Combos Browse all Suggest
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 |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Mana Leak
Instant
Counter target spell unless its controller pays .
9-lives on Azorius Aggro-Control deck
3 weeks ago
The thing about Oppressive Rays is that I will also be casting Mana Leak and No More Lies. If they pay the mana, fine, that's good because I am tying up their mana usage. If they don't pay the mana, that's good too, because it will remove it. The fact that it works out for them later in the game isn't a probem; i'll still tie up the mana in usage if they ever want to use it.
Assemble the Players is useful because no matter what I'm going to keep it on the field for one turn. Any further turns and it's doing its job just fine. You think I'll only draw one creature card in 5 turns, even with Defiant Strike and Mishra's Bauble and Peek?
I could add like 2 more counterspells. Consider that I have enough that if I individually drew each counterspell, it would last around turn #6 for mana cost 2 spells to only cast each turn with the max mana spent, which would be around 7 or 8 spells, guesstimating. The probability of what I'm doing is 13/70, which is 19% chance of drawing one. Around 20% is just fine for my purposes.
9-lives on Azorius Aggro-Control deck
3 weeks ago
Mystimechanics
Modern
SCORE: 3 | 6 COMMENTS | 96 VIEWS | IN 2 FOLDERS
Artifact-creature deck that is aggro-control. I am also running this deck for the art it has in it; it's some of my favorite!
I know that I'm basically sacrificing ability to cast creatures quickly with the couterspells taking up so much mana.
I do like the control with Ethersworn Canonist. This can work in my favor, especially that this is an aggro deck, so that I will be able to cast as many artifact-creature spells with no problem, and keeping the opponent from casting other spells that aren't artifacts except for one. This magic number of one is that which I can easily counter each turn.
Mana-counter Control with Mana Leak with Esper Sentinel and Oppressive Rays and No More Lies and Spell Pierce.
If they pay the mana, fine, that's good because I am tying up their mana usage. If they don't pay the mana, that's good too, because it will remove it. The fact that it works out for them later in the game isn't a probem; i'll still tie up the mana in usage if they ever want to use it.
Also, Assemble the Players and Sorcerous Spyglass and Mishra's Bauble is really useful in this deck, with that and Peek working optimally to give me the heads up before anything occurs so that I know what to do with my mana if I need to use a counterspell or not.
Is it really worth it to have this hand-awareness?
Also, Peek and Mishra's Bauble and Defiant Strike all give me card draw not to mention their other abilities.
Assemble the Players is just as good as not having it, except for taking up deck space. This card is good if I cast two or more creatures with it, which will most likely happen, and if it only stays on the field for one turn, it will have nothing gained and nothing lost if it casts one 2 CMC creature.
Arcbound Javelineers are to remove creatures with 1 toughness or less while I am starting the game with them.
Skrelv, Defector Mite is useful for its protection from color as well as granting toxic 1. This for a 1 mana card is crazy good.
Pairing toxic with creature power plus Defiant Strike makes for a strong creature.
wallisface on Turtles goes brrr
3 weeks ago
Some thoughts:
-
20 lands is extremely low considering how steep your mana curve is. I’d suggest going to at least 24.
-
you’ve got 11 cards that let you assign combat damage with toughness, and while you obviously want that effect, you’ve currently got such-high density of these cards that you’re bound to draw into multiple redundant copies. I’d drop the number of these effects down to 8-9 (ditching 2-3 of the enchants).
-
Glaring Aegis seems like a really bad card. You’ll almost never need the extra 3 toughness, and this just lets the opponent 2-for-1 you with a killspell.
-
Skeleton Key is cute, but imo not particularly strong. You never want to draw a second copy of it. I’d suggest running an absolute maximum of 2, if at all.
-
Fading Hope is almost always just giving you card disadvantage (the opponent still has all their cards, you just lost one).
-
I know i’ve just dismissed all your 1-mana cards as being bad, but I do think you need some actually playable 1-mana cards so that you can do something turn 1. Spell Pierce, Preordain, and Utopia Sprawl are all good options.
-
you really need more ways to interact with the opponent, your only viable option at the moment is Mana Leak… you need more options!
