Impede Momentum

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Impede Momentum

Sorcery

Tap target creature and put three stun counters on it. (If a permanent with a stun counter would become untapped, remove one form it instead.)

Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

keizerbuns on Sea of Attrition [Physical] [Beta]

1 year ago

This is a very cool concept, however it seems a little scattered. With lifegain, mill, tokens, tap/bounce control, stat manipulation, and creature stealing, it seems like your deck is being pulled in too many different directions without enough focus on any one thing in particular to give it a clear identity. Mill especially is kind of an all or nothing strategy that requires the entire deck to be built around it in order to work. Unless you have a really good mill/graveyard payoff to justify splashing in some mill spells, milling your opponent for just a few cards here and there won’t do anything except take up slots in your deck.

The best advice I think I could give you, and probably the same advice most other people will give you too, is to find your favourite element or two of the deck, and make that the focus. However, if you don’t want to do that, and you do want to keep the deck as a little bit of everything, I do have some suggestions that I think you might like.

My first suggestion would be to replace Dreadwaters with a lower CMC mill spell, because spending 4 mana to make one opponent mill for what I assume averages to be around 4-6 cards isn't a great rate. For just 2 mana you could use Maddening Cacophony and make each opponent mill 8 cards, and for an extra 4 you could make them mill half of their decks. You could also replace a couple of Islands with a couple copies of Ipnu Rivulet for some added milling consistency, although activating its mill ability would cause you to lose a land.

Talrand's Invocation also suffers from the same issue as Dreadwaters of just being too mana intensive for such a small effect. Paying 4 mana just to get 2 2/2 flyers is a little slow. I think Murmuring Mystic would suit you better as a long term token generator.

Ichthyomorphosis and Time of Ice both kind of get in the way of your plan to steal your opponent's creatures. Ichthyomorphosis turns your opponent's creatures into something not worth stealing and Time of Ice could potentially cause a creature you just stole from your opponent to be sent back to their hand. Instead of using Time of Ice to tap your opponents creatures, you could use an instant or a sorcery such as Downpour, Impede Momentum, Choking Tethers, or Sleep to achieve the same result. And instead of Ichthyomorphosis to permanently turn your opponents creatures into something small, you could use Turn to Frog which you can use to catch your opponents by surprise during the combat stage. Swapping both Ichthyomorphosis and Time of Ice for instants and sorceries would also synergize great with Murmuring Mystic to spam tokens.

You could replace Staff of the Mind Magus with Diamond Mare, which is admittedly a weaker life gain spell since it can't gain life off of your lands entering the battlefield, plus it's more susceptible to removal. However it is a cheaper CMC card and another creature to beat your opponents down with.

I think Niblis of Frost is better than Dragon Turtle at keeping your opponent's creatures tapped if you go with the previously mentioned replacements for Ichthyomorphosis and Time of Ice, plus with the Prowess ability, it can get pretty big with all of the instants and sorceries. And Sower of Temptation is a lower CMC version of Mind Flayer.

I also realized as I was looking back through my suggestions, that if you do end up going with all of them, then that would mean your deck would meet the deck requirements to add Gyruda, Doom of Depths as a companion, which would serve as a pretty good payoff for your mill cards!

Hopefully this was helpful!

CNG_Stream on Standard Dimir

1 year ago

Nice deck idea. Seems you took the mono blue djinn deck and modified it for black spot removal. I don't know how well Impede Momentum and Phyrexian Espionage will work since most of your deck is centered around land pass gameplay and the sorcery speed nature of these cards can be a little limiting.

I recommend using March of Swirling Mist in place of momentum.

Thirst for Discovery is also a good draw spell as you run enough basics that you should still get the draw advantage you are looking for, but it also doubles to fill grave with more spells for Djinn and Terror if you must discard. The instant speed nature is really helpful as it allows you to at least bluff counterspell interaction.

Sideboard wise you may want to consider Kotose, the Silent Spider. There is a lot of recursion in the format and being able to remove all copies of a threat from you opponents deck, hand, and grave can be really helpful. Remember not to play the exiled card if you are truly worried about it being used from their grave.

If you want grave hate at a faster rate then use Unlicensed Hearse