Lapse of Certainty
Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard.
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|Commander / EDH||Legal|
Lapse of Certainty occurrence in decks from the last year
Latest Decks as Commander
Lapse of Certainty Discussion
3 days ago
Looks good. You might like these: Bloodforged Battle-Axe , Hyena Umbra , Shuko , Battle Mastery , Sunforger , Lapse of Certainty , Neheb, the Eternal , Open the Armory , Simian Spirit Guide , Inquisitor's Flail , Gryff's Boon , Bastion Protector , Empyrial Armor , Empyrial Plate , Kediss, Emberclaw Familiar , Axgard Armory
1 week ago
Almost all counterspells in white are colorshifted versions of blue spells: ( Mana Tithe -> white Force Spike , Rebuff the Wicked and Dawn Charm -> white variations of Turn Aside , Lapse of Certainty -> expensive white version of Memory Lapse ), originating from Conflux and Planar Chaos, which are exempt from following the rules of the color pie because of lore reasons. The one exception being Illumination , being specifically limited to the same targets as Disenchant , but answering them on the stack instead of in play, combined with a similar downside as Swords to Plowshares .
So in the next set where color functionality gets scrambled? Sure, print another white counterspell, maybe we can get a white Stifle , or maybe a white Spell Swindle this time, to fall in line with Smothering Tithe .
But my internal reasoning says: to counter a spell, you'd need a lot of knowledge about magic, be a wizard that has seen and done enough magic to recognize on the fly what spell is used against him, and prepare an according response before it's too late. That doesn't feel white at all, white is all about setting up and enforcing rules to prevent bad stuff from happening before it actually happens. And if that fails, White's way of preventing the bad stuff is by Gods Willing or a battalion of soldiers' Unbreakable Formation , just defending what you have, unable to offensively mess with your opponent's magic. Which Stifle very much does.
I'd say white can already counter plenty of triggered abilities though, mainly through Hushbringer , Tocatli Honor Guard and Hushwing Gryff . Again, enforcing rules before the bad stuff happens, instead of fighting it just before it's too late.
2 months ago
@king-saproling oh boy you threw out a bunch of cards without explaining any of them. Since you were nice enough to comment, let me explain my thoughts on them.
Short version: I don't like any of them.
Long version: I've already got a good amount of protection spells in my deck, including the two free ones that came from C20, so I don't feel the need for extra protection spells, especially ones that feel rather mediocre like the ones you mentioned. Getting more combats out of them with Aurelia is cute, but still doesn't make them any better than the protection spells I'm currently running (Deflecting Swat, Flawless Maneuver, Boros Charm, Teferi's Protection). Lapse of Certainty feels like it falls into the same category, I think I like Deflecting Swat much better.
The spells that let you either end the turn/take an extra turn but then you lose the game feel a bit too all-in for me. My deck can win just fine without them, and I'm not abusing any sort of combo. I have thought of angel's grace before, but it still feels a bit too situational for my liking. Most of the game it's gonna sit dead in my hand.
I'm not a fan of tap lands, so I actually cut Mistveil Plains from the list (the only tap land I play is Myriad Landscape because it's decent ramp). I also cut Signal Pest from the deck a while ago since it's cute, but not much better than that. Hero of Bladehold has a battlecry effect that's way more powerful. Treasonous Ogre is also way too all-in, and if I want a red ritual-type spell then I would look into Jeska's Will or Neheb, the Eternal or Mana Geyser before I woud consider the ogre. Knollspine Dragon is a cute wheel effect, but it's a whopping 7 mana. When you take a look at my two 7-mana spells in my current deck, they are game-winning powerful. The dragon isn't nearly as good as either of them. Then the big 5-mana damage enchantments I'd much rather have on a creature, which you can see is the case with my list.
So thanks for all the suggestions, but unfortunately I'm not a fan of pretty much any of the cards you suggested in Aurelia.
2 months ago
I have to second DespairFaction's recommendation of Cloudshift and the like (Acrobatic Maneuver, Flicker of Fate, Justiciar's Portal, Eldrazi Displacer) since they can be used for extra combats or as protection, and many can be found with Sunforger.
You might like these too: Signal Pest, Lapse of Certainty, Chance for Glory, Final Fortune, Last Chance, Angel's Grace, Tithe, Mistveil Plains, Gratuitous Violence, Berserkers' Onslaught, Treasonous Ogre, Knollspine Dragon
2 months ago
Kami of Cloudless Skies
Legendary Creature - Spirit
While ~ is in play, whenever a player casts a spell, counter that spell. If that spell is countered this way, put it onto the top of it's owner's library instead of it's owner's graveyard. (cast a copy of Lapse of Certainty.)
Sacrifice a Spirit Creature: Exile ~, then return it to the battlefield. Return it under the battlefield under it's owner's control at the beginning of the next phase.
"While below, battles raged, above there was nothing but serenity; all unchanged and pure."
3 months ago
Yeah, for all intents and purposes there really aren't Counterspell options for Mono-White. The only two other than the 2 I already mentioned in my other comment are Lapse of Certainty (which is kind of 'meh' in my opinion) and Dawn Charm (which is a fantastic card, but won't help in this particular deck for your purposes of wanting to protect Artifacts/Enchantments in play).
That's literally the end of the list for mono-white counterspells, which in the grand scheme of all the sets across Magic that are legal in Legacy, doesn't amount to very much at all.
I look forward to seeing your revamped card list go up once you're done tweaking! Good Luck!
4 months ago
5 months ago
Spellbinder doesn't look in this deck. You only run 7 instants and it just won't work with three of them Lapse of Certainty, Reiterate and Reverberate as stack will never have any other spell by the time trigger resolves. You get a partial success with Red Elemental Blast and Pyroblast You can destroy blue permanents but not counter spells and I feel thats what you expect to do with them.
Then If you manage to imprint Wear / Tear theres no problem, but what you really want to do is to imprint the Savage Beating to go for the infinite combat phases.
I wonder if it really deserves a spot in the deck just because it has a strong interaction with one of the other cards in the 99. If you happen to draw the Savage Beating then you can easily fetch the Spellbinder but if you draw the Spellbinder it will be a dead card in your hand for most of the game.