Pact of Negation

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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.

DreadKhan on Sisay- CEDH Build

3 weeks ago

I'm not sure if you should be running that many guild Signets, why not just run more Green ramp that is better at fixing your mana? Artifacts do better in cEDH than more casual games, but you'll be feeding Dockside. I'd even run Talismans over Signets if you feel desperate for 2 mana rocks, Talisman of Indulgence is a more useful card in most situations than Rakdos Signet. Also Fellwar Stone exists fwiw.

Similarly, I'm not sure if you should run ETB tapped Fetches in a cEDH deck, but I will admit the fixing is nice. Stuff like Rocky Tar Pit belong in more casual games, at least in my experience.

I can see you have tons of combos in here, but I can't help but mention Selvala, Heart of the Wilds, she synergizes incredibly well with Sisay, Emiel and a Haste source (like Samut), usually netting you infinite mana and as many cards as you want (by flickering your Sisay, who should be the strongest creature). I only mention it because I think you've got everything Selvala needs to work, and she's a Legendary mana dork that can make any colours of mana.

If you're hoping to play cEDH I would recommend you run at least a couple Counters, some relatively affordable ones (that still hit relevant stuff reliably) are Swan Song, An Offer You Can't Refuse, and maybe Pact of Negation or even Flusterstorm. If these are too pricey you can also try Arcane Denial or Dispel. I would definitely run Dispel over Lightning Greaves in a deck like this, people don't run Sorcery speed answers very often in cEDH, so they'll just wait until you're going to equip the Greaves and then Swords you.

Do you have a plan for Opposition Agent? I feel like if people resolve one you're going to be having a very bad time, unless I'm missing a bunch of removal, and people love Oppo in cEDH. You might consider some of the more versatile removal options, stuff like Generous Gift, Stroke of Midnight, and Beast Within can hit pretty near anything you need gone.

rckclimber777 on Build a Deck with Me …

3 weeks ago

Sometimes when I'm deckbuilding, I focus less on the commander and more on an interesting concept/combo that I want to use or exploit. This is the case with one of my favorite decks in my profile and actually one of the first commander decks I ever built. This deck began years ago when Magic finally started caring about the EDH format. It was a more simple time then, Rhystic study was $1.27 (exactly the price I paid for mine over 10 years ago), Cyclonic Rift was a bulk rare, and demonic tutor could be found for $10.

The combo that I was interested in was Palinchron and Deadeye Navigator. The latter was my favorite card at the time and is still one of my favorites. It was a great tool and with all the ETB effects that were out around then it was an underrated and uber powerful card. In fact, the entire blink mechanic was and is a very powerful strategy.

When I built this deck, I played a few times in shops and was quickly told that edh is a casual format and interaction of any kind is not fair (was told this by a land destruction deck...) So this deck is definitely more on the competitive side, but it would be the distant fringe of cedh. Alright with that let's get into it.

Initial thoughts

So we have a combo that we like Palinchron and Deadeye Navigator, but we don't even have a commander yet and going mono-blue seems not great, so we want to figure out what color(s) to add and what commander to choose. In a combo deck, there are generally three things that I like to make sure I include beyond the normal ramp, and card draw. That is redundancy, the ability to tutor up my combo pieces, and ways to protect my combo. So when thinking about tutoring up my combo pieces, I generally like to have the best tutors. Those are in black. So things like Wishclaw Talisman, Demonic Tutor, Vampiric Tutor and Imperial Seal (if you have money to burn or your playgroup is fine with you proxying the best cards so you can obliterate their precons j/k I proxy all my expensive cards and put them in a binder in case someone has an issue).

So we have Blue and Black and we can certainly add another color if we wanted to, but at the time I liked Dralnu, Lich Lord because Snapcaster Mage was in standard and flashback was cool. So I stuck with it when I revamped it, but decided that I wanted something that could ensure I can protect my combo from any threat and then also use it to win if I wanted to. The answer came in the form of Ertai Resurrected. He can counter basically anything from spells to activated abilities (which will come in handy) or he can take a threat on the field at the cost of letting your opponent draw a card.

So now that we have our commander, how to build the deck?

Redundancy

Combo decks need redundancy. If you don't get your two cards or one of them gets exiled, you need a backup plan, or scooping is your only option. Fortunately, there are some great redundancies here. We have Ghostly Flicker and Displace. Both of these will blink your creatures (ghostly flicker will also blink artifacts). Displacer Kitten can be helpful too, but I don't own it and it is a little more chaotic than I need it to be. Palinchron is great because you can return it to your hand and potentially play it again and create infinite mana through the use of High Tide, but a similar combo that has added benefits is Peregrine Drake, Archaeomancer, and Ghostly Flicker. This bounces both the drake and the archaeomancer untapping 5 lands, and returning ghostly flicker to your hand. Rinse and repeat for infinite mana. Archaeomancer also will help in returning key counterspells and tutors to your hand. Nothing like doing double duty. Mnemonic Wall and Great Whale also fit here. The great thing about this combo is that each component is useful in and of itself. Bring out your Great Whale early untap some lands and do some other stuff or play out the rest of your combo with the untapped lands. Cast Archaeomancer to grab a used tutor for another combo piece.

