Counter target spell. At the beginning of your next main phase, gain an amount of equal to that spell's converted mana cost.
|Want (2)||zudna , CrimsonKing|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Mana Drain Discussion
1 week ago
As far as adding in more boardwipe protection I'm leaning towards Mana Drain for it's versatility. What I would cut for it I'm not sure. I'm gonna mull it over and see how the current iteration of the deck performs before adjusting anything.
For Alchemist's Refuge I'm don't think my mana base can handle it unless I replace a utility land. I'm already dangerously low on basics and high on colorless only lands. My first instinct is to replace Reliquary Tower and I will for now. It's possible I may revert the change as I just amped up the card draw and Reliquary Tower may turn out to be more useful than it used to be. I also realized Alchemist's Refuge and Seedborn Muse make a pretty nice synergy too.
1 week ago
Unlife I think there's a strong argument for adding in more boardwipe protection, for large boards of morphs, for combat damage win strategies, and for the Phage instakill strategy. My plan for that is using counterspell morphs. Is there a benefit to running Heroic Intervention over something like Counterspell or Mana Drain? They can just counter the boardwipe or removal and also can be applicable in other situations. I guess everyone else's board would be wiped with Heroic Intervention? There's also probably something I'm missing knowing Magic lol. I feel like the versatility of a counterspell is better but I don't really know.
3 weeks ago
SpecimeN87, I took some time to think on Herald's Horn. While it's an excellent card, Urza's Incubator wins out solely due to the inclusion of the Praetors. less for a high-cmc boardstate warping effect is a significant plus over the upkeep scry + draw effect. I'm currently searching for a way to include both, but I'm at an impasse. I think I will simply wait and see what support gets printed in the future yet to be named return to New Phyrexia set. Hopefully it won't be too long of a wait. In the meantime the next planned upgrade for the deck will be the inclusion of a Cavern of Souls. 20 of the creatures of this deck are of the same tribe, so the inclusion is a no brainer. The only issue is the upcoming release of Crimson Vow/Midnight Hunt. With the return to Innistrad there is a possibility of Cavern of Souls getting a reprint - lowering the cost. Even better it may receive a full art print with awesome art, so there's that as well. The card is in desperate need of a reprint IMO, I for one will be holding my breath during spoiler season.
TTiger97, I'm flattered you follow my deck and I am always happy to see another player willing to take up New Phyerxia's mantle and guide the lost toward compleation lol. The most important lesson this deck has taught me is how to handle becomming archenemy - and how to best practice the rule of cool (Rule 0). Communicating with the table about what nightmares you offer is always important - some folks may want to opt for a different experience or have decks that don't necessarily match in power level - which is always understandable.
I'm still just a little bit salty about the Secret Lair but I do see your point. It's awesome that more players can also become fans of Phyrexia - the one tribe that I believe are the true big bad of magic - not Nicol Bolas, not the Eldrazi. Anyone else who disagrees can totally come at me lol. But I digress, to answer your question - YES! Phyrexian is indeed a complete written and spoken language developed by WotC. It was created as part of the Scars of Mirrodin block. You can hear Phyrexian being spoken during the Scars of Mirrodin release trailer. There is no rosetta stone for understanding the written language - but there has been active efforts for years to decipher the language and there are multiple communities on reddit that provide regular updates on their efforts. With the release of the secret lair, cards that previously only came in English now help provide the much needed samples for translation and reference. I'm sure there is a True Type font for Microsoft Word - I think I downloaded a Phyrexian alphabet pack a few years ago.
GutsOfRivia, appreciate the comment and the compliment. To answer your question this deck is designed for multiple players (a 4 person pod), but can indeed perform in a 1 v 1 game. The only issue is that I believe my deck is illegal for Duel Commander. For example, this deck contains Mox Diamond, Mana Crypt, and Mana Drain - all of which are banned in the format. Thank you again for the compliment - I love these cards as they are all quite special to me. Do you plan on building an EDH infect deck?
1 month ago
Thank you for the compliment. I have had a lot of fun altering the cards. Right now things are busy for me. I hope I can get back to altering more of them soon.
Yes if you were to make this list more competitive switch Counterspell for Mana Drain and Voidslime (although being able to counter an activated ability did win me a game one time) for Force of Will and cut a land to add Mana Crypt . Also if your meta is artifact heavy Collector Ouphe and Null Rod should find a place in this deck.
Uro, Titan of Nature's Wrath is run because he is repeatable card draw, life gain, and landfall. Which fits everything the deck is trying to do. He replaced Coiling Oracle which I think is a strict upgrade. As newer cards get printed he is something I would consider cutting if the newer cards synergize with the deck more then he does.
1 month ago
Other than the token Mana Drain or Force of Will over Counterspell , which I'm sure is for budget reasons, could you explain to me how Uro fits into your strategy other than being an additional way to cheat out one additional land? I think i read your entire primer and i didn't see where he fit in. Sorry if i missed it...
1 month ago
shadow63 I'd say those are the best commander-wise. Overall I think the original list is good, although I would never pick Mana Drain over Swan Song as a matter of personal preference. I'm not sure how the actual numbers stack, I'm sure Drain is used more but Song is pretty effective.
2 months ago
The best counterspell is the one you can keep in hand because your opponent is trying to play around it.
I feel Mental Misstep needs to be in the discussion somewhere, because it's actually powerful enough to be actually restricted in Vintage, and banned almost everywhere else. So:
1 . Mental Misstep
2 . Force of Will
3 . Mana Drain
4 . Chalice of the Void - debatable to call a counterspell, but it literally counters spells.
5 . Hard to choose between Daze , Pact of Negation , Force of Negation or Fierce Guardianship , so I'll just go with Negate , for its omniprescence and reliability in every format from limited to commander and everything in between.
2 months ago
5: Counterspell - Nothing really to say here. Counters a spell for 2 mana and under no conditions. Decent card, have it in many of my decks with blue in it. It is the most affordable.
4: Pact of Negation - Non-conditional and can be easily bluffed, but you are limited to using it later in the game when you have the mana to pay for it. Plus if you only have 5 mana at the time, you won't be able to do much on your turn.
3: Force of Negation - Conditional so it can't always be cast for free and it only targets noncreature spells, but extremely powerful when used on an opponent's turn to stop one of their plays or protect something of yours. Plus, it will be very easy to bluff having this counterspell, and also gives the added benefit of exiling.
2: Mana Drain - Counters a spell for 2 mana under no conditions, and most likely repays itself and gives you more mana to cast things. Can easily put you ahead in the game.
1: Force of Will - Same thing as Force of Negation but better, because it can counter any type of spell and it can be cast for free on your turn as well. Easily the best counterspell in the game. One life is a small drawback, and you will most likely have a blue card in hand to exile.