Misdirection

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Merfolk vs. Goblins (DDT) Rare
Conspiracy (CNS) Rare
Mercadian Masques (MMQ) Rare

Combos Browse all

Misdirection

Instant

You may exile a blue card from your hand rather than pay Misdirection's mana cost.

Change the target of target spell with a single target.

Misdirection Discussion

SideBae on Yuriko Ninja EDH

1 week ago

What I suspect is going on is that your opponents are doing a lot on the aggro front. There're a few ways you can deal with this.

First, you can discourage your opponents from attacking you. Propaganda is probably the best-known card for this, but there're plenty of others. No Mercy comes to mind -- it was one of my favorite cards when I was a kid. Crawlspace and Silent Arbiter are good ways to limit the number of attackers an opponent can pressure you with, and assuming no trample, you likely can just chump away whatever they're hitting you with. Finally, Meekstone will keep the most dangerous ones tapped. I think any of these will probably be better than AEtherize , especially since none of them are 'single use.'

I don't know your meta. However, a lot of the time fatties come down without being hard-cast, like through Natural Order or Reanimate . Running hate cards, like Grafdigger's Cage , can prevent this.

You also seem to be light on wrath effects. Yuriko, the Tiger's Shadow ninjutsu ability gets around commander tax, meaning he'll really only ever cost to put down -- so feel totally free to wrath with him on the board. Kindred Dominance strikes me as being way too much mana to do real damage in the earlier stages of the game, especially if you're fighting a bunch of aggro decks. Damnation is, I think, preferable here, as are Toxic Deluge and Cyclonic Rift . Damnation and Toxic Deluge being four and three mana, respectively, means you can conceivably cast them before you're getting smacked but while your opponent has a summoning-sick army. Cyclonic Rift 's overload ability IS seven mana, but being instant speed makes up for that (at least in my opinion).

If you include wrath effects, non-creature token producers are worth including -- they'll give you creatures to 'return' with Yuriko's ability while surviving the wrath themselves. Bitterblossom is the best here, though like most good cards, it's relatively expensive. Other options include Breeding Pit , Graf Harvest (if you wrath Yuriko to the 'yard, you can exile him to the command zone to create a token, then ninjutsu him out on the token when it attacks), Spawning Pit and Volrath's Laboratory (which can make ninjas).

If you decide to run some of the above cards, they should replace your one-for-one removal cards. In general, EDH games will have you facing three opponents, and therefore three times the number of cards you have. You therefore want cards that will effect more than a single card your opponent has. Hero's Downfall and Grasp of Darkness may be great in one-on-one formats, but in EDH they simply don't pack enough punch. (One interesting exception to the 'limit your one-for-ones' rule is the inclusion of counter magic. In general, I think of counterspells in EDH as more than one-for-ones, since A) they can save more than one of your cards if you counter something like By Force or Fire Covenant , and B) they can stop combos cold, making your opponent waste all the combo pieces s/he/they cast before the countered card.)

I have some non-combat related suggestions, too -- I hope I'm not being presumptuous in offering them:

I'm sure you've noticed how awesome your Treasure Cruise is: being eight on a Yuriko flip but often costing around two or three mana at most to cast is pretty busted. There're other delve cards to consider, though I do think it is likely more than one or two in a list will occasionally cause issues when delve gets in its own way. Dig Through Time is a primary candidate here, as it is also eight mana, but it also happens to be an instant (yay!). Temporal Trespass also comes to mind.

In magic, there're a bunch of alternate casting-cost cards that work well with your general, as their CMC is usually pretty high. Unfortunately, some of them are expensive -- I'll just mention them, in case you have more money to blow than I typically do: Force of Will and Commandeer . Spinning Darkness , Gush and Misdirection are all more affordable and alright cards in their own right, though they are significantly less powerful.

Nexus of Fate is a pet card of mine, and I think it'd be genuinely good here. It hits for seven, but doesn't 'really' make you tap out since if it resolves you get another untap step right away.

