Leyline Binding

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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
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Vanguard Legal
Vintage Legal

Leyline Binding



Domain — This spell costs less to cast for each basic land type among lands you control.

When Leyline Binding enters the battlefield, exile target nonland permanent an opponent controls until Leyline Binding leaves the battlefield.

lukecwolf on CoCo Grimalkin (Naya)

2 months ago

I breathed a sigh of relief to see Kaheera as companion for cats, not that cursed blue/white elemental control.

You seem to be making the most from the tribe you chose.

I might consider swapping out mana tithe for other control stuff like Leyline Binding or Prismatic Ending. Maybe even applicable cycling cards like Cast Out (not the best example) or Eladamri's Call just for deck manipulation.

Happy brewing!

wallisface on Sheoldred Control

3 months ago

Some thoughts:

wallisface on Azorius Aggro-Control deck

3 months ago

Some thoughts:

  • Last time you started a thread about a deck, it was described as you wanting to make a deck more competitive, but when those suggestions came through you decided you'd rather the deck be casual than strong. Is this the same scenario, or are you legitimately looking for advice on making a strong control deck.

  • Azorius Conrtol already exists as a well-defined meta archetype, consistently hovering between 1-5% of the meta. There is an established deck list here

  • The kind of deck your describing (being aggressive while also controlling the board state) is basically what the current Murktide Regent lists do - deck here. I think it is going to be very hard to justify playing white over red in such an archetype, because red brings most of the aggression, but it's probably still achievable with some concessions.

Some thoughts on your current list specifically:

  • For the deck to work, you need to be running the minimum amount of creatures possible - between 12-15. Running more than this makes it too hard to control the board, and running less than this puts you at risk of not being able to threaten damage.

  • All the creatures you run need to be able to quickly close-out the game on their own. If you check the Murktide list linked above, you'll notice all of those creatures are able to dish out extreme pressure. So far, NONE of your creatures are even remotely threatening. You want to be playing creatures that can end the game fast and can do everything they need to by-themselves. You should really be playing cards like Murktide Regent, Ledger Shredder, Tishana's Tidebinder and Solitude/Subtlety instead of these extremely weak creatures.

  • Any number of Academy Ruins is excessive when you have no real reason to want to recur any of these artifacts.

  • 3 mana countermagic is always bad - there's no reason to run Render Silent especially when you still have room to play another Counterspell instead.

  • Assemble the Players is a terrible card and shouldn't be here.

  • you need waay more wawys to powerfully interact with cards that the opponent resolves - Oppressive Rays is too weak for this. You need cards like Prismatic Ending and Leyline Binding.

  • You are severely lacking in efficient draw. I would expect Preordain instead of Peek at a bare minimum.

wallisface on Heartless Legendaries

3 months ago

Some thoughts (a bunch of these boil down to you needing a plan B for when you’re missing Heartless Summoning):

  • Without Heartless Summoning you can’t really play the game. That’s a problem as you’ll be mulling down to 4 cards 22% of the time trying to find it (and even on that 22% mull to 4, you may not have found it - you’ll be continuing to mull down to 3 13% of the time, and down to 2 8%).

  • You can’t rely on Profane Tutor to act as additional copies of Heartless Summoning… trying to use Tutor to that effect means you’re not doing anything that impacts the board until turn 5 (aside from a single relevant turn-3 play) - and the game’ll most-certainly be over by then.

  • Even if you cast Heartless Summoning, it’s very trivially for an opponent to remove with Prismatic Ending, Haywire Mite, Leyline Binding, countermagic etc… and then you’re back to doing nothing.

  • Even with Heartless Summoning in play, your mana curve reads too high. Modern decks typically can’t justify more than 3-4 cards costing 4 mana, and play nothing above this cost - factoring in the cost reduction of Heartless Summoning, you’ve still got 8 cards in this range, which is far too many. Having soo many cards costing 5 (so, 3 with a Heartless Summoning in play) is also going to make your turns really slow/clumsy.

  • Even if you can play Heartless Summoning, you’ve done nothing to impact the board for 2 turns - and letting your opponent effectively have 2 free turns before you start doing anything impactive is a really, really dangerous place to be (normally even giving your opponent one free turn is a really bad idea). Imo you need more early-game interaction, stuff like Fatal Push and Thoughtseize.

