( can be paid with either or 2 life.)
Counter target spell with converted mana cost 1.
|Have (2)||pskinn01 ,|
|Want (6)||EmanRuoy88 , illsv , arthur12345 , ryan_johnstone , Retmock , sgudmundsson|
Printings View all
|New Phyrexia (NPH)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Mental Misstep occurrence in decks from the last year
Commander / EDH:
All decks: 0.05%
WUB (Esper): 0.32%
Mental Misstep Discussion
5 days ago
Blazing Shoal, Cave-In, Crash, Downhill Charge, Fireblast, Fury of the Horde Mogg Salvage, Pact of the Titan, Abolish, Intervention Pact, Patrician's Scorn, Reverent Mantra Shining Shoal, Sivvi's Ruse, Sivvi's Valor, Sunscour Commandeer Daze, Disrupting Shoal Gush Mindbreak Trap, Misdirection, Pact of Negation, Snapback, Submerge, Tidal Bore, Veil of Secrecy
1 week ago
Also Mental Misstep could work well for you as another 0 mana spell.
Maybe Transmute Artifact as budget doesn’t seem to be a huge issue for you?
Is the main win con storm effects with the reservoir? If so you could add in Brain Freeze to mill everyone out?
I think it looks pretty good so far
3 weeks ago
Imo, dispel is too narrow if you only have a small counterspell package. Maybe Delay, Narset's Reversal or Flusterstorm in its stead. Mental Misstep is meta dependant; definitely play it if your opponents are low to the ground cEDH type decks, definitely avoid it if not. Swan Song is sick af no matter who you play against.
Chain of Vapor would also be a nice addition.
3 weeks ago
I really like that idea actually. It makes my deck a little lower to the ground and gives it some more reactive components. Right now its basically just creature spam which is pretty vulnerable to board wipes. I'm thinking I may add some 1 mana counterspells like Swan Song, Dispel, and Mental Misstep. Not sure which of those I want yet but probably two of the three.
3 weeks ago
Your very top tier auto-include for lists is going to look like
- Force of Will "free"
- Pact of Negation "free"
- Swan Song cheap to cast and wide in restrictions
- Mana Drain color heavy but ramps the following turn
- Mental Misstep "free"
- Delay not color heavy and hits any spell, delaying for 3 turns is the same as solving it in very fast competitive EDH
Your situational includes are going to look like
- Force of Negation This can't protect your own combos, so it isn't wanted in every list. This is ran in QUITE A FEW lists though, always worth a consider.
- Counterspell Usually seen in mono or dual color decks as the cost can be hard in some 4 or 5 color shells
- Dispel Sometimes cut for a more general counter
- Muddle the Mixture Limited in scope and color heavy but this is more often slotted as a hard-to-counter tutor with a counterspell as icing on the top
- Narset's Reversal this card is pretty nice. While it does see a lot of play, it definitely isn't an autoinclude yet by any means.
- Spell Pierce Before you mock this card, consider how well it catches ultra fast mana rocks and tutors. Noncreature is very wide, and it stops Sol Ring Mana Crypt Mox Diamond Mox Opal Chrome Mox Mox Amber Mana Vault Vampiric Tutor Imperial Seal Mystical Tutor Worldly Tutor Gamble Dark Ritual and SO MUCH MORE. Even for a tempo card, you're still going to catch weird stuff like someone's Rhystic Study because they tapped out to pay for it. Its very strong against blistering fast combo decks, which is why it sees competitive play.
Other blue stuff is usually just too expensive. Paying over 2 mana for a counterspell just doesn't cut it when there are so many threats for so cheap. Don't pay more than 2 for a counterspell unless it does something wild on top. Counterspells with fewer restrictions on what it can counter are going to be better.
This is where it gets saucy boys
- Red Elemental Blast Pyroblast are VERY good. In a pod, there is almost definitely blue at the table. Every single red deck can slot these for commander without fear. Do note that REB works against any spell that includes blue (multicolor), while pyro only works against spells that are ONLY blue (monocolor).
