When Mystic Barrier enters the battlefield or at the beginning of your upkeep, choose left or right.
Each player may attack only the opponent seated nearest him or her in the last chosen direction and planeswalkers controlled by that player.
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|Commander / EDH||Legal|
Mystic Barrier occurrence in decks from the last year
Latest Decks as Commander
Mystic Barrier Discussion
2 weeks ago
I love these types of decks, But I have one suggestion. Considering you have a bunch of cards that destroy all creatures (basically) and you have a bunch of enchantments you could put in Mystic Barrier and Sphere of Safety. These will just make it incredibly hard for anyone to deal damage to you with creatures. :)
4 months ago
This is nice. I have a soft spot for combat control decks, got to make myself one someday.
Couple suggestions you might be interested to consider: how about Jazal Goldmane as another Marton option? Mystic Barrier might also be a fit, another way for you to control the flow of combat. Gustcloak Savior is a Reconnaissance on a stick if you'd like another effect like that. And Ogre Siegebreaker might prove to be a bit more flexible Silent Assassin, though it's not, well, an assassin.
One question I'd like to ask: how does this deck perform with the only reliable draw being the monarch? Is that enough? Never really played with monarch myself, so I'm curious.
That being said, I like every level of your defense, I love how most of your instants can be fetched with Sunforger, and I love seeing Master Warcraft being played!
5 months ago
Mystic Barrier can help keep ur walkers alive longer.
A fun interaction in ur deck is with Astral Cornucopia and Atraxa. Atraxa can give it more counters, and it can get more mana.
Chromatic Orrery can help with mana fixing
8 months ago
With this kind of deck, you need to first ask yourself what strategy you're actually going for. Are you
Trying to use politics to slowly gain advantages before suddenly taking over and dominating?
Trying to make yourself such a valuable ally that everyone leaves you alone and then you go one-on-one after two people die?
Trying to make games last as long as possible?
I'd likely recommend the second. This is because it is easy for each opponent to justify letting you live. If you win too often, your playgroup will either opt to team up on you and crush you early, or they will(each on their own accord) attempt to take you out at the end of the game by playing their cards right.
For this deck to work, you really need to be able to guarantee that you can incentivise certain actions at your discretion. For instance, with Kenrith you can say "Hey, I'll let you draw a card if you attack player B" do the player with a solid board state but an empty hand. Every card should give you as much choice as possible and with powerful enough effects that you can give people treats for following your orders, and bring down hellfire if they disobey.
Here's my personal list:
8 months ago
9 months ago
Mystic Barrier means only one opponent can attack you if multi-player. Spirit of Resistance means you don't care if they attack you or not. Vow of Flight is evasion and they can't attack you (thats the only Vow i use).
9 months ago
I wanted to make an EDH deck with Pramikon, Sky Rampart that uses the idea of extra turns, stealing turns from other players, and left/right only combat style. I have the idea for the big part of my deck but cannot seem to fill in the rest...
I will use [Pramikon, Sky Rampart]] as the commander and choose one direction and Mystic Barrier to choose the other so it shuts down combat. I then will use cards with effects like Part the Waterveil, the Ultimate of Ral Zarek, Emrakul, the Promised End, and Mindslaver to take advantage of full on turns. My original endgame move would be Approach of the Second Sun by using draw spells to achieve it through extra turns.
10 months ago
@king-saproling: I seriously have to owe you this time if you wish to help. Currently making a Creatureless Superfriends Deck (Thus the Mana Echoes + Sliver Queen combo. Outside of Tokens, There are no other creatures in the entire deck. Even according to some, besides all of Tappedout, Creatureless seems to be the better way out, as you could use Boardwipes w/ no regret, Asymmetrical Stax, & even HUGE amounts of Walker Shenanigans. But w/ 65 cards to cut, a lot of Walkers, in addition to several guidelines this time, I will have to show them myself:
Would Cryptolith Rite be useful here as Infinite Mana?
A Creatureless Infinite Draw Combo.
Are there any noncreatures that protect both me & my Walkers? They are now considered separate targets entirely.
HUGE set of Priorities if this deck needs them. 65 Cards to cut, & only little room for improvement/adds & precarious stuff to cut. That said, I still have a limit on budget (I can't even afford one card at $599.), that said, It would be interesting what you could throw into a CREATURELESS Superfriends Deck as well...
good luck, should you accept...