Spell Crumple

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Spell Crumple

Instant

Counter target spell. If that spell is countered this way, put it on the bottom of its owner's library instead of into that player's graveyard. Put Spell Crumple on the bottom of its owner's library.

Unlife on Vendilion clique combo

1 year ago

I love railgunning, and it's something I still play in my own monoblue EDH deck. A few recommendations:

Spell Crumple and Hinder both let you remove a problem card, and help enable the combo. Plus, they back up clique if the cost gets too high.

You're always going to want open mana, so I'd recommend a few more rocks. Being able to flash in your commander means you can spend a few turns just casting ramp, and still have mana up for counters or commander.

Snapcaster Mage and Mission Briefing are another pair of cards that can let you reuse things already in your graveyard. Mnemonic Wall acts as both blocker, and lets you return a combo piece to your hand.

KongMing on Wizard101 | FREE Download | Play Now!

1 year ago

Great question Frostfire524. There are a couple infinite combos (and a few power combos/cards) that win you the game.

Galecaster Colossus can be enough to lock opponents (even multiple opponents) out of the game with mass bounce. If someone tries to remove it, counterspell.

Cyclonic Rift is in a similar boat, and can be retrieved from the graveyard by cards like Archaeomancer and Mystic Sanctuary. Clone Legion is another great card that can make the game one-sided.

Stormtide Leviathan is a big beater that can finish games if opponents have been swinging at each other a bit and don't have many fliers. Just yesterday I used Rite of Replication on the Stormtide the turn after casting it - six 8/8s with Islandwalk are pretty good at winning the game.

Ultimately though, the goal for the deck is to hold off the opponents until it is ready to draw/mill itself out and win. Jace, Wielder of Mysteries and Laboratory Maniac allow you to win when you deck yourself. Those are obvious, how do you get there? We have a few options.

First, the mill. This deck has a LOT of scry, but not much shuffle. That is a very intentional design decision. You want to remember what your bottom card is at all times, because the spell Tunnel Vision will let you throw all the rest of your library into your graveyard, leaving only that card on top. So you go from having 70-80 cards in library to 1.

This strategy can also target the opponent. Our spells Hinder, Spell Crumple, and Vendilion Clique all let us put cards on the bottom of an opponent's library. Now we can target them with Tunnel Vision! Much fun ensues.

Now for drawing yourself out. This is accomplished through infinite bounce triggers. The card Naru Meha, Master Wizard goes infinite with bounce spells like Ghostly Flicker, Freed from the Real, Displace, and Illusionist's Stratagem. This can let you bounce another Wizard that lets you draw cards, or use other output cards like Kindred Discovery or Sage's Row Denizen to knock out libraries. There's lot of others combos too, like being able to use Naru Meha and Ghostly Flicker with Sunscorched Desert to ping opponents to death.

Arrzarrina on Roon Shenanigans

1 year ago

19/01/2023 changes: There have been a few rounds of changes. Removed counterspells to attempt to make the deck to make more fun to play against, sold the Mox Diamond because it's become worth a mint in the last 7 years, added more draw and refocused the deck on creature ETB based interaction instead of something like Oblivion Ring. It's a good card but I don't get the value that I could get out of a Fiend Hunter. You know where I'm going with this. I've also added more mana fixing to the land base and adjusted colours for the new balance.

Removed:

Added:

lcarl3035 on Laurence Fishburne

2 years ago

You have a Spell Crumple in here, so if you add Tunnel Vