Counter target noncreature spell.
|Have (4)||gildan_bladeborn , orzhov_is_relatively_okay819 , TrystonSpencer , IcyLightning|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
1 week ago
It was very popular at my LGS, when it was in Standard.
My decks are often very geared towards my local meta, which means that some cards that wouldn't work for others, work for me.
I do appreciate all the thought you are putting into this deck.
1 week ago
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
1 week ago
I dont see any of card coming close to 1 Force of Will it's an obscenely powerful card I've played with it. It feels so good knowing your safe even when tapped out.
Now it gets hard to place the rest so I'm gonna just concentrate on edh as that's the format im familiar with.
3 Fierce Guardianship yeah it's free where the other two cost you a card. But having your general out isn't always a guarantee.
4 Negate from my experience from playing commander counter non creature spells is far more important then countering creature spells. And this card doesn't that effectively and efficiently and is super splashable.
Honorable mention to any of the free counter spells I didn't say. Not having to pay mana for a spell is designe space they maybe should of never touched
1 week ago
The best counterspell is the one you can keep in hand because your opponent is trying to play around it.
I feel Mental Misstep needs to be in the discussion somewhere, because it's actually powerful enough to be actually restricted in Vintage, and banned almost everywhere else. So:
1 . Mental Misstep
2 . Force of Will
3 . Mana Drain
4 . Chalice of the Void - debatable to call a counterspell, but it literally counters spells.
5 . Hard to choose between Daze , Pact of Negation , Force of Negation or Fierce Guardianship , so I'll just go with Negate , for its omniprescence and reliability in every format from limited to commander and everything in between.
2 weeks ago
I like the idea; I'd consider subbing out Quench for Censor and/or some Jwari Disruption Flip. I also like Frantic Inventory , and more importantly with Mystic Sanctuary , Tragic Lesson is an absolute house. I also think that without looting effects, 4x Mission Briefing is a little much; honestly, card advantage is probably more important than recursion, as you're not looking to max out big spells so much as play a lot of them. If you mainboard some mass-bounce, it could be worth it to run a couple Briefing, but I think things like Behold the Multiverse , Chart a Course , etc could be more helpful overall.
I also think with the full playset of Sanctuary, 4x Castle Vantress is too much as they don't add to island count; I think going down to just one or maybe two would be better, especially since by the time you'd be using them for value, you're generally either already winning or already losing.
I think Unsubstantiate is decent, but especially if you swap the other soft counters for hard ones, it may be worth changing out for Into the Roil to have a spell on four that clears the way for Skulker and adds to your draw count.
Finally, another card to consider (probably over Homunculus) is Jace, Vryn's Prodigy Flip. Especially with lots of draw spells, you're likely to flip it early, and it both adds to draw count for Skulker and once flipped won't be bounced - though it would be better in a build with Frantic Inventory or other graveyard synergies to get it going ASAP. I think this swap is more of a tossup compared to the stuff suggested above, though.
I want mono U to work in pioneer, so I love this. Cheers!