Balaam__ on Oh, the HORROR! - Fling in the Ice
3 months ago
Great list. I wonder though, would something simpler like Mana Leak be a better Counterspell than Force of Negation? It’s not as good, true, but there are 16 blue cards, less than a third of your total count—less still when you consider that you don’t want to be exiling Thing in the Ice Flip if at all possible. It would also drastically reduce the total cost if it were replaced.
wallisface on Don't
3 months ago
goblin4god the changes/reductions you’ve made so far have all looked great, so I definitely think you’re on the right track!
For specifically getting down to 60 cards, i’d suggest ditching the following 7:
-
remove the 2 Talrand, Sky Summoner. You have waay stronger threats already in your deck and this card sits in a weird position of neither posing a massive threat, nor ramping/controlling the boardstate.
-
remove the 1 Eldrazi Conscription. It’s overkill when all your big threats easily end the game by themselves.
-
remove the 4 Tyvar's Stand. You have enough redundancy you can easily afford to lose a creature or two. And you should have enough control over the lategame to keep your big threat alive without needing this.
After that, here’s some other options worth considering for card swaps - i’ve tried to keep budget in mind.
-
Mana Leak is better than Negate - opponents will almost never have the mana to pay the cost, and it hits a much wider breadth of cards.
-
Wash Away is clumsy, and expensive to play the cleave cost. I’d be running Witness Protection instead so you can ruin any of your opponents threats that get into play.
-
Dispel is very situational, i’d probably swap it for 2 copies of Spell Pierce and 2 copies of Spell Snare - both cards which have a bit more universal use.
-
Shark Typhoon is super strong for both offering you early game card draw, and late game free-win-condition. If you have the $$$ i’d be running 3 total (swapping out 2 of your other big-threat cards).
-
if you want stronger card draw, Preordain will probably offer more overall value than Opt.
Good luck with the brew! :)
wallisface on Eldrazi 60 card V2
5 months ago
Specific changes i’d make, trying to keep the current theme and price as close to what they are currently:
-
drop Oblivion Strike and just be a Blue-Colourless deck instead of also having black. The card isn’t strong enough to warrant making your mana base more awkward. This slot becomes lands as mentioned in my next point.
-
change your landbase to be 4x each of Eldrazi Temple, Urza's Tower, Urza's Mine and Urza's Power Plant, and then 10x Island (26 lands total). This will let you run a much higher mana curve and actually have some fun with the bigger eldrazi.
-
Assuming the above-mentioned mana base, swap out Mind Stone for Expedition Map so that you can more easily get the lands you need to go big.
-
Remove both Blight Herder and Oblivion Sower so you can run playsets of the much stronger Reality Smasher and Thought-Knot Seer. You don’t have enough exile effects to make use of Blight Herder, and regardless of mana base you want to lower your curve a little.
-
replace Counterspell with Mana Leak… you don’t have enough blue in either your current landbase or the one i’m suggesting, to afford double-blue pips. And Mana Leak will do the same job 95% of the time anyway.
-
drop Titan's Presence (it’s an average card) to run the 4th copy of Matter Reshaper and the second copy of Ugin, the Ineffable.
azja on yuriko edh 500
7 months ago
Hey thanks again for your comments on my primer :)
A few suggestions I have:
-
Replace 2 mana enablers with weak/no abilities (such as Dimir Infiltrator and Gurmag Swiftwing) with 1 mana enablers (like Gudul Lurker) or stronger 2 mana enablers (i.e., Baleful Strix, Augury Owl).
-
Replace 3 mana ramp (like Basalt Monolith, Dimir Locket) with 2 mana ramp (i.e., Dimir Signet or Talisman of Dominance).
-
Soft permission spells such as Spell Pierce and Mana Leak are usually weak in budget/lower-powered pods because the games go longer. Some potential replacements could be Misdirection, Drown in the Loch.
-
Cancel, Murder, Hero's Downfall, Perplex, Connive / Concoct and Rite of Undoing seem quite weak to me. Some budget-friendly cards I like that you might want to play are Curtains' Call, Portent, Far / Away, Discovery / Dispersal, Submerge, and Murderous Cut.
Good luck in your tournament!
Have (6) | orzhov_is_relatively_okay819 , reikitavi , gildan_bladeborn , ivaggione , zachi , ajmcnulty |
Want (4) | Kripkenstein , TrueRandom11 , ZBrannigan , Yahtzee55 |