- Fork Reverberate (Twincast) these allow you to copy a counterspell to create a counterspell. More access for red to counterspells. They also conveniently work very well against tutors, ramp, big draw spells, and extra turn spells.
- Guttural Response Weird hybrid color and somewhat restricted but still a good include in most RG decks.
- Burnout a bit worse then the elemental blasts as it costs 2 mana and it is limited. The cantrip is nice though
- Mana Tithe not that good in EDH but give it a whirl I guess
- Lapse of Certainty costing 3 hurts, but this is more a tempo card than anything.
- Dash Hopes Don't play this card in EDH lol
- Withering Boon on the chunkier end at 2 CMC, but in a color that doesn't get much of this. The 3 life and the restriction hurt, but definitely EDH playable. Every deck runs a commander, 99% of which are creatures
- Imp's Mischief can counter a spell by having it target Mischief, as can Misdirection Shunt Swerve and Ricochet Trap.
- Veil of Summer 1 mana green Cryptic Command
- Autumn's Veil Counterspell + silence against UB
- Bind I bet you didn't even know this card existed. Cantrips. GOOD IN THE YISAN MIRROR MATCH?
- Avoid Fate Weird protection oriented counterspell
- Nether Void Mostly ran in stax builds, brutal lockout card
- Planar Chaos One of my new favorite cards. Brutal with recursion like Hall of Heliod's Generosity. Play when you're ahead
- Deathgrip Lifeforce These are based if you have any method of color shifting. Realistically, you could run Lifeforce in Momir Hackball. These cards can cause scoops on casual tables lol.
- Vexing Shusher can render counterspells useless. Similarly, Dosan the Falling Leaf Grand Abolisher Prowling Serpopard Gaea's Herald can all protect against counterspells. Far more marginal but still worthwhile are Hall of Gemstone and Ritual of Subdual for turning off counterspells for opponents.
1 month ago
This has been a trend for a long time.
However, I think recent card design (from War of the Spark onwards) has exacerbated the issue to the point where a lot more people are sitting up to take notice, and the effects are being felt from Standard to Vintage. My thoughts for why:
- Planeswalkers have never been a card type with proper answers (other than overwhelming board presence). Until WAR, this was kinda tolerable because they were at least generally high CMC permanents, and so were largely control finishers (which is fine) or an alternate angle of attack for some midrange/prison strategies (also fine). WAR introduced incredibly impactful, low-CMC planeswalkers that are difficult to answer with board presence due to how fast they come down, to say nothing of some of their static effects.
- To contrast with creatures, although creatures have been growing stronger and stronger for years, strong creature removal (e.g. Plow, Bolt, Edict) was built into the game from the very beginning and creatures were inherently designed to generally await a turn cycle for real value (obviously ETB effects have mitigated this somewhat). Goyf is a great creature, but can easily be Pushed or Pathed or whatever; no harm, no foul. No real equivalent exists for walkers, especially since they always get one loyalty activation off before ever passing priority.
- We are seeing an uptick in cards that dissuade classic interaction paths - the most egregious being Veil of Summer. Counterspells and discard are extremely powerful effects and it is a design flaw of the game for them to be restricted to their signature colors, but regardless of that, these effects are the linchpin on which healthy Magic thrives - i.e. nothing is beyond interaction. Veil efficiently undermines this interaction, which leads to players favoring their own linear strategies that they can guarantee to push through with Veil.
- Beyond just Veil, though, there has been a noticeable uptick in "can't be countered" text on cards. I mean, even as a control player, I love Fry and think it's great design, but I worry when I see it alongside Shifting Ceratops, Thought Distortion, Chandra, Awakened Inferno, Destiny Spinner, and whatever else I forgot, all within a couple of sets of each other. As much as I hate to sound like a grumpy old man, I strongly get the feeling that the stereotypical new "hates counterspells/discard/removal/blah/blah/blah" players are being overly catered to.
