Hinder

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed 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
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Hinder

Instant

Counter target spell. If that spell is countered this way, put that card on the top or bottom of its owner's library instead of into that player's graveyard.

Unlife on Vendilion clique combo

6 months ago

I love railgunning, and it's something I still play in my own monoblue EDH deck. A few recommendations:

Spell Crumple and Hinder both let you remove a problem card, and help enable the combo. Plus, they back up clique if the cost gets too high.

You're always going to want open mana, so I'd recommend a few more rocks. Being able to flash in your commander means you can spend a few turns just casting ramp, and still have mana up for counters or commander.

Snapcaster Mage and Mission Briefing are another pair of cards that can let you reuse things already in your graveyard. Mnemonic Wall acts as both blocker, and lets you return a combo piece to your hand.

KongMing on Wizard101 | FREE Download | Play Now!

10 months ago

Great question Frostfire524. There are a couple infinite combos (and a few power combos/cards) that win you the game.

Galecaster Colossus can be enough to lock opponents (even multiple opponents) out of the game with mass bounce. If someone tries to remove it, counterspell.

Cyclonic Rift is in a similar boat, and can be retrieved from the graveyard by cards like Archaeomancer and Mystic Sanctuary. Clone Legion is another great card that can make the game one-sided.

Stormtide Leviathan is a big beater that can finish games if opponents have been swinging at each other a bit and don't have many fliers. Just yesterday I used Rite of Replication on the Stormtide the turn after casting it - six 8/8s with Islandwalk are pretty good at winning the game.

Ultimately though, the goal for the deck is to hold off the opponents until it is ready to draw/mill itself out and win. Jace, Wielder of Mysteries and Laboratory Maniac allow you to win when you deck yourself. Those are obvious, how do you get there? We have a few options.

First, the mill. This deck has a LOT of scry, but not much shuffle. That is a very intentional design decision. You want to remember what your bottom card is at all times, because the spell Tunnel Vision will let you throw all the rest of your library into your graveyard, leaving only that card on top. So you go from having 70-80 cards in library to 1.

This strategy can also target the opponent. Our spells Hinder, Spell Crumple, and Vendilion Clique all let us put cards on the bottom of an opponent's library. Now we can target them with Tunnel Vision! Much fun ensues.

Now for drawing yourself out. This is accomplished through infinite bounce triggers. The card Naru Meha, Master Wizard goes infinite with bounce spells like Ghostly Flicker, Freed from the Real, Displace, and Illusionist's Stratagem. This can let you bounce another Wizard that lets you draw cards, or use other output cards like Kindred Discovery or Sage's Row Denizen to knock out libraries. There's lot of others combos too, like being able to use Naru Meha and Ghostly Flicker with Sunscorched Desert to ping opponents to death.

Guerric on Fish are friends

2 years ago

I see more counter-spells going in! When trying to pick out which ones are good, the 3cmc ones that do one random other thing are usually not worth it. You want to focus on 2cmc or less and when going over 2cmc you want modal spells that give us flexibility to do other things. This will especially be good in Braids if you are leaving a lot of mana open. So rather than cards like Didn't Say Please and Broken Concentration which are just glorified Cancel spells, instead go for Mystic Confluence, Sublime Epiphany, and Insidious Will, which give us other fun options when we don't need to counter. Muddle the Mixture is also an excellent counterspell which can also be used to tutor any 2cmc instant or sorcery you want. If we are in the 3cmc non-modal space, you should prioritize Spell Crumple and Hinder, which tuck the spell safely away on the bottom of your opponent's library rather than their graveyard where they can sometimes recur it. Also, Wizard's Retort is basically a second Counterspell with your commander, so I'd go for that!

warwolf831 on A CLAWsome SHELLebration of Crab

3 years ago

There are two instants and a sorcery you may want to consider--they are all spells that let you put the a card on the bottom of your opponent's library. Hinder , Spin into Myth , and Spell Crumple , I love stealing wins with Tunnel Vision

the40thwriter on Phenax, Mill-ionaire

3 years ago

I really like your spin on Phenax mill. I think Tunnel Vision would be a really fun addition to this deck, as it synergizes well with Junktroller, Hinder, and Spell Crumple.

Barbarian_Sun_Pope on Hit The Deck!

3 years ago

Woe Strider, Priest of Forgotten Gods, and Viscera Seer are all pretty good for sacrificing. I think Bolas's Citadel is fine, but it feels like more of a win more card here. Also I know you wanted suggestions on sacrifice outlets, but I think you can definitely do better than Cancel here when it comes to counters (maybe Hinder. Hope this helps.

sub780lime on Damia, Sage of Gravestones (Mill) (Retired)

3 years ago

xander11, you're not wrong. There are some easy targets that can net decent results, but it can also miss, like you are saying. I mean, if every Sol Ring and Command Tower are on the board. Really, you typically use Tunnel Vision with something like Hinder, but again, very situational. You are probably right and it wouldn't be hard to swap it out for Mirko Vosk, Mind Drinker or Phenax, God of Deception

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