Your opponents can't cast spells this turn. (Spells cast before this resolves are unaffected.)
|Have (5)||MrShhh , , abby315 , LittleMy , CompleteWaste|
|Want (2)||kizlizma , Onmyway2thetopz|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
5 days ago
MoKuhl_EDH Do you mean protecting our own win-cons? Usually if I try to establish a hard lock on the board, I do it all in one turn in order to give as few points as possible where our opponents can interrupt us. The deck generates a ton of mana through methods like Sanctum Weaver and Serra's Sanctum, so generating 12+ mana is rather easy.
Sigil of the Empty Throne is honestly just in the deck as a backup, and not meant to immediately win the game as soon as it comes out, unlike the Elesh Norn, Grand Cenobite + Nature's Revolt combo. It is meant to be played and then we slowly (or quickly, depending on if we have cards like Flickering Ward ready) start to get Angel tokens and then playing something like Craterhoof Behemoth to finish our opponents off.
In order to protect these combos/cards, I run cards like Sterling Grove and Greater Auramancy to protect our permanents once they're already on board, Silence and Orim's Chant in order to interact with counterspells, and Destiny Spinner in order to completely bypass counterspells.
If you mean an opponents Elesh Norn, Grand Cenobite, my method to solving the issue is not letting it be a problem in the first place - calling on Silence and Orim's Chant in order to counter the threats before they have a chance to hit the board. If they do end up hitting the board, then spot removal through Swords to Plowshares and Path to Exile are our next solution. I do not have any boardwipes in the deck because, frankly speaking, I haven't had a need to run them. Usually I can slow my opponents down enough I can win or establish a lock before they gain too much steam. If I did though, it would probably be Austere Command due to the ability to choose what we need to blow up - most of the time you would choose artifacts and creatures with CMC four or more since most of our deck is enchantments and creatures with CMC three or less.
Also, I know you said you were returning to Magic, and while I'm honored you want to copy my deck, if you're unfamiliar with how it plays it can be quite tricky. In addition, this decklist is most certainly not budget friendly. I've considered trying to make a budget version, but at the moment can't be bothered due to being busy.
If you have any other questions, feel free to ask!
2 weeks ago
I'm going to go the controversial route and say Pyroblast and Red Elemental Blast. Both of them are good cards, but they'll be ineffective against half the color schemes in this format unless you intend to leave them in your deck for discard fodder as well. You also have plenty of spells for blinking and giving your creatures any combination of hexproof and indestructible to justify not needing them.
I concur about Grapeshot and will go farther and add Show of Confidence. If you had a way to tutor them in the midgame or had more card draw I could see you justifying them. Even then you don't have enough cards in your deck to remove your maximum hand size.
Considering how Mana Tithe is only good for the early game or when you can catch an opponent with little or no mana at the right time, I would recommend switching it out for Silence.
Also, if you can find a spot for it I'd recommend Reliquary Tower. It'll help a bit with your hand size, but it's harder to destroy than artifacts.
Thank you for reading me out. I hope this helps. Happy Hunting!
3 weeks ago
The word "choose" is what matters here; since you must choose your selected name while Academic Probation is resolving, no other player will gain priority until after it has resolved--thus making it impossible for them to cast a spell.
Silence has no such choosing action--and therefore there is no window such as Probation's where it seems like a player might be able to cast a spell but can't--so its rules text doesn't have the same reminder about priority during resolution.
3 weeks ago
The gatherer.com ruling for mode 1 of Academic Probation says "For the first mode, no one can cast spells between the time a card is named and the time that Academic Probation’s effect starts to apply."
The ruling for Silence says "Silence won’t affect spells that your opponents cast before you cast Silence, including any spells that are still on the stack. Silence also won’t stop your opponents from casting spells after you cast Silence but before Silence resolves."
It seems that it's saying if someone casts Academic Probation and names, for example, Shock, I can't respond and play Shock before Academic Probation resolves.
If they played Silence, which does virtually the same thing except without the restriction of "until your next turn" and restricting it to only a single spell name, I could respond.
I don't understand how these effects are different.
