Counter target spell. If that spell is countered this way, put it into its owner's hand instead of into that player's graveyard.
Draw a card.
|Have (3)||, metalmagic , Forkbeard|
|Want (3)||xxxxxxxxxZombiexxxxxxxxx , Impedocles , strat|
Combos Browse all
|Commander / EDH||Legal|
Remand occurrence in decks from the last year
Latest Decks as Commander
3 weeks ago
Downside of Brazen Borrower is that it only targets an opponent's permanents and there's good reason to want to target your own in this one. Still, I'd like to find a place for it. Remand maybe? Hm...
For what its worth, once you get the hang of it, how all of the popping in and out can be used, this deck is an absolute blast to play and a nightmare to play against... though with all the interaction I'm not sure how easy it would be to play online, mechanically speaking.
4 weeks ago
1 month ago
even in modern, CA doesn't really fit mill decks as they usually go all out for the mill kill. CA doesn't have evasion of any kind either which really hinders him. if you want to make a deck that allows them to do well, i'd suggest a dimir control deck with lots of cheap hand disruption and counter spells with a few nice finishers with this as one. your discard spells are no longer blanks against empty enemy hands because of the mill option. admittedly there are probably better options but i feel that he is more reasonable in this build than a straight mill deck.
vague list assuming you want budget.
4x Mana Leak
that leaves a few cards to add and you can fill them out to fit your style
if you didn't want this to be budget obviously add snapcasters and fetches and feel free to add more cards like Remand.
1 month ago
Thing is GREAT, but you don't need protection spells. It does enough on flip that, against anything that uses any number of creatures, you've already got all the value you need, and protecting it is pretty much futile outside of the obligatory Remand, Mana Leak, Spell Pierce and such you may or may not be running.
2 months ago
Amazing deck! Love this idea and will probably end up building something similar on release!
I personally don't like to run Mana Drain as it's 1: A bit expensive (Yay reprints!)
Finally gonna suggest Mind Over Matter as an obvious alternative combo finisher paired with Temple Bell, so long as you draw into free interaction Fierce Guardianship or FoW ect. You're all set to milling out your buddies out with card draw.
Great deck, big fan of a lack of Stax pieces and flying under the radar, might be my favourite azorious soft control deck!
2 months ago
Neat idea. I’d recommend including some countermagic and/or removal; stuff like Remand, Miscast or Doom Blade/Cast Down. You’re going to want to protect your threats, and they will help flip Thing in the Ice Flip as a bonus.
2 months ago
Glacial Fortress and Temple of Enlightenment are a nice budget replacements for Evolving Wilds depending on whether you want speed or scrying. Cancel is not a good replacement for Counterspell (there really isn't one if you think about it) because there are plenty of counters with the same converted mana cost that does more, i.e. Faerie Trickery//Dissipate, Disallow, Dissolve, Hinder (personal favorite), etc.. If you're looking for 2 mana counters I'd suggest Negate/Psychic Barrier (simple and to the point), Rune Snag (better with time), Remand, or Familiar's Ruse/Deprive. As far as a replacement for Shield Sphere goes, there are cheap defenders out there. While not at the same cost Wall of Omens and Wall of Denial does a fantastic job of keeping attackers at bay, you could also double up on Fog Bank with it's slightly bigger cousin Guard Gomazoa. Lightmine Field/Archangel of Tithes/Ghostly Prison also does a pretty good job of keeping attackers at bay. Hope this helps.
3 months ago
Hello! Thanks for the comment on my deck! I'll see what I can do.
Ok so I see a lot in the way of aggro and not a lot of answers to problems. Don't get me wrong, dedicated aggro decks can be devastating; but they need to be quick and those cards are almost exclusively in red. This deck looks like it kicks off around turn 3-5 so we want to be able to do stuff in the early game. Bant is a color scheme that lends itself well to defensive tactics rather than harming opponents; this can take the form of protection, buffing creatures, or stalling until our game-plan can get off the ground. Now at the end of the day that game-plan is still "turn creatures sideways", so we want to make sure that the creatures we select are aggressive; but, the control colors in our deck (white and blue) can provide us with a fair amount of answers to problems that we can use both early and mid game to ensure our victory.
So what we want from the deck is:
1) Board Control/Stall Tactics 2) Protection 3) Card Advantage 4) Aggressive creatures
Often times these categories can overlap. For example: a creature with hexproof. That fills the "aggressive creature" and "protection" categories so that means we're getting more value out of just that one card, which is what we want. Variety is both the spice of life and the answer to our deck-building conundrum. So we want to make sure that our card selection is refined. So lets break each category down.
Board Control/Stall Tactics
I love the options Bant gives us for board control. Green has a lot of artifact/enchantment removal, white has a lot of good spot removal in the form of "exile" which gets around that pesky indestructible ability, and blue often bounces things off the board or counters things. So what options are best? Honestly, its up to you. But remember that the more options that a card gives you the more value you get out of it. Here are a couple of my favorite board control cards in Bant:
That should give you enough options to play with and see which ones you like best.
Protection spells are many and can come in many different forms, but ultimately it comes down to making sure our permanents stay permanent. For us this is most likely gonna be about protecting our creatures. Some of my favorite protection spells in Bant are:
The longer our creature(s) stay on the field the more likely we are to win.
This can either mean card draw, digging through our library, or just straight up tutoring. Some good options are:
By giving ourselves card advantage, we can find solutions to problems a lot faster.
And finally we get to the bread and butter of the deck, the creatures. Now the mechanic we're working with is the Exalted mechanic, which states that if the player attacks with exactly one creature, then each card with Exalted (including the attacker) will grant that lone attacker +1/+1. This aggro tactic minimizes casualties in battle but doesn't reduce the armies strength during the attack phase. So the more instances of exalted we have the more powerful our lone attacker is. Here are some cards worth looking at into for this combat style:
With these creatures at our disposal, opponents will often find it hard to outgrow our aggressive playstyle.
Now keep in mind that the exalted mechanic itself is very aggressive and simultaneously acts as the "buff" aspect of our defensive tactics that mentioned near the top. So we need little in the way actual buffing spells like Giant Growth; that leaves much more room open for including a lot more control and card advantage spells. Ultimately what you pick is up to you but try using the cards I've listed above as the basis of your card selection and go from there. Cross reference which cards fall into multiple categories for the best options possible. I don't want to just straight up give you a decklist, I want you to choose the cards yourself and make a deck that's entirely your own. I hope my longwinded advice helped LOL happy deck building.