Logic Knot

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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
Freeform Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Logic Knot

Instant

Delve (You may exile any number of cards from your graveyard as you cast this spell. It costs less to play for each card removed this way.)

Counter target spell unless its controller pays .

Icbrgr on Modern Control: Temur Wilderness Reclamation

2 months ago

@DragonMaster420 That's pretty much the going rate for how control decks achieve their wins... control wins by establishing an insurmountable advantage rather than racing.

Early Game (Turns 1–3): Focus on survival, using cheap interaction (e.g., Counterspell, Fire / Ice, and Lightning Bolt) to neutralize early threats.

Mid Game (Turns 4–5): Deploy Wilderness Reclamation or Cryptic Command to stabilize the board and/or generate massive card/mana advantage.

Late Game (Turns 6+): Once the opponent is out of resources, wait to safely deploy Traumatic Critique.

Currently 26 actionable answers Show

Icbrgr on Modern Control: Temur Wilderness Reclamation

2 months ago

@DragonMaster420 as far as a Control deck goes its most definitely "fast enough" for current Modern (positioned 15th out of 43 players - 09/05/26 and Traumatic Critique makes it waaaay cleaner to close out games than how the deck as been built previously. The real issue the deck has is the increasing amount of maindeck enchantment removal decks have with Haywire Mite/Leyline Binding ect ect... its powerful but fragile. Utopia Sprawl isn't in the list because it is a proactive ramp spell in a reactive, instant-speed control deck. The deck needs cheap interaction on turn one and two; things like Planar Genesis/Growth Spiral that get played at Instant speed digging deeper into the deck to find the next essential spell with potential sequencing to on Turn 2 spiral and play and additional untapped land for holing up Spell Snare/Lightning Bolt.

@sirbar You're absolutely correct the surveil lands smooth out draws and play really nice with Flashback or fueling delve for Logic Knot... I simply just don't have any lol plan to pick some up when i've got some spare change to put towards the deck.

Icbrgr on Unearth Cosmogoyf

1 year ago

this seems pretty neat!...Logic Knot, Misthollow Griffin and Skaab Ruinator come to mind but this honestly looks pretty optimal. really neat brew! +1

Lup3rcal on Undead Monarch

2 years ago

Suggested cuts: Waste Not - enemy discard is a secondary strategy, and viable, but this is a card that is only a payoff for a secondary strategy. I think it may be dead enough that it doesn't warrant a slot.

Logic Knot - would be sweet if it was {U} less. As is, it's a strictly inferior counterspell that uses a valuable resource to be effective

Fervent Denial - 5 mana is a lot to hold up, 7 will almost never happen in a board-presence focused deck.

Dark Deal - wheels are decent here, but this Mind Rots yourself. Have 4 cards, cast this, end up with 2. The other wheels can benefit from enemy high card counts. This does disrupt opponents, but that's gonna draw some ire and you just binned half your resources. If you can withstand the ire you should be winning anyway. Something like Frantic Search would be better IMO.

Zombie Infestation - two cards plus one upfront is a steep price. I don't know that you have enough reanimation to need to dump your hand at instant speed when you already have Varina available.

Dismantling Blow - a glorified Disenchant 90% of the time. A 6 mana spell the rest of the time.

Suggestions not many at this stage. Gleaming Overseer is a consideration if you find yourself heavy into tokens. I'm a big fan of a few cards in your maybe list: Obsessive Search, and Kindred Discovery. Though the latter is slow.

Matzalantli is cute but I'd be wary of labelling it as ramp when assessing your manabase given it needs 7 mana to activate, and won't be online until at LEAST turn 5. It's defs more a Gilded Lotus than Arcane Signet

Futuremonk on Al-o'-War-a

3 years ago

Thanks! The counterspells serve as protection in this case. Actually, if opponents use removal on the commander, that's probably ideal. Better Alora than Massacre Wurm, for example.

I think it is also less commander-centric than it might appear. Casting Alora early doesn't get you much payoff. You want to wait until you run out of other creatures to cast and want to reuse one. Then you cast her to get their ETBs a second time.

The recursion and exiling from the graveyard are slight nonbos, but again not as much as it might appear. Getting a creature back from the graveyard doesn't mean it won't get removed and end up there again. And cards like Logic Knot can exile any card, so lands and noncreature cards work too.

Sheld on The Chaos Legion

3 years ago

Hi @zepample,

I play in a very casual meta, so I can afford to play dumb expensive flavorful cards. :)

Here are some modifications you can try to make the deck stronger if your meta is a bit more serious:

Hope some of this helps to adjust the deck for your meta. :)

unstable_anomaly on All My X’s Live in the Hive Nexus

3 years ago

If you didn't wanna run any of the infinites Seedborn Muse would still be incredibly powerful with any of the instant speed draw spells (Blue Sun's Zenith / Commander's Insight / Diviner's Portent / Drown in Dreams / Even the Score / Pull from Tomorrow / Stroke of Genius). Could easily draw the whole deck for a Thassa's Oracle / Laboratory Maniac / Jace, Wielder of Mysteries win.

Also pairs really well with all the X cost counterspells Condescend / Syncopate / Power Sink / Logic Knot / Clash of Wills.

Just some more food for thought.

BruhYouFarted on

4 years ago

Wish it weren't true, but Counterspell is probably just better than Logic Knot; with the only upside being corner-cases like playing vs. Prohibit

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