3 weeks ago
I see that you are thinking of adding cards that make your creatures indestructible which is useful for combat and potential board wipe spells, but I have a few suggestions that might have a little more utility. Ajani's Presence is ok, but you have to pay 3 mana for every target after the first. And regardless this wont protect anything from exile or sacrifice. Fight as One is similar but also only targets 2 creatures. Most of the instants in your maybe board do similar things. I think it might be a better idea to protect them from everything that a board wipe could do (sacrifice, deal X damage, destroy, and exile) and simply buff the creatures so you don't have to worry about losing them in fights. Akroma's Will will protect all of your creatures from everything (except for Eldrazi with Annihilator or colorless cards). Eerie Interlude blinks all of your creatures which also would protect them from literally anything. The only downside is that it targets them independently so if they have hexproof this doesn't work. Ghostway does the exact same thing but doesnt target so works around hexproof (and is really cool).Silence is a pretty cool card that completely just shuts down someone's turn. Sigarda, Host of Herons protects from forced sacrifice. Lastly, (and most pricey) Teferi's Protection also protects from literally everything.
I also notice you don't have much in the way of removal. Again, I think we can buff your creatures so that they don't need to worry about losing fights, but sometimes there are specific pesky creatures that you need to deal with. For that I'd recommend Urza's Ruinous Blast and Mangara of Corondor. The Wanderer is also really cool, has removal, and protects you from all noncombat damage like damage from Ruric Thar, the Unbowed for example, which is awesome. Aura Shards is also great in this deck for removing non creature problems.
These are those crowd buffs I've been talking about. You've already got Elesh Norn, Grand Cenobite which is great. Day of Destiny is pretty cool and works really well with the theme of the deck. Hunting Grounds is AWESOME for increasing your board presence. Seedborn Muse is good for obvious reasons. God-Eternal Rhonas is also a good 1 turn crowd buff. Windbrisk Raptor and True Conviction aren't bad either. Saryth, the Viper's Fang both makes your creatures 1 touch killers but also protect the ones you aren't swinging with. Avacyn, Angel of Hope is pricey but also incredibly strong for a deck like this.
There are a few Selesnya cards that just absolutely shut down other colors. I might recommend these if you can find room for them: Yasharn, Implacable Earth, Michiko Konda, Truth Seeker is awesome and discourages people from attacking you, Vorinclex, Voice of Hunger is absolutely brutal and will shut down everyone else's board if not dealt with immediately. Lastly, Linvala, Keeper of Silence will keep a lot at bay.
Lastly, I have a few land suggestions. First of all, why not Sol Ring and Command Tower? Sunpetal Grove and Temple of Plenty are good dual land that can help early game get you the right mana. Untaidake, the Cloud Keeper is a really cool land that isn't that useful in most decks but is great for this one; same goes for the less useful but still cool Eiganjo Castle. Emeria, The Sky Ruin is pretty useful later in the game if you have enough planes; not so good early game. Tyrite Sanctum is another unique land made just for legendary creatures. Hall of the Bandit Lord is expensive but good in almost any creature based deck. Hall of Heliod's Generosity can help you get back your enchantments; I don't think you had anything else to do that. Yavimaya, Cradle of Growth is a no brainer is basically any green/other color deck now. If you find yourself about to lose a creature just use Miren, the Moaning Well and sac it instead for some extra life. Kor Haven is a dope old school card with obvious utility. Last and far most expensive Yavimaya Hollow fits really well in this deck is incredibly useful especially for it to be a land (that's OP!) but that price tag hurts.
Hope this helped!
4 weeks ago
IHATENAMES thanks for your suggestions. I'll probably take out Silence for now. But Spear of Heliod also seems like a good option. Tragic Arrogance is not something I can play in my playgroup because there are a lot of decks going around that want permanents to be sacrificed .. Mazirek, Kraul Death Priest for example. But I definitely see the appeal of Tragic Arrogance, it's just not for me at the moment.
1 month ago
1 month ago
I like this take on Soul Sisters, though I think you need to figure out how you're going to win with all that life or all of those Lifegain triggers. Voice of the Blessed is a better Ajani's Pridemate in mono-white if you can afford it, and with it gaining evasion and protection as the bigger it gets, it can be a win-con on it's own. Archangel of Thune is also a strong (if expensive) win-con as she gets all of your creatures big, so you can swing with all for game.
I also feel a significant weakness of this decklist is the lack of interaction/removal. Maybe run cards like Path to Exile, Dismember (there are a lot of Phyrexian Mana cards you can probably splash in here as you make absurd amounts of life.), and Silence
Also if you wanna make this deck into a bit more of a proper pillow fort, definitely throw in some Ghostly Prison's in there.
If you don't mind splashing this decklist into red, you can probably get some use out of Norin the Wary, as he'll be a basically guaranteed, hard to remove ETB trigger every turn. Also access to red instants like Shock or Lightning Bolt