
Negate
Instant
Counter target noncreature spell.
Trade
Have (3) | gildan_bladeborn , Smokingclays , Tishana |
Want (9) | Bwearmp , PenguinVenom228 , ThrelNari , poopsmith3000 , rhaggard , DachZaley , Roi , Chaosfalcon , sylain |
Combos Browse all
Legality
Format | Legality |
Unformat | Legal |
Vintage | Legal |
Pioneer | Legal |
Limited | Legal |
Leviathan | Legal |
Canadian Highlander | Legal |
Pre-release | Legal |
Duel Commander | Legal |
Block Constructed | Legal |
Casual | Legal |
Custom | Legal |
Arena | Legal |
Commander / EDH | Legal |
Highlander | Legal |
Oathbreaker | Legal |
Tiny Leaders | Legal |
Pauper EDH | Legal |
1v1 Commander | Legal |
Brawl | Legal |
Pauper | Legal |
Modern | Legal |
Standard | Legal |
Legacy | Legal |
Gladiator | Legal |
Historic | Legal |
Negate occurrence in decks from the last year
Latest Decks as Commander
Latest Decks
Negate Discussion
multimedia on
Pirates, argh matey!
2 weeks ago
Hey, good start on a budget. Malcolm is spelled wrong that's why it's showing in the category Unknown.
More low CMC flying/unblockable Pirates can help to do combat damage to an opponent to trigger Brass:
Merchant Raiders and Coercive Recruiter have good repeatable effects with Pirates. These effects can help to clear the way of blockers for Pirates to do combat damage to opponents. The creatures you gain control of with Recruiter get the bonus of becoming a Pirate until end of the turn which helps to trigger Brass. Both these Pirates are excellent with Fathom Fleet Captain who can be a repeatable source of Pirate tokens.
Shared Animosity can be a powerful repeatable effect for your attacking Pirates. March of the Drowned and Fiery Cannonade are helpful Pirate tribal spells. Chaos Warp, Negate, Feed the Swarm are helpful overall support spells.
Some cards to consider cutting:
- Walk the Plank
- Briber's Purse
- Soul Manipulation
- Song-Mad Treachery
- Kari Zev's Expertise
- Extract from Darkness
- Angrath, Captain of Chaos
- Pillar of Origins
- Deadeye Plunderers
- AEtherize
- Adaptive Automaton
- Door of Destinies
Some budget land upgrades to consider:
- Exotic Orchard > Crypt of the Eternals
- Unclaimed Territory > Unknown Shores
- Crumbling Necropolis > Highland Lake
- Grixis Panorama > Jwar Isle Refuge
- Shivan Reef > Swiftwater Cliffs
- Smoldering Marsh > Akoum Refuge
- Sulfur Falls or Dragonskull Summit > Dismal Backwater
Good luck with your deck.
Middelin on
Mizzix of the Izmagnus
3 weeks ago
Great advice as always, Spirits! I finally got around to adding custom categories tonight, and that’s really made some cuts and includes obvious, so I’ll work on that in the morning because I’m off from work tomorrow.
Any thoughts on Doublecast in particular? It feels like a nice bit of value, but I’m a bit worried that it’s a trap. It doesn’t really combo with anything, but it can double up a tutor or a burst of card draw really efficiently. I feel the same way about some other copying cards like Twinning Staff and Fury Storm, but I’d probably cut Twinning Staff long before the others. For Fury Storm, the combo with Ral might be be good enough reason to keep it.
I’ll also fiddle with the mana base and ramp package in the morning. I want it to be solid, but my friends are just somewhere in between casual and competitive, so I’d feel a bit bad if I included a Mana Crypt or all 7 fetchlands. For Dramatic Reversal, I need artifacts that actually produce enough mana, but cards like Thran Dynamo and Gilded Lotus just seem too slow for this deck. That might be a sacrifice worth making to keep them happy. I probably won’t include any high-end counters like Force of Will or Mana Drain either, and will just opt for the classics like Counterspell and Negate. The way I see it (particularly in a singleton format because of the high variance) a well tuned deck will be powerful regardless of a few less than optimal cards, as long as they still synergize well. Obviously any deck would be strictly better with cards like Force of Will, but it shouldn’t take too much of a hit without them.
Daedalus19876 on
Izzet Over?
3 weeks ago
Have you considered Arcane Denial? Circular Logic/Negate seems decent too. Frantic Search is the best common 0-drop.
Arcane Signet is great ramp, as are Mind Stone and Commander's Sphere. Did you know that Rhystic Study and Mystic Remora were common, once? XD
RNR_Gaming on
Adeliz leads some angry Wizards
4 weeks ago
More interaction, cantrips spells and draw engines.
Budget interaction package
no budget interaction
budget cantrips
engines
Cut all the cards that are dead if you dont have a board state. Pump cards are situationally great but have a very low floor.
multimedia on
Pirate Tribal- Admiral Beckett Brass
1 month ago
Hey, well done for your first Commander deck on such a low budget.