  • I have no idea why Sword of Light and Shadow is here - it does nothing for you.

legendofa on Dec 4th 2023 Ban announcement

5 months ago

Grief is the best turn 1 scam by far, in a tempo deck where play patterns matter. Fury was good because it had a pretty open window for targeting, and Solitude is kind of in the same boat. Fury's advantage there was that it could clear out a mid-sized target or a swarm of small targets, while Solitude removes one target, take it or leave it. Subtlety is fine, but highly reactive and has a narrow window of utility. Endurance has higher deck building requirements to make its (optional) ability relevant--a flashed-in 4/5 reach creature for and a couple cards in hand is solid in a vacuum, but it's not on the same level as the other options.

I'm wondering if Esper Scam is a viable option. Lean harder into control, the and can be simply flash-evoked and sac'ed if needed (they're still free removal and pseudo-counterspells), and fill in with some of the go-to control cards. The color balancing would be a little harder to work with, but not impossible.

First pass, off the top of my head with minimal consideration:

23 lands

Scam set: 4x Grief, 2x Solitude, 2x Subtlety, 4x Not Dead After All, 1x Undying Evil, 4x Ephemerate

Control: 3x Teferi, Time Raveler, 3x Counterspell, 4x Thoughtseize, 4 Leyline Binding, 4x The One Ring

Finishers: 4x Orcish Bowmasters

Basically, take the Dimir and Orzhov Scam lists and add some of https://www.mtggoldfish.com/archetype/wu-68d6e340-6601-4aab-9a70-4bdccc013e7e#paper.

Icbrgr on Is Leyline binding worth it?

8 months ago

[yup payday happened... went to the LGS and i picked up 3 copies of Leyline Binding for 10 bucks.... im super pumped considering my 1st copy I bought/already owned i got for like $15

I also picked up some copies of the Teferi Planswalkers... I built a new list that is less gimmick and more "Full Power" (probably need to go up in the number of fetchs but i my wallet needs a break)... at its core its the same list but apparently changing out 7-8 cards really makes a deck feel different with playtesting.... looking forward to trying this out at the store.

Jeskai Goodstuff Control

Modern Icbrgr


wallisface on Is Leyline binding worth it?

8 months ago

Yeah Leyline Binding doesn’t feel very good here - primarily because the cheapest you can cast it is for 3 mana, which is far too steep a cost to ever be worthwhile.

Even with a change of manabase to make it effectively cost 1 mana, there’s a few other setbacks which might make it less powerful here than in other decks:

  • Shark Typhoon, Alpine Moon, Rest in Peace, and Stony Silence all encourage your opponent to bring-in enchantment hate from their sideboard, which might make Binding more vulnerable than it usually would be.

  • your deck is neither hard-control, neither focused on card-advantage, so the potentially-temporary nature of Binding poses a bit more of a threat than it would in the decks that typically run it.

I think Binding probably still works in this deck pretty fine, and I don’t imagine it causing any real issues (local meta depending) - but in order to run it your deck would really need to be fielding the landbase to provide all 5 colours (I would imagine you’d want this anyway for the sake of Prismatic Ending, though its less common to require soo many colours for that card).

Icbrgr on Is Leyline binding worth it?

8 months ago

I think thats what im thinking wallisface; that perhaps my personal build isnt a good home for it...because the games I win that are not just blowouts or an opponent conceding; games that get played out are very very close.

Currently my brew is extremely fair (as far as control decks go) with basically the win condition being getting the opponent in topdeck mode and essentially winning the card advantage 1-for-1 trade war via countermagic/removal and getting in damage with Celestial Colonnade/Hall of Storm Giants and sometimes getting an emblem and snowballing from there. But the truth is in the games I do end up in this kind of situation Im honestly in a pretty vulnerable state myself with low resources and probably low life total as well.

by no means did i mean to imply that Spell Queller was on the same level as Leyline Binding i am just trying to draw attention to the same result as quelling or binding an opponents planswalker or creature and it being removed and then suddenly to momentum hard shift back into the opponents favor.

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