Flip, and Tourach . Each of these are more potent in the command zone, but Chainer is closer to my twisted heart and nocent at shackling my foes.
This especially pertains to the list below the commander, such as Murderous Rider over Hero's Downfall , Fierce Guardianship over Counterspell , Usher of the Fallen over Savannah Lions , and the list goes on for eternity. I enjoy adding asinine old artifacts to lists (see: Temporal Aperture and Phyrexian Portal ), yet felt as if I had no choice but to cut Moonring Mirror for Sevylun .
My query of this thread is when do players feel obliged to cut cards from lists despite any strong emotions towards maintaining their inclusion? When can the poignant piece of cardboard at last meet anguish? When does power eclipse pet?
Note: This is not a question of whether it is correct or not to snuff the asinine spell. Optimization is a separate topic than what is meant to be discussed here.