Counter target spell unless its controller pays .
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
1 month ago
Not only is Wanderer too slow, but also burn can't touch you anyways. Literally. Your main gameplan for the first couple turns is one of the best ways to beat burn. Burn doesn't easily fight through Turtle.
For Counterspell, the best in that area is Quench. It's honestly the only real 2mv maindeckable counter in pioneer.
1 month ago
The Wanderer is bad here. You just don't care about the damage prevention, as common red removal doesn't hurt you anyways.
Unbreakable Formation is also not great here. It's for playing on turn 3 or 4 to buff your weenies for the kill, or to prevent a wrath from ending the game. You're not white weenie. I don't recommend any copies, but one or possibly two could be valuable.
You still have basically no real removal. Portable Hole is good, Settle the Wreckage , Declaration in Stone , Detention Sphere . . . there's a lot to choose from. Or, add countermagic like Absorb , Quench , or Disallow .
Definitely add two more Dusk / Dawn to the sideboard. It's not great all the time, but in the matchups where it's good you want four.
2 months ago
I like the idea; I'd consider subbing out Quench for Censor and/or some Jwari Disruption Flip. I also like Frantic Inventory , and more importantly with Mystic Sanctuary , Tragic Lesson is an absolute house. I also think that without looting effects, 4x Mission Briefing is a little much; honestly, card advantage is probably more important than recursion, as you're not looking to max out big spells so much as play a lot of them. If you mainboard some mass-bounce, it could be worth it to run a couple Briefing, but I think things like Behold the Multiverse , Chart a Course , etc could be more helpful overall.
I also think with the full playset of Sanctuary, 4x Castle Vantress is too much as they don't add to island count; I think going down to just one or maybe two would be better, especially since by the time you'd be using them for value, you're generally either already winning or already losing.
I think Unsubstantiate is decent, but especially if you swap the other soft counters for hard ones, it may be worth changing out for Into the Roil to have a spell on four that clears the way for Skulker and adds to your draw count.
Finally, another card to consider (probably over Homunculus) is Jace, Vryn's Prodigy Flip. Especially with lots of draw spells, you're likely to flip it early, and it both adds to draw count for Skulker and once flipped won't be bounced - though it would be better in a build with Frantic Inventory or other graveyard synergies to get it going ASAP. I think this swap is more of a tossup compared to the stuff suggested above, though.
I want mono U to work in pioneer, so I love this. Cheers!
5 months ago
Quench is the best 2 mana option, but Essence Scatter and Negate can be used in the sideboard. Disallow is by far the best 3 mana option, with Ionize after it, unless you have no card draw or top deck manipulation, in which case you should look at Sinister Sabotage and Dissolve
5 months ago
the best option at 2 mana is Quench , but you can definitely use Essence Scatter and Negate in the sideboard. Disallow is by far the best 3 mana option. Ionize follows right behind it imo, unless you don't have any card draw or top deck manipulation in the deck in which case you may want to look at Sinister Sabotage and Dissolve . Absorb would be on the bottom of my list unless you're playing against aggro and burn.
Mtg_Mega_Nerds: you can use the gatherer to check a cards legality.
6 months ago
All the taplands seem like too much; also, no basics is a pretty big liability. I'd personally change up the manabase for those reasons, deserts are typically considered fairly bad for non-rotating formats. Valakut Awakening Flip and Silundi Vision Flip both seem very good for this, as well. 4x Spirebluff is a lot in a draw-go deck, too; I'd go with none, personally.
Also, I would consider swapping some or all of your Quench for Censor or Jwari Disruption Flip. Without energy synergies, Behold the Multiverse is an upgrade over Glimmer of Genius . Finally, Shark Typhoon is almost always going to be a significantly better and more flexible wincon than other X-spells.
1 year ago
I'd sideboard the Mystical Disputes, as they're much more useful against blue decks. I'd swap it I'd swap that in the mainboard for Quench. Also, in my opinion, Ashiok, Sculptor of Fears isn't the greatest. Sure, it lets you draw a card and mill 2 (From everyone, including yourself), but is a steep price to pay for that, especially since you don't have any real ramp. Besides, he's a planeswalker deck planeswalker, so...I'd probably replace him with an Ashiok, Nightmare Muse, or a Jace, Wielder of Mysteries.
Your deck is very confused. You have a lot of counterspells to control, which I understand, but then you're also trying to go for hand-hate and reanimation, which I don't understand. I'd say take it in one direction only, and then have a smaller subtheme--basically, get rid of reanimation altogether. It makes your decklist jumbled, and it doesn't help you reach your endgame. You may also want to lower the amount of high costed spells you have, as those will take a while to get out onto the field. Good luck with the deck.
1 year ago
Alright I did some digging, here are some other options: Dimir Charm for flexibility also dimir = sneaky rogue so passes flavor check; Admiral's Order because rogue attac; Ceremonious Rejection for sideboard; Disallow might be a bit high curve for this deck but its a good counterspell; Disdainful Stroke for sideboard again; maybe Overwhelming Denial following a Thieves' Guild Enforcer?