Force Spike

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Force Spike

Instant

Counter target spell unless its controller pays .

Craeter on Sneaky Sewer-Rat Spies

2 weeks ago

Lord_Olga Oh Force Spike is not legal in Modern (duh..) so I swapped those with Stern Scolding, not quite as good of a card overall but it should serve the same purpose here.

Craeter on Sneaky Sewer-Rat Spies

2 weeks ago

Lord_Olga Hey I appreciate you taking the time to really analyze this deck and offer some good suggestions! You've definitely got me thinking about some optimizations. Truth be told, I haven't had a chance to playtest this one yet, so I'm sure there is some room for improvement. I took your suggestions into consideration and made some tweaks to the deck.

Firstly, I did add two more lands to bring it up to 22, I agree with you 20 is too low for the curve but I'm having a hard time cutting to get up to 24. I also removed a lot of the more high cost cards to get the mana curve down further. I like to live dangerously, so I tend to slot as few lands as possible that still makes decks work. But I went ahead and added x4 Drowned Catacomb, I think you're onto something there. I'm skipping Polluted Delta for now to avoid the life loss since this deck only has a few cards with Lifelink.

I tend to build thematic decks, hence the Rogue's Passage, I did cut one but I'm going to keep one for the theme, even if it's not as good as the unblockable suggestions. I'm leaning against adding them, but I am adding Cover of Darkness, which serves the same function (except against black and artifact creatures), but against other creatures then Throat Slitter will be relatively useless anyways. Cover of Darkness also benefits every creature since they are all Rats, and provides redundancy if Marrow-Gnawer is not out. It even has an interaction with Nashi, Searcher in the Dark if milled.

To address your 2nd point about speed, I cut some of the Drowned in the Loch and added two Force Spike to add some early game counters since this deck wants to make it to the mid game to really get going. And since I'm opting to keep it purely Rat themed and not add your 1 drop suggestions, this is the compromise to add some early game options.

I'm sure your suggestions would technically be better for a more truly competitive modern deck, I'm just opting to keep it more casual and thematic. But I appreciate your suggestions, I typically build for EDH and I want all of the things, so it's tough getting a 60 card deck streamlined with as many options as possible.

K4nkato on Tinkerbell says “No”

9 months ago

Weekly Results:

Boros Homebrew: ✅❌❌

UW Glitters: ✅✅

Golgari Gardens: ✅❌✅

Bind the Monster is the GOAT. I like this two Force Spike list but I miss Foil in longer games against Gardens. Then again, I didn't need it to win so maybe it's not an issue.

K4nkato on Tinkerbell says “No”

9 months ago

Force Spike is the way!

K4nkato on Tinkerbell says “No”

10 months ago

Some thoughts:

Moved Foil to one of my flex slots. Faeries is a deck that unique uses hidden information and cards in hand to force opponents to make uninformed decisions. The threat of Mutagenic Growth turns obvious blocks into potential risks. Brinebarrow Intruder and Saiba Cryptomancer make attacks and removal much more difficult for your opponent. Counterspell gatekeeps when your opponent can commit to an action. Foil adds an extra layer of stress by threatening an opponent even when you’re tapped out. The high MV and expensive alternative cost are notable downsides, but Faeries draws more cards than any other deck in the format. 3-for-1 trades are unprofitable for most decks but Faeries is fast enough and disruptive enough to make it work.

I only recommend running one copy of Foil. The card’s value comes from its scarcity. Opponents who play around Foil are intentionally slowing themselves down and making sub-optimal decisions to fight a card you might not have. Opponents who ignore Foil open themselves up to getting caught by it. This adds another layer of decision making for your opponent, increasing their odds of making a mistake. The more opportunities you give your opponent to mess up, the more games you can win to pilot error.

Foil occasionally puts you in a very difficult spot in mana-screwed games. If you have 2 Islands in play and 1 Island in hand + Foil, you have to ask yourself if you should keep the land for a free counterspell or play it for more mana. I welcome the difficult decision, but this opens you up to mistakes as well. It’s worth practicing these corner cases if you want to play Foil, but I think the risk is worth the reward.

Smoke Shroud is a promising card I decided to cut. This aura allows you to turn Ninja of the Deep Hours into the most jacked Delver of Secrets  Flip you could imagine, but there aren’t enough discard outlets for it. You never want to play it & Faeries doesn’t really mill or discard outside of Foil and Moon-Circuit Hacker. 5 situational sources just isn’t enough to enable this card. I’ll say though, if the Faerie mirror ever becomes a matchup in need of breaking, I think this card will do it. It’s very difficult to permanently answer and forces your opponent to block unprofitably.

I’m debating Force Spike over Spell Pierce in my flex slot, but only because I genuinely don’t know how good Force Spike is.

K4nkato on Tinkerbell says “No”

10 months ago

People are talking me into Force Spike & Dispel. Idk where I’ll find room for them, but if vans bring something promising then I can focus on that :)

FauxFaux on Card creation challenge

2 years ago

Ziusdra I don't know whats more Ban worthy....that passive, or the Emblem....lol

While yes, Tokens and +1/+1 counters are a fair bit more balanced, still think giving every +1/+1 counter that ability to Force Spike EVERY spell? I'd say maybe noncreature, or Non-artifact spells, but still lol

TriusMalarky on Veyran, Voice of Duality [Centurion]

3 years ago

Gitaxian Probe and Lava Dart will be really good here, Mental Misstep is probably solid too but you lose the targets of Sol Ring, Mystical and Vampiric Tutor, Top, Seal, Entomb and Tide, but there's tons of great 1 drops anyways that I'd still run it. 2 life to counter a mana dork, Brainstorm, Gamble, Wordly or Enlightened Tutor? Seems great.

Also, Storm. Grapeshot after a couple cheap or free spells can not only deal a solid chunk of damage, but it also can give you a lot of Magecraft triggers(and you can kill a commander with it).

Since this is a 1-on-1 format, I'd recommend Daze as well. 0 mana Force Spike is pretty good.

Isochron is best when paired with Dramatic Reversal , and Breach wants something like Brainstorm to combo off with.

You could definitely cut a couple of the higher CMC cards as they'll clog up your gameplan a bit -- run a few more cantrips and interaction such as Preordain , Serum Visions , Faithless Looting , Lightning Bolt , Spell Pierce and Miscast .

Also, a couple rituals -- Rite of Flame is the best one here, but Simian Spirit Guide also works. Pyretic Ritual and Desperate Ritual are also okay, but they don't help you cast Veyran so they're last in line for those slots.

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