This spell costs less to cast if it targets a blue spell.
Counter target spell unless its controller pays .
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|Commander / EDH||Legal|
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Mystical Dispute Discussion
1 week ago
It also makes them more consistent.
Lack of consistency is an issue for this deck. It just can't always get the right pieces in hand, when it needs to.
Part of the issue is the amount of counter spells. You need more removal, to deal with cards that slip through, and get cast. Something like Murderous Rider and/or Heartless Act (although Hero's Downfall can be better than Murderous Rider with Dig Through Time ).
Fatal Push on its own can't deal with larger Creatures, or Planeswalkers.
I would swap the lone Swamp for Urborg, Tomb of Yawgmoth as it is strictly better, and helps with colour fixing. Although you might then need to add another basic Swamp, so that Fabled Passage can find it.
At the moment Fabled Passage is fairly useless as you often have lots of Islands, and you only have one Swamp that you can find in your deck.
In my play testing Engulf the Shore wasn't great. I had a creature with Haste, and two equipment on the field. I just played that creature again on my turn, reattached the equipment, and hit as normal.
I see that you removed Negate which I consider one of the best counter spells in Pioneer. What was bad about it, for you?
Have you played this deck competitively? I would be interested to read some match reports to see whether or not I've been playing it wrong.
Hope that helps.
1 week ago
Hey Argy, appreciate the fast response. I'll try to respond in order of comments, it is quite a lot starting from myself. Consistency does come with single colors. I probably run the most colors out of any Ensoul deck, you really wouldn't want to add blank after Jeskai the payoff of adding in Tezzeret's Touch isn't worth it but my Modern version being Grixis worked out fairly well for the meta. That response pretty much Negate s my addition of white.
Higher mana value cards do help with adding more value as they tend to be more useful than lower drops so the issue of running out of cards and getting the final damage through is pretty much solved. I have a different way of solving this issue in my deck but I won't comment that here as I see you commented on my deck as well.
Playing against oneself is hard as you may imagine you pretty much have to go into each deck "blind" from the oppoent's point of view but from a pilots view need to be able to run the deck efficiently. This wasn't hard for me as both decks are in the same build category although are at the opposite ends of the spectrum. For my deck I add in Shadowspear to be able to gain the life lost from an aggressive build like yourself. From your stand point my deck had no spot removal so I could remove Padeem, Consul of Innovation as the additional card on turn 5 may be too late. I also added in Reality Shift as this is a great card against an voltron deck like these. In Game 1 my deck just preformed faster although I ended up at 5 life so it was very close. Game 2 I countered the Reality Shift and your deck flooded out but not before getting a Darksteel Citadel Ensouled with a Shadowspear attached. We both sat there gaining life until I was able to gain more.
I didn't bother looking at the "Under Consideration" tab as there wasn't much explanation between any of the cards so it would almost be hopeless from the outside looking in figuring out why some cards are here. If The Blackstaff of Waterdeep was worth it in any competitive deck it would be this one but the comments against it are very valid. Most are why I don't even have it considered mainly because it only plays one side being an enabler and not really a target as you mentioned it's a piss poor target having no protection or evasion and being blue itself. Funny thing I won a match being I cast an All That Glitters instead of an Ensoul because the opponent was holding up 1 blue for Mystical Dispute .
Looks like you pretty much have it figured out, thought I'd just pop in and say hello to a fellow Ensoul player. I like the change in pace and color.
1 week ago
itsbuzzi thanks for the comments.
I go quite a bit into why I have stuck with Mono Blue, in the notes above, and I'm not interested in adding another colour.
Basically it will increase the chances of having the wrong mana, increase the chances of losing life, and increase the cost of this deck.
I've been playing a form of this deck since Magic Origins, so I know that it works well with one colour.
I'm sure you know that with Aggro builds, two problems are:
Running out of cards.
Not getting final damage through.
That's where the four drops come in.
I do appreciate you taking the time to playtest this deck. I'll have a play against yours, as well.
Did you Sideboard both decks? How did you Sideboard against this one? That will make my playtest better.
As you noticed, I have enough four drops, so Thopter Spy Network couldn't find a place here.
People are really excited about The Blackstaff of Waterdeep as it's a new card, but I think they might find it's not quite as good as it seems.
Of course I can only talk about how it works with this deck.
In the end these are that things with it that didn't work, for this build:
I think of the card as a three drop, because I have so many other things I want to do on Turns 1 and 2. My three drop slot is quite full, and Skilled Animator and Bring to Life proved more useful. Skilled Animator because it can make a 5/5, as opposed to a 4/4. Bring to Life because it adds +1/+1 counters, which can result in a 9/9 creature, when combined with the effects of Skilled Animator or Ensoul Artifact
While The Blackstaff of Waterdeep is quite useful in that it can be reused if the original Artifact it targets dies, Bring to Life is better with Darksteel Citadel , as the +1/+1 counters remain, if it is destroyed. The same can't be said for The Blackstaff of Waterdeep
Since The Blackstaff of Waterdeep is Legendary, it is one and done, as opposed to the other 3 drops mentioned.
