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Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Pre-release | Legal |
Quest Magic | Legal |
Standard | Legal |
Standard Brawl | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Negate
Instant
Counter target noncreature spell.



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Mortlocke on
The Queen's Egg
2 weeks ago
Hey all,
I never seem to find a moment to just sit down and answer comments, so sorry for the wait. Doombeard1984, I've been noticing a trend at more competitive tables that players are favoring non-basics over just regular islands. I'd contemplate cutting Carpet of Flowers for another interaction piece like Flusterstorm or the aforementioned Aura Shards. I'd have to give it some thought on what would be a good replacement. Nature's Claim has to stay in though, as it's interaction without any caveats which is my personal preference, plus that sweet TimeSpiral Remastered old border foil just gets my neurons going.
And Mother Sliver Queen's Blessings upon you as well. May you generate many Slivers.
Hi Daevied. I do believe the deck could be downgraded to a Bracket 3 deck with the simple removal of all but maybe 3 game changers. The identity of the deck lies in the curated list of Slivers - the rest is just to ensure your opponents can't thwart your plans. I highly encourage you to try your hand at your own iteration of the deck, some spells i'd suggest including would be:
- Arcane Denial
- An Offer You Can't Refuse
- Heroic Intervention
- Clever Concealment
- Aura Shards (i'm still considering this spell for my own iteration)
- Negate
- Mortify
- Kindred Dominance
- Get Lost
- Skyshroud Claim
That's just a list of spells i'd consider - nothing definitive mind you. If you do follow through with your decklist please send me a link to the page. I always like to see what other Hives are brewing.
Seuchenschutz on
Sidisi Brood Commander
5 months ago
Thx for the suggestions Andramalech! Im really happy to get some feedback on this deck. In an earlier Version i had 2-3 cheap counters in the deck An Offer You Can't Refuse, Swan Song and a Negate but I took them out, because they became a salt factor in my playgroup. Whatever. Victimize is a great card, but after playing it for a while, I often felt like them coming tapped and leaving me with less blockers for a turn is kind of a big downside. I had some situations, where I just couldnt afford to cast it. As for the Diabolic Intent its the same with the counters. Salty players... But I just couldnt get myself to cut the Demonic Tutor. Plumb the Forbidden however might be worth a shot.
razelfark on
Eerie :: Enchantment
6 months ago
Solid looking start for a deck idea, but almost lloks like you have your deck split between a token value deck and aura pump start.
For Aura Pump I would advise picking up:
Silent Hallcreeper: this 2 drop provides you with a great early creature that can't be blocked until you have to transform it into a copy of one of your other craetures.
Gremlin Tamer: 4th copy very useful
Sheltered by Ghosts: up to 4 copies is not a bad thing as the card is solid removal and protection. Downside that they do get their card back if the creature it is on is removed, but the protection built into it makes it good enough to take a risk on.
Feather of Flight: Card draw plus flying for just 2 mana that also helps triggers all your Eerie cards is a useful. Flying particuarly useful because it helps your creatures through for attacks for synergy with Ethereal Armor for surpise lethal, but also good paired with Enduring Curiosity as you get the card draw damage triggers easier.
Fae Flight: All the bonus of Feather of Flight with one turn protection instead of card draw.
Ethereal Armor: more copies as it adds the most damage for your cards per mana as it scales with all the other cards in play. Can push turn 3 wins scary enough.
If playing Best of 3:
Negate: simple counter option to help fight vs non-target removal
Elspeth's Smite or Not on My Watch: just to help vs Mono red leyline. These instant speed spells will help you stop opponents from taking you out before you have a chance to play the game. They also can help protect you from a person slow playing their pumps with a haste pump turn.
If you want to focuse more on the token value end of your deck, well it would cost a bit of rares/mythics:
Enduring Innocence: More copies as you want the card draw value with hard to remove value card
Dollmaker's Shop / Porcelain Gallery: Does good work in this style of deck for the sudden team pump and synergy to make tokens fits.
Caretaker's Talent: Works like the Enduring Innocence to get card for value
Fountainport: This land provides all the value you want for takoen decks
And overall adjustment to more control focused spells work well with this idea surprisingly.
9-lives on
9 months ago
Thanks again, RiotRunner789! You have been the biggest help to me! I would use these cards, but I feel their instrumental nature is somewhat difficult to use. Ertai's Meddling is a very, very weird card to me. It doesn't seem as good as a tying-up-mana card. I'd rather use the rest of the opponent's mana when they cast something, which my other players in the commander game would enjoy and reward. I don't know why resolving it at a later turn would be better. Dispel is great, but I don't know if I can always draw it with instants resolving; surely they would use instants, it's just that I'm not completely certain of the outcomes in a game. Same goes for Confound and Intervene and Turn Aside. Negate is great; I could definitely use that. Forbid is also something I am considering.
I plan on drawing a petrifying amount of cards, haha. I have a bunch of creatures in slipspace for that to happen. I'd just have to complete myself by drawing a card that keeps my hand size from being limited. This is a huge problem for me. If you can help with this, I'd be doubly grateful!
RiotRunner789 on
9 months ago
Thinking of counter spells (especially budget),
Ertai's Meddling: Technically exiles, so gets around Dovin's Veto. Best used against other counters.
Dispel is just solid.
Confound and Intervene if you need your creatures or Turn Aside for any permanent.
Negate isn't in your deck but assuming it's for a reason.
Forbid and Dispersal Shield are both great but more synergy dependant. Do you draw a dumb amount of cards or have semi high cmc cards? I will say, Forbid
is a straight upgrade from Cancel even if buyback is almost never.
Exoflo on
SIX
10 months ago
Avarice Totem is a bad card
Soulless Jailer and Chef's Kiss are too specific cards that are not synergistic
Negate can be replace by a general counter spell
Brand is useless imo
Contested Game Ball just ask people to attack you
Harmless Offering and Wrong Turn are useless if zedruu stick on the field
Scrambleverse is pure chaos. It throws game and does not make it fun anymore, neither for u or your friends
Jinxed Idol is anti-synergistic cause you give creature
You have to many creature-focussed removal and not true "remove all" (like Witness Protection or Path to Exile. Keep enchantment, they are synergistic with Zedruu)
You have to many wincon, choose how you want to win and remove the other (keep them appart and modify you deck if you want to try new thing)
Remove more that 18 cards and add some lands
Consider adding some protection for Zedruu
After that, remove some bad gift and some "givers"
I don't like giving creature to opponent cause they can just sac it, or kill it during combat. That's just my opinion.
I don't like bad gift zedruu, again that's my opinion
Very good choice of commander
More important : play the card you like the most
doc_frank_18 on
Nah Dude
10 months ago
Otherworldly Gaze OUT ---- Heroic Intervention IN...... Conduit of Worlds OUT ----- Negate IN..... Crucible of Worlds OUT ----- Counterspell IN..... Decanter of Endless Water OUT ----- Thought Vessel IN..... Aesi, Tyrant of Gyre Strait OUT ----- Arcane Signet IN..... Ramunap Excavator OUT ----- Talisman of Curiosity IN..... Life from the Loam OUT ----- Fabricate IN!!!!..... Scapeshift OUT ----- Sway of Illusion IN!!!!.....
ThassaUpYo@ssa on
Kros
11 months ago
For your strategy, I'd focus on either infect or +1/+1 counters since the list seems to be a bit "busy" with too much going on. Once you choose which way you'd like to take the deck, we can further tweak - proliferation will still be central to your overall plan.
Here are some suggestions by color that you might want to consider adding to your mainboard:
:
Heroic Intervention, Nature's Lore, The Great Henge, Three Visits.
:
Akroma's Will, Flawless Manuever, Smothering Tithe, Teferi's Protection, Trouble in Pairs.
:
Cyclonic Rift, Fierce Guardianship, Mana Drain, Swan Song.
I think you can get away with swapping out removing some counter spells as it seems a bit overkill - Cancel, Dispel, Envelop, Negate, and Nullify could probably come out in favor of Fierce Guardianship, Mana Drain, and Swan Song (the others could just be cut).
For your land base, I'd work the following lands in to help with your color wheel:
Fetch Lands: Flooded Strand, Misty Rainforest, Windswept Heath
Filter Lands: Flooded Grove, Mystic Gate, Wooded Bastion
Pathways Lands: Barkchannel Pathway Flip, Branchloft Pathway Flip, Hengegate Pathway Flip
Shock Lands: Breeding Pool, Hallowed Fountain, Temple Garden
Tri-Cycle Land: Spara's Headquarters
True Duals: Savannah, Tropical Island, Tundra
For mana rocks, I prefer the talismans over the signets:
Talisman of Curiosity, Talisman of Progress, Talisman of Unity
I think your Kros, Defense Contractor list is in a good spot, it just needs to be a little more focused.
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