Because of the low budget all my card suggestions will be $1 or less each. With Brass you want more low mana cost (CMC) Pirates who have evasion that way you can more easily do combat damage to an opponent with three Pirates. The two best evasion abilities to give Pirates are flying or unblockable as these will give the most potential to do combat damage to a player.
- Departed Deckhand: consistently is unblockable since there's a few Spirits played in Commander, but not in all decks. He can be a way to use mana each turn to activate his ability (mana sink) to make another Pirate or Pirates unblockable.
- Warkite Marauder: flying Pirate who has a strong attack trigger since you can make one creature of the opponent your attacking a 0/1 meaning if that creature blocks one of your Pirates it will die. This ability makes it easier to do combat damage to an opponent because your opponent is not going to block with the 0/1 and risk losing their creature.
- Malcolm, Keen-Eyed Navigator: flying Pirate who can be a ramp engine by creating treasures. Malcolm and any other Pirates who do combat damage to an opponent creates a number of treasures equal to the number of different opponents who were dealt damage. Malcolm triggers to create a treasure whenever a Pirate does any kind of damage to a player not just combat damage.
- Fathom Fleet Captain: Pirate with menace and menace can be evasion, but only if the opponent you're attacking has few creatures to block with since the ability means that Fathom can't be blocked except by two or more creatures. He can be a repeatable source of Pirates, creating Pirate tokens.
- Coercive Recruiter: doesn't have evasion, instead it has a powerful repeatable effect to gain control of opponents creatures and the creatures you gain control of become a Pirate until end of turn. Recruiter triggers whenever any Pirate you control enters the battlefield (ETB) meaning as long as you have Pirates to cast or Pirate tokens to create they can help to clear the way for attacking Pirates to do combat damage to an opponent.
- Daring Saboteur: can make itself unblockable and she can be a repeatable draw source when she does combat damage to an opponent.
- Coastline Marauders: has trample, trample is evasion and he can do a lot of trample damage. With trample extra damage that a creature can do when blocked is done to the defending player instead. If he has 6 power and is blocked by opponent's 2/2 then 4 damage is done to the defending player.
There's some good support cards that can help Pirates to trigger Brass, protect Pirates or give you card advantage to stay ahead in the game.
- Reconnaissance Mission: can be lots of repeatable draw. Good with Pirates who have evasion because each Pirate who does combat damage to a player you draw a card.
- Archetype of Imagination: effect to want to ramp into by giving all creatures you control flying and makes it so your opponents can't block your creatures because they lose flying. Only an opponents creature with Reach can block your creatures with flying.
- In Garruk's Wake: effect to want to ramp into. Board wipe that only destroys all your opponents creatures and Planeswalkers. This is a powerful effect in multiplayer Commander and it can clear the battlefield for your Pirates to safely attack your opponents.
- Negate: staple counterspell that's easy to cast. Stops a board wipe for two mana.
Rainbow lands in Commander are very helpful when playing many colors. Most Rainbow lands are expensive price cards, but there's three staples that are each less than $1.
- Command Tower: staple land for any two or more color decks in Commander.
- Exotic Orchard
- Path of Ancestry: tribal land for repeatable scry which helps with which cards you draw.
These 14 cards suggested could be added for about $8. If interested I offer more advice in another comment, including suggestions of cards to cut. Good luck with your deck.
aholder7 on Is my pet card good
1 month ago
even in modern, CA doesn't really fit mill decks as they usually go all out for the mill kill. CA doesn't have evasion of any kind either which really hinders him. if you want to make a deck that allows them to do well, i'd suggest a dimir control deck with lots of cheap hand disruption and counter spells with a few nice finishers with this as one. your discard spells are no longer blanks against empty enemy hands because of the mill option. admittedly there are probably better options but i feel that he is more reasonable in this build than a straight mill deck.
vague list assuming you want budget.
2x Duress
4x Mana Leak
2x Negate
24x land
that leaves a few cards to add and you can fill them out to fit your style
Heavy into mill 4x Mind Funeral 4x Maddening Cacophony
more dudes on the field 4x Thing in the Ice Flip 4x Aegis Turtle
bigger spells are cooler 4x Devastation Tide 4x Set Adrift
if you didn't want this to be budget obviously add snapcasters and fetches and feel free to add more cards like Remand.
CasualCucumber on
A touch from the gods
1 month ago
Thanks King_marchesa! I am very much looking forward to putting it together:) The reason I am running Mana Leak over Counterspell is that with my manabase it seemed like a safer bet. But it is true that Negate might be a better fit. I will look into the ramp part, I am just a little scared about running too many tap lands.
King_marchesa on
A touch from the gods
1 month ago
You definitely need way more ramp, especially if you are running expensive creatures like angels. Maybe add artifact ramp like the signet cycle or creatures that ramp like Paradise Druid. Also, for counterspells why not use the original Counterspell or Negate. I noticed you were running Mana Leak and in my opinion more generic counterspells are better than it. As for removal, you might want to add Utter End and other pieces of removal. As for your lands, I would add more tri-color lands, especially ones that include white. This looks like such a fun deck and I hope it brings you many fun games!!!