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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.
jarncards on All Will Burn
3 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
6 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
9 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"
Tic12 on Turn 5 - Darth Vadrik strikes back
1 year ago
Next update:
Out: Hinder & Chaos Warp
In: Pact of Negation & Dizzy Spell
Profet93 on ⧗ ⧖ ⧗ Charge Coun-turns ⧗ ⧖ ⧗
1 year 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?
1 year 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.
Have (2) | Azdranax , metalmagic |
Want (6) | AdamChafee , Lord-Humungus , Kripkenstein , Cicjose , midget_overlord , Jerv |