A creature to consider is Baleful Strix . Having deathtouch and flying make it really hard to block, and if you keep ninjutsu-ing it back to your hand you can keep casting it for the draw trigger.

Top-deck manipulation is a good way to make sure your general hits his hardest, and your Brainstorm is a good start. Mystical Tutor isn't too much money, though the black version, Vampiric Tutor , definitely is a lot of money nowadays. Scheming Symmetry is an alright replacement, though you'll want to be sure to kill the opponent who searches, or at least remove his top card. Though they're pricey, Sensei's Divining Top and Jace, the Mind Sculptor really are the best ways to mess with your top few cards in the game; Jace has the added bonus, like Brainstorm , of being able to top cards that you want to reveal with Yuriko's trigger again. Dream Cache and Telling Time are both OK top deck manipulation.

Cantrips are good. I suggest running Preordain in addition to your Ponder and Brainstorm . It's not as good as the two you have (in this deck), since it can only leave one card on top of your deck for Yuriko triggers, but I still think it's worth playing. As a turn one play, it's gonna be hard to beat. (Of course, Ponder does still beat it.)

Finally, mass card-draw is a good thing. Even if it doesn't trigger Yuriko, having spells to cast is always preferable to not having them (exception: Mindslaver ). Windfall is excellent, especially if you put in Narset, Parter of Veils (I think you should). Fact or Fiction and Chemister's Insight are both good instant-speed draw spells.

Only good things! Hope this helped.

thehalubi on Tazri 5c Ally-Storm Combo [Competitive]

2 weeks ago

Why are you playing a bunch of worse infinite mana combos than Food Chain? You're getting one dedicated combo with your tutors and clogging your deck with a bunch of individually bad cards doesn't help. Bomberman combo is fragile and both cards aren't otherwise particularly good in the deck, and while Bloom Tender is good on it's own you can't tutor it and Pemmin's Aura / Freed from the Real and win instantly. Also Pemmin's Aura / Freed from the Real both suck.

You're also playing Pongify over Swords to Plowshares , Misdirection over Force of Negation .

Add Jace, Wielder of Mysteries to make Demonic Consultation  and Tainted Pact better.

Senomar on [PRIMER] Competitive Kumena Duel Cmdr

1 month ago

Hey theages ! Thanks a lot !

The goal of this deck is more like aggro/snowball. I need to kill my opponent fast because if something bad is on the ennemy board I have no good removals in simic for it :

Buuuut ! I have strong evasive abilities : islandwalk, flyers, unblockable, tappers... I'm pretty sure there is several ways to build a strong Kumena deck in duel commander. I have tried a ton of lists : more or less ramp, more or less counterspells, more or less removals. What I've observed is that because we have no good removals, the best way to compete with aggro decks in simic is to be faster than them. And because I don't like creatures ALL IN strategies like mono green ( Surrak, the Hunt Caller , Titania, Protector of Argoth ...) since they got destroyed by control decks ; I use a counterspell package. I got 9 counterspells plus 5 hexproof/hard to target effects ( Shapers' Sanctuary ) plus a Vapor Snag (that I often use on my own creature versus control) plus a Yavimaya Hollow . After many games that seems to be the perfect amount to have enough creatures flooding. The best games are games where I use at maximum one or two counterspells and I kill the opponent before turn 7, 8 or 9. I don't want to draw or start the game with 3 counterspells in hand because I won't have enough pressure to close the game fast. Furthermore, I want the cheapiest (most are "free") counterspells that allow me to keep mana to build my board. that's why I don't use Tale's End . And even if Tale's End is strong if I would like to put 2 CCM counterspells in the deck I would probably chose Remand , Counterspell , Unified Will , Memory Lapse , Mana Leak or even Essence Capture first. Stifle is huge because of the surprise effect and because it can wins games turn 1 versus 3+ colors decks missing a fetch. Just like Savage Summoning or Misdirection I think that you can find better cards to replace those 3 but the surprise effect of those "non-meta" cards are so tasty I'd like to keep them :)

To finish, I know I have quiet a lot of 3 CCM creatures but first there is no more good enough turn 1 or 2 merfolks and I think I'm close to the right number (eventually check my maybeboard section in the primer) and half of the wraths in this format are coming on turn 4 so playing 3 drops on turn 4 to have your 1 mana counterspell or hexproof effect is huge. Plus 3 CCM creatures allows me to bait counterspells in order to play Kumena next turn.

