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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:
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Take out some expensive and "timmy" cards. Suggestions: Emrakul, Myojin, Wondrous Crucible, Ovika, Gigantoplasm, Wildfire Devils. While being fun and flavorful, these are in my opinion not great cards in a more competitive setting.
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Add more protection for Abaddon and more ways to enable his ability easily. Suggestions: Swiftfoot Boots, Bolt Bend, Logic Knot, Protection Racket, Loyal Subordinate, Court of Ambition. Abaddon is often a remove-on-sight commander so more protection could be necessary and relying on combat damage to enable him could be problematic in a more competitive setting.
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Add more triggers from draws/discards. Suggestions: Tergrid Flip, Megrim, Liliana's Caress, Bone Miser. These cards combined with wheels can provide huge tempo swings making the deck much more spiky.
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You might need more/better control cards and finishers. My suggestion for another finisher would be Torment of Hailfire.
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





