Keep Safe

Keep Safe


Counter target spell that targets a permanent you control.

Draw a card.

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Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Keep Safe Discussion

GrimlockVIII on The Legendary Fisherman

2 weeks ago

Hm...maybe swap out Keep Safe for Time of Need ? You have a shiteload of counter spells as it is, and Keep Safe is the least flexible of the bunch.

As for Ashaya, maybe make her replace Kruphix, God of Horizons? The unspent mana part of his ability feels kinda redundant when your gameplan is to ramp out like crazy. Like, if you enough lands out, you shouldn't have to worry about running out of mana. Plus his no maximum hand size clause can be replaced with something as simple as Reliquary Tower .

TheChaosVault on PDH(UB) - Araumi demands additional performances

7 months ago

Have you considered Keep Safe to protect Araumi? Since you're running Turn Aside and Arcane Denial it seems like a desirable card.

Murphy77 on Mikey Smith

8 months ago

Yes, the first step will be to decide the format that your want to play. You posted a deck as a Standard deck, with at least 1/3 of the cards only playable in Modern or Pioneer formats.

Assuming that you want to play Standard, there are 2 strong mill cards at the moment.

Teferi's Tutelage causes your opponent to mill each time that you draw a card. Creatures like Facet Reader and Teferi's Protege can give you more draw opportunities, while cards like Keep Safe and Opt become rather useful.

Ruin Crab is the other strong mill card in standard. You could back it up with cards like Maddening Cacophony or Sweet Oblivion, but what you really want is more landfall. Evolving Wilds and Fabled Passage are the simplest landfall ramp (each effectively giving you 2 landfalls for 1 land). Most other landfall ramp cards are so maybe the best Ruin Crab deck will be .

The simplest mill decks to build are normally mono-blue, where you could look at something like Mono Blue Mill M. If you are, however keen on a multi-colored deck, Song of Creation is a super way to get huge amounts of card draw to go with Teferi's Protege and you might want to look at something like Sing of Winning

You have far more options and far more ways of spending large amounts of money if you want to build a modern deck.

Murphy77 on Sing of Winning

8 months ago

Thanks for your comment Miserys_End,

You make some good points. I had not considered Rielle, the Everwise, possibly because I only have 1 in my file. It could certainly add more card draw at the end of your end-phase. My worry is that it may be a bit of a win-more card, adding to a winning condition, but not creating an alternative winning condition. I need to look at it more closely.

I have a lot of copies of Heroic Intervention (including previous printings) and started out with it in the slot that I now have Adventure Awaits. I probably go a bit overboard with 3 and 4 color decks in that I always try to include some mana fixing and maintain a balance between colors. I find that if I have to wait for mana of a certain color, then it slows the whole deck down considerably. Keep Safe, besides being a useful counter-spell also maintains my color balance. If I find that I need to, I suppose I can always bring some Heroic Intervention back into the deck.

I really like Valakut Awakening  Flip for this deck and it can directly replace Unleash Fury to give me more earlier card-draw options. It may also prove to be a bit of a win-more card, but I feel like I want to try it out.

Miserys_End on Sing of Winning

8 months ago

Two thoughts to think about.

Ive found that when playing Song of Creation, my decks tend to stall out with consecutive land draws. Least till I added a few Rielle, the Everwise. With her on the board, dumping your hand becomes a source of new cards to play and often times easily mills your opponents for 12 cards after a nice turn of casting spells. You do however need to be careful when playing cards that require you to discard. Even then you can just cast a second Rielle or flicker the orignal before end of turn.

Next is Keep Safe sure it does an ok job of protecting a single card and gives a bonus draw, but feel something like Heroic Intervention would preform better. It doesnt just stop the one spell, but also protects your board state from any kind of board wipe, or spells and abilities without the target clause.

Murphy77 on Dimir Mill

8 months ago

If you are playing Lurrus of the Dream-Den purely as a Companion, he starts the game outside of your core deck and you can cast him at any time. This would actually work well with this deck, but I would want something like Keep Safe available to protect Lurrus.

Then comes the mill cards that you can keep recasting from the grave with Lurrus: Merfolk Secretkeeper (for Venture Deeper), Maddening Cacophony (instant mega-mill), Sweet Oblivion (more instant mill) and Ruin Crab (Landfall mill).

Thieves' Guild Enforcer works well with the theme. Then comes your supporting cards. Essence Scatter is, to me a good side-board card for 2 reasons: firstly trying to keep a balance between colors in the deck, and secondly if your mill is fast enough you may not need it against anything but control decks. Archfiend's Vessel will be suggested by all in sundry, but also detracts from your mill theme (you won't win games with creature damage). I like Heartless Act but you might also want Blood Beckoning or Omen of the Dead to support Lurrus and bring your Thieves' Guild Enforcer and/or Ruin Crab back from the dead (could also work on Merfolk Secretkeeper). The final non-land card in the deck (assuming 4 of each card) is less easy. I personally like to use Mind Carver in any deck with , but Village Rites or another creature kill card will be just as good. There - I think that I have made enough suggestions to also get a side-board going.

As far as lands go, I would keep things as simple as possible. Fabled Passage and Evolving Wilds let you search for the color land you need and also give a double landfall for Ruin Crab a dual colored land that enters tapped may just slow you down a bit. I would stick with 7 Swamp and 9 Island.

Murphy77 on Rogues Rising the Ranks

9 months ago

Looking at your major strength - Nighthawk Scavenger, Soaring Thought-Thief and Thieves' Guild Enforcer all become very much stronger when your opponent has 8 or more cards in their grave. This says to me that you need a few Maddening Cacophony in your deck to get to this position. While Cunning Nightbonder was useful in rogue decks of the last game format, it actually does nothing for your main creatures. Slitherwisp, on the other hand can flash in, give you some card draw and allow you to gain life.

My 3 first-choice instants for a Dimir deck would be Drown in the Loch, Grasp of Darkness and Keep Safe. My personal favourites to back up this core would be Mind Carver and Unexpected Fangs - which brings you to a total of 9 different cards that make a solid deck with 4 of each (36 non-lands) and 24 lands.

Murphy77 on Swarm

9 months ago

Forget Genesis Ultimatum (which just seems too expensive in terms of cmc, and limited to the late-game) and this could be a good home for combinations between Teferi's Tutelage and Song of Creation. If you go this route, then I would lose the adventures to add in cards like Keep Safe (spell counter and draw) and Teferi's Protege, with a strong focus on multiple low cmc cost cards and playing multiple cards per turn.

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