I hope I answer your questions :) As I said I'm pretty sure there is several ways to build a Kumena deck. Show me yours ! Bye !

DrkNinja on Chunky Omnath Soup

1 month ago

I know you're still working on obtaining the cards so I'm not sure if this list is final or not, but you still have a bunch of cards that are just meh here. Ghalta, Krasis, Swordtooth, Portal of Sanctuary ( Crystal Shard is just better), Novice Chandra, Gambit, Contentious plan, Incubation, Verity (unless you play in a meta with lots of dorks), and bolt bend ( Misdirection is better).

SideBae on Yuriko V1

1 month ago

First things first: All EDH decks need ramp. Unfortunately for UB decks, most of the ramp in the game is in green or occasionally red (see Orcish Lumberjack ). That means artifacts are the way to go. I advise Dimir Signet , Talisman of Dominance and MindStone (maybe) as relatively affordable cards you can use for ramp; but since you're running Mox Diamond , I might as well mention Grim Monolith and Mox Opal . Your artifact count is a little low for the opal, though, but that may change as the deck evolves.

I see you've included Changeling Outcast . Consider running Mothdust Changeling as another evasive, one-drop ninja. Mist-Syndicate Naga and Silent-Blade Oni are excellent ninjas as well; you should at least consider Throatseeker . Baleful Strix is another creature to consider, as returning it to your hand with ninjutsu allows you to draw more than one card with it after you cast it additional times. It is also hard to block, and can make a formidable blocker on its own.

Cavern of Souls is an excellent include, if you have access to it. It's usually a lot more integral, but you'll likely be using the ninjutsu ability most of the time rather than casting your guys. Still, keep it in mind.

Preordain is good in conjunction with Ponder and Brainstorm . Treasure Cruise and Dig Through Time are also high CMC card-draw spells that are relatively easy to cast.

Running Jace, the Mind Sculptor seems good here, though he is over $100 nowadays; I must admit I am having a hard time determining the deck's budget, mostly because of the Mox Diamond and Mana Crypt . Note also that, as you're already including Sensei's Divining Top , Scroll Rack and potentially Jace, the Mind Sculptor , you can consider running Counterbalance . Counterbalance is generally a high-variance card in EDH, but I've had some success with it in the past.

Depending on your meta, Ashiok, Dream Render can be an all star. In almost every meta, Narset, Parter of Veils is an all star, especially if paired with a well-timed Windfall .

In my Tasigur, the Golden Fang deck, I run a similar combo-kill of casting Nexus of Fate repeatedly with an otherwise empty library. I use Tainted Pact to get rid of my library, running a single basic and snow basic of each type. Crafting your mana base carefully might allow you to run Tainted Pact too -- give thought to lands like Ancient Tomb , Cephalid Coliseum or Cabal Pit . If that doesn't work, Demonic Consultation with Nexus of Fate in hand is also good.

If your meta is filled with combo decks (I know mine is), Arcane Laboratory is a good option, especially since ninjutsu isn't an alternate casting cost; Mana Maze is similar. Dispel is a counter-counter spell I've found tremendously useful, especially since it can stop an opposing ad nauseum right away.

Raven's Crime seems like a good way to use up excess lands you draw.

Not sure how much I like Aether Vial in an EDH deck. Yes, your creature-curve is low and very consistent, but drawing it later in the game, especially if you're behind, has all the feel-bad-ness in the world. Maybe Leyline of Anticipation is better? It allows all your spells to go in at instant speed, flips for an extra three damage off a Yuriko, the Tiger's Shadow trigger, and can begin the game occasionally on the table for free. Yes, it is still dead if drawn late, but it isn't AS dead in that it immediately takes full effect; Aether Vial requires two or three turns to become powerful, and then only works with creatures.