One note here, if you get Peregrine Drake (or one of the other two) paired with Deadeye Navigator and you generate infinite mana you can now draw your deck with Ertai as commander: Step 1: Bounce Deadeye, when he enters don't soulbond with anyone.
Step 2: Cast Ertai, don't choose anything or if you want kill one of your opponent's creatures. It doesn't matter.
Step 3: Soulbond ertai and deadeye. Step 4: Bounce Deadeye and while that is on the stack bounce Ertai. Step 5: Ertai enters the battlefield counter the Deadeye bounce on the stack Draw a card Step 6: Soulbond ertai and deadeye again rinse and repeat. Draw as many cards as you need. Which means draw until you find your wincon.

Wincon

Since this is an infinite mana combo we need something to use all that mana. Obviously the activated ability on deadeye is great, but we need something to actually win with. I went with Commander's Insight and Blue Sun's Zenith. Both of these cards are useful even when they aren't being used to force your opponents to draw their cards. Blue Sun's Zenith works nicely because once you cast it goes back into your deck, which I showed above you can draw as many cards as you need so you cast it once, put it in your library draw again until you find it, cast it again on the next opponent, then again. You can also tutor them up or bring them back from the graveyard with the tutors or the archaeomancer/mnemonic wall from earlier. I like this more than straight damage, because if you don't have infinite mana these cards will still draw you cards.

Tutors

This is a fairly simple step, we need some good tutors. There are a number of good choices in black so I won't belabor that too much. I don't have some of the standard ones and feel like the deck performs fine with the ones it currently has. I do have a Tribute Mage in the deck because nearly all my mana rocks are 2 mana and so is Wishclaw Talisman. I found that the consistency with the deck is vastly improved by being able to tutor up my ramp. Also with deadeye I can bounce it multiple times and get more rocks or the talisman.

Protecting the combo

So I needed to figure out how to protect my combo and do so in a way that is flexible or can be used as needed. So Counterspell. Honestly, this part was fairly simple, most blue counter magic is here. Only reason Fierce Guardianship isn't here is because I don't have it. Other than that we have the typical cards here Force of Will, Mana Drain, Cyclonic Rift, Force of Negation, Pact of Negation, etc.

I also have a couple other standouts. Venser, Shaper Savant is great here as it can be bounced with Deadeye Navigator to essentially boomerang my opponent's board and all their spells. Ertai Resurrected also protects the combo and with deadeye becomes a nice repeatable counter/removal spell.

glen_elandra_archmage can be bounced when she has her -1/-1 counter allowing her to be used again and again to counter noncreature spells.

Typical stuff

There is a lot of ramp in the deck, so Mana Crypt, Sol Ring, and other mana rocks including some larger ones like Gilded Lotus and Basalt Monolith to really get the ramp going, the sooner you can get to 7-8 mana the sooner you can combo out.

For card draw some key performers here are Rhystic Study, Black Market Connections, Phyrexian Arena, The One Ring. Mystic Remora. In my initial hand I want to have 3 lands, and one of these/tutor to find one or I typically mulligan.

Special notes

A couple other cards deserve mention here. Time Stretch and Time Warp. These are both repeatable with Archaeomancer and Mnemonic Wall and I can honestly say that if I'm able to resolve either of these, it is unlikely that I'm going to lose, especially Time Stretch. With the ramp in the deck or a well timed Dark Ritual/High Tide I can play this fairly early and get a huge advantage.

Lands

Since this deck tends to be fast, you don't want lands that come into play tapped, so this deck uses fetch lands, shock lands, and duals that have the ability to come in untapped. (there are a couple that come into play tapped, but they are fetchable so I fetch them only when I know that I'm not going to be able to use the mana and only on an opponent's turn.)

I've had this deck for a while and it performs far better than any of my other decks. It always presents interesting lines that if followed will lead to surprising victories. As always let me know what you think in the comments and if you have a commander in mind that you want to see me build put it in the chat.

Here is the final decklist: Unlimited Power!

jarncards on All Will Burn

5 months ago

I'd use Faithless Looting, especially if you're using lava-dart. and for burn spells Lava Dart, Thunderclap, or Fireblast are probably better burn spells than your one mana spells. Being able to cast the burn on the turn you have All Will Be One + any combo piece is what you need most. I would main-deck include Pact of Negation even without blue mana and have a sideboard including 4x Pyroblast/4x Red Elemental Blast

other possible rituals include Simian Spirit Guide and Lotus Petal

EokLennon on Yuriko (Optimized) Primer

9 months ago

I'm currently on a budget so what do you think on cards like Pact of Negation and Foil to replace Force of Will and Force of Negation, also Baleful Mastery to replace Snuff Out?

Gidgetimer on Colossal Chronology

11 months ago

Skipping the turn created with Last Chance will skip the turn on which you will lose the game on the end step because Last Chance specifies that it is "that turn's end step" on which you lose the game. So assuming that the next turn is the one from Last Chance tapping Magosi, the Waterveil to put an Eon Counter on it will keep you from losing the game. ("Fizzle" has a specific game meaning is why I didn't answer with a simple "yes" to that part.)

Pact of Negation says "your next upkeep", so skipping turns won't do anything to make you not have to pay mana. The trigger simply waits until the beginning of the next upkeep you have and then is put on the stack.

For this same reason that you should wait until the end step triggers go on the stack for your tokens before activating Sundial of the Infinite. If you end your turn before the beginning of the end step the exile trigger will go on the stack on your opponent's end step and you won't be able to end the turn.

Obeka, Brute Chronologist may not work how you want. It allows the player whose turn it is to end the turn. You can not use it to end your opponent's turn without their consent.

wallisface on crab rave

1 year 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?

1 year 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"

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