- The WAR walkers are emblematic of a problematic design trend: asymmetrical hate effects. Prison effects have historically been symmetrical because of how it inherently balances prison decks - e.g. a deck wishing to run Thalia, Guardian of Thraben MUST rely heavily on creature spells to function properly. And in doing so, this also encourages interesting deckbuilding design. Now, of course, we instead get Narset, Parter of Veils asymmetrically hosing extra card draw, so there are no deckbuilding concessions to make - jam in your blue deck and away you go.
- This has been a thing for a long time in some form or another, like how hexproof supplanted shroud. You know how everyone likes to complain about being a shitty color (or at best a splash utility color)? Part of the reason is because cards are often actually properly designed with powerful but symmetrical effects (like sweepers), meaning that you have to make deckbuilding concessions to see their real power. But since Wizards decided that can just have generic goodstuff with no build around necessary, how is (and to a lesser extent ) supposed to compete with that?
- Narset (and the other WAR walkers) are especially bad here because their asymmetric effects come in the color that cares about them the most. As a control player, I'm actually cool with a card that has Teferi, Time Raveler's static effect (although I would like it to be symmetrical, as described above), but what I cannot forgive is that said static effect is attached to a card...or in other words, the colors that care most about instant speed reaction.
- Why is the above a problem? Mental Misstep problem. If I'm a control player playing the mirror, all I need to do is stick a Teferi and I basically can't lose. When the best counter to a card is resolving it yourself first (even if only for a particular matchup), that should set off massive warnings in everyone's minds.
- By Wizards' own admission, best-of-1 play (i.e. a good chunk of Arena play) now influences card design. This means that we're going to get a lot more "maindeckable" cards like the new Kunoros, Hound of Athreos being a maindeckable Grafdigger's Cage. This leads to decks being really boring and similar, since every deck has to somehow be ready for everything else, and since reactive strategies inherently do better in best-of-3 (cause you need your answers to line up with the opponent's deck), that means proactive jam-first strategies are even more the way of the future than they already are.
- It takes a lot to build around something these days. What's a mechanic that's so powerful that it's worth building around (i.e. playing otherwise suboptimal cards for)? There are only a handful that ever made it into eternal formats, like dredge, storm, miracle, and affinity. Pioneer is notably devoid of any of these, and we can see the result: fair decks are all just generic goodstuff in whatever chosen colors (and unfair decks are always shown the door if they ever put up real results).
- Even Commander is not exempt from these trends. Part of the fun in EDH, at least nominally, is that you can explore interactions throughout all of Magic's history (like Legacy and Vintage), but at a tiny fraction of the cost and at a power level that suits you and your friends. I fear that the direct-to-Commander products Wizards pumps out undermines this, by printing generically good commanders that are stupid easy to build around (or have abilities that function from the command zone cause why not), and by printing "must includes" like Command Tower and Arcane Signet that reduce the actual number of choices players have in their decks (not to mention essentially tax players to stay competitive).
1 month ago
For cEDH level, I'd recommend putting in:
Mystic Remora for additional card draw
Vampiric Tutor for your instant generic tutor and Imperial Seal if you can afford it. Lim-Dul's Vault is also a good tutor/pile maker and Merchant Scroll can search Dramatic Reversal and any counterspell/blue removal spell.
With the banning of Paradox Engine , Despark does not have many relevant targets. In fact, I'd say it's only niche to reanimator targets or any other big creatures that get cheated out, which is VERY dependent on your meta.
Arcane Denial is something I'd only find not bad if it's literally used to protect your win con on the turn that you're going to win; otherwise, you just netted your opponent over you. This one's up to you but I'd rather not play it.
1 month ago
Fundement - Blood Pet is a dead card outside the hulk pile and opens the pile up to further interaction such as Mental Misstep and Flusterstorm . Furthermore, the Spellseeker pile is also meant as a way to Flash Hulk through Cursed Totem which stops Blood Pet .