Time Stretch is an extra-turn card to consider, though it may be too expensive to cast.

Invisible Stalker as another ninjutsu enabler? I'd run it over Hope of Ghirapur , though that may be a meta call.

Commandeer and Misdirection are two disruptive, high-cost instants with good alternate casting costs to consider.

Mystic Remora is good in most blue decks, especially if your opening hand is otherwise slow. Players have to either play around it, which slows the game enough for you to catch up, or play into it, which can easily make it an Ancestral Recall . I personally think it is a better card than Rhystic Study , if only because by T3 you probably want to be doing other things with your mana.

Thirst for Knowledge , Painful Truths , Chart a Course , Notion Thief and Night's Whisper are all worth considering as efficient draw-engines. Notion Thief feels especially brutal when cast as a response to an opposing Brainstorm .

Ok man -- that's all I got. Good luck with deck building!

drippyCat on Warrior Queen [Najeela Midrange/Tempo cEDH Primer]

1 month ago

MrMission
Usually meta tuning is related to the interaction suite.

For example, I expect to play against LabMan Cameron's Tasigur, Opus Thief, Kess MAN, Nin stax/control, Urza, Thrasios+Tymna Scepter Consult, First Silver Food Chain. I'm new to my meta (and this deck) so I've started off with only 3 adjustments.
- I've seen a lot of Back to Basics , Blood Moon , and Magus of the Moon which are back breaking on this manabase, so I swapped from Swords to Plowshares to Force of Vigor . Additionally, my opponents are using Jace, Wielder of Mysteries instead of Laboratory Maniac in consult backup lines, so Swords isn't that great of an answer. Force of Vigor also hits Isochron Scepter and Food Chain, so it's a better fit for my meta.
- None of my opponents are extremely graveyard dependent (like Gitrog / Hulk / Razaketh), and when I was piloting Razakats I saw that many of my opponents are already running Rest in Peace and Grafdigger's Cage . However, it is a very interaction-heavy meta, so I swapped Rest in Peace for Rhystic Study . I'm still testing this slot, perhaps it will become Misdirection .
- Finally, because a lot of the interaction I'm facing is permission-based, say 8+ counter spells in each list, I opted to replace the early-game focused Lotus Petal with a Vexing Shusher to help find openings in the mid to late game.

I hope some of this has helped. Just analyze which decks are your biggest threats, look for answer cards to those threats (probably just check out the Maybeboard to start), then look for which cards you can cut.
One final note, general answers are still usually better than situational answers. For example, cutting Counterspell to add Natural State is probably counter-productive. Good luck and have fun with it! Also, there's help on Discord and Reddit!

If you face a 'rock heavy' meta you might consider adding Stony Silence / Collector Ouphe on top of Null Rod.
Do you face a lot of graveyard-based strategies? Look at Grafdigger's Cage .
For example,

foxboy93 on Tezzeret/Thoughtcast Affinity

2 months ago

SynergyBuild

Last I had checked, Push and Step were more expensive so maybe I will get them. They seem a bit too narrow, along with Spell Snare. So I could just add some extra lands.

Yes, my apologies, I was referring to Sea and not River.

Would Misdirection or something like Counterspell be viable for the Force?

Spellskite maybe just a different 0-3 drop artifact? Or like Tooth of Chiss-Goria ? Some thing I had also considered was Ensoul Artifact and Tezzeret's Touch . These turn the creatures into large beatsticks. Would those be viable for a deck like this? Is there anything else that is cool tech one could run? Like just other 0 drop artifacts for artifact count?

Like I said I really like the Affinity and aggressive nature of the deck, just some of the cards are a bit out of my range. I play Commander allot so some of these I do have luckily, but some are just not seen in other lists I have so I haven't gotten them

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Misdirection occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Blue: 0.17%