The Blackstaff of Waterdeep is a dreadful target for animation. It doesn't have Flying, it isn't Indestructible, and doesn't have the chance to be unblockable. You also can't play a second one without destroying the one you animated.
Thanks for giving me things to think about. I appreciate it.
2 weeks ago
1 month ago
For sideboard ideas, I would recommend seeing what your opponents play. For large events you'd research the meta online, but local events can look much different. For example if you saw very few controlly blue decks today (by some miracle), then just cut Mystical Dispute .
2 months ago
Hot takes from a randomer who plays a lot of mill: Meta is pretty fast at the moment with decks like DS, UR aggro and heliod combo. Control is not doing well to keep those decks in check, so Mill has to adapt to become a little more aggressive with cheap spells to deal with them. Luckily, with the printing of the new crab and madenning cacaphony, this has become the natural progression.
So personally, I would consider the following. These are my own opinions based off of playing and seeing which decks are doing well.
- Shelldock Isle is awesome but too slow considering the number of 1 and 2 drops. Most people have stopped playing them. I run one max.
- Darkslick shores is very good, would run at least 2 (you can cut a couple islands or a swamp)
- Ensnaring bridge is sadly too slow. If you cut it you can run Lurrus in the sideboard which is really good when you run out of steam
- Inqui is not that good right now. By that I mean I'd rather be running pushes or drown. When the format becomes slower, I would consider running it, but not now.
- 2x push and 2x drown is not enough. I'd run a combination of at least 6. Which ones depend on your local meta. Generally it's more pushes, but drown has more versatility if you're struggling against combo decks.
- With this mana curve shift, you can go down to 20 - 22 lands.
- Also depending on your local meta, you can move a surgical to the sideboard.
- Sideboard looks quite old - I'm guessing you took it off Sqlut's guide :D a lot has changed since. Generally you need faster answers, like Soul-Guide Lantern , Mystical Dispute , Aether Gust , Bontu's Last Reckoning , Extirpate and of course Lurrus of the Dream-Den !
- Mission briefing is awesome and I love it. A lot of people would argue it's too slow, but I like it.
IMO the toughest part about a mill deck nowadays if finding the right balance of cards. We no longer are looking for cards to supplement our strategy, but finding which cards to cut! As you can tell by my points above, they're all very minor (except maybe the lurrus point). All these cards are powerful and awesome and you have a good deck here. It's just about adapting to the meta. From your deck here, it's going to be about 95% how you play, and 5% the minor adjustments.
Best of luck pal!
2 months ago
I love Paradoxical Outcome decks in vintage. They are so fast and so resilient at the same time. I was wondering, is there any reason why you only run one of every spell? I feel like you could gain a lot of consistency from doing the following:
I have a deck of my own, I would love if you drop a vote and any suggestions you may have:
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3 months ago
So I've been working on integrating most of the cards from your version of this deck with my version, and there are a few I was using or considering that you might not have thought of.
First, some of my favorite spells for Commander are what I call 'erasure' spot removal auras. These are mostly found in W/B/G, with most in Blue. The blue ones that I use are: Frogify , Kasmina's Transmutation , Ichthyomorphosis , Deep Freeze and Imprisoned in the Moon . As you can see, these don't just kick a commander off the field, they completely neuter it. With the exception of Imprisoned, they're also dirt cheap. The only catch is they don't cantrip. Notably, Deep Freeze and Imprisoned in the Moon both remove a commander's ability to attack, where the other three do not - a Frogified commander is still a commander and can still kill you if it does enough damage. Fun fact: the whole 'imprison the evil goddess in the moon' plotline is the premise for the first two episodes of My Little Pony: Friendship is Magic. MTG totally ripped off MLP.
Squelch , Stifle and Trickbind are all counter-ability instead of counter-spell. Stifle and Trickbind might be out of budget range for this deck, though Trickbind is worth noting because it has Split Second.
Clear the Mind is a nice failsafe in case our win conditions wind up in our GY and it cantrips!
Mystical Dispute only costs as long as it targets a blue spell, i.e. a hostile counterspell or Cyclonic Rift. Daze is a nice ambush counterspell because you can cast it with no open mana. Was wondering why you didn't include that one.
Unsubstantiate can effectively counter un-counterable spells by bouncing them to the caster's hand. Narset's Reversal is a fancier version of this which lets us theoretically defend our combo spells. If an opponent tries to counter our Mass Polymorph or Synthetic Destiny, we can copy it, forcing them to counterspell it an additional time (the copy) and then another time on the next turn (when we recast it from hand) if they want to stop it. Narset's Reversal I see might be out of budget though.
I was wondering why you weren't running Temple of the False God .
I thought Rise from the Tides would be an interesting card in this deck, though it might be the kind of thing you use only when desperate...
Finally, Mystic Speculation seems like it might be useful, and same for Soothsaying . The latter lets you dig through your library as long as you have mana, and shuffle it at will, though that second part is expensive, mana wise.
I look forward to seeing your thoughts on these. I need to figure out which cards to cut, so don't be shy about ripping into them if they seem bad.