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Legality
Format | Legality |
1v1 Commander | 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 |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Pact of Negation
Instant
This is blue.
Counter target spell.
At the beginning of your next upkeep, pay . If you don't, you lose the game.
wallisface on
crab rave
2 months ago
Pact of Negation feels very dubious when you’ll be very unlikely to ever have the mana to pay for it.
Memory Deluge feels super slow/clumsy here. Not sure i’m a fan of Archmage's Charm either, as you’ll often be wanting to cast some kind of massive mill spell once you reach 3 lands.
Most mill decks run a playset of Field of Ruin to both trigger their crabs and force Archive Trap being castable.
Profet93 on What's your dream play?
3 months ago
Pact of Negation on their turn 1 Sol Ring/Mana Crypt. I've only done this, twice. Feels really good. Die the hero, or live long enough to be the (Blue Player) villan.
Enter spiderman meme: "Carefully, he's a hero"
Tic12 on
Turn 5 - Darth Vadrik strikes back
4 months ago
Next update:
Out: Hinder & Chaos Warp
In: Pact of Negation & Dizzy Spell
Profet93 on
â§— â§– â§— Charge Coun-turns â§— â§– â§—
4 months ago
Pact of Negation/Counterspell instead of Ojutai's Command - Life gain is irrelevant, you have few creature targets. The rest is just a Dismiss but worse. Not to mention, having to hold up 4 mana. Pact allows you to bluff and you can protect a wincon or your commander. With an extra turn, the upkeep requirement is much easier. If not pact, then perhaps a Misdirection as it can be ever better than countering a spell, and is within budget. Redirect targeted, draw, extra turn spells, removal, etc... What's better than countering their beast within or peer from the abyss than utilizing it for yourself.
+1, I just wish the background wasn't so bright. Nevertheless, good work. I like the style you added to your page.
Tur on People's Thoughts on Mommy Norn?
5 months ago
Combo players, in semi-competitive, do not care about this card. It will never be a road block to their combo decks. It will die right away or be countered. Boom and that's all they wrote. Counterspell cards would be more effective against combo players.
Again, I do not care about the Yarok, the Desecrated part of the card. That really doesn't matter too much.
The problem which I have with Elesh Norn, Mother of Machines is the very large amount of judge rulings, player errors, and misrepresentation which will occur.
It is inevitable these will occur.
How many times have you seen someone in your play group do any of the following actions:
- Use a fetch land or Rampant Growth while Stranglehold is in play
- Use a "Pact" card, such as Pact of Negation, and forget to pay the cost on the next upkeep
- Use Force of Vigor on their turn by exiling a green card
- Resolve a spell of X CMC into Chalice of the Void
- Forget about taking damage from City of Brass
- Forget to about cumulative upkeep abilities on Mystic Remora or Elephant Grass
- Forget to draw two cards after their spell got an Arcane Denial or add the X mana from Mana Drain
- Equip Lightning Greaves while Damping Matrix is in play
- Forget the "Ward" cost to target
- Play Swords to Plowshares for one mana into Trinisphere
- Draw before using Wild Evocation
In a casual meta takebacks are generally acceptable. Assuming not too much time or actions have past.
Elesh Norn, Mother of Machines is a engine for these kind of effects. Unless you're a very sticker for the rules, half the time you'll have to deal with so many takebacks. It's a headache.
I'd probably just scoop to this card if I don't have an out in-hand.
At least Winter Orb isn't going to cause massive takebacks.
wheels47 on
Can't Lose
5 months ago
wallisface The plan if I can't win with damage is to deck the opponent, which is something I'm comfortable with. The angel is usually in the most danger right when it comes out, but as the game goes long the lock usually outpaces the opponent's ability to break it.
The deck is not interactive at all, but it can freely ignore anything not relating to removal. And it doesn't just sit for four turns--Glorious End, Chance for Glory, and Angel's Grace can functionally turn a T4 angel into a T3 angel, and it has ramp with Strike it Rich. And once the angel comes out, Glorious End and Pact of Negation become powerful counters, especially if you can stick Pact (or Blacksmith's Skill) on Isochron Scepter.
I'm also worried for the angel's safety--the success of the deck hinges entirely on it. I suppose you've identified some of the challenges of the deck, but I would be curious what specifically you would change to address them.
immakinganezehaldeck on
4c Pile / Bant Loam
6 months ago
IN - Crucible of Worlds - Why wasn't this included the first time??? - Orcale of Mul Daya - Exploration effect, and playing with the top revealed helps thrasios. - Wrenn and Seven - Helps w/ Lands - Nissa of Shadowed Boughs - Untaps slow fetches as a plus ability + graveyard reuse. - Pact of Negation - Needed another counter, plus no downside if winning
OUT - Cultivate - Whiffs 100% of the time as there are no basic lands in this deck. - Parcelbeast - Expensive effect that exists in the command zone with Thrasios.
Thoughts
In a later edit i'd like to get rid of Nine Lives + Solemnity combo. It is nice but I'd hate to die cuz of an enchantment getting sniped. Solemnity is a combo with Dark Depths, but a non-bo with Aetherflux Marvel. Probably better overall to remove that combo in favor of some other proactive plan.
SufferFromEDHD on
Esika Ad Nauseam Gate Win
6 months ago
Filler? Crop Rotation is a better tutor than Grim Tutor in this list. The sole purpose of this deck is to find Maze's End. For 1 green mana it's in play ready to go.
Chalice of the Void and Engineered Explosives are the stax/control cards that "fit" your strategy. Cost 0 and answer problems that this fragile glass cannon will encounter.
Pact of Negation is in this list to protect Ad Nauseam. This deck folds to Meddling Mage/Nevermore type effects. This is why I suggested Slaughter Pact. Costs 0 and solves inevitable problems you will encounter. I saw you added the Channel removal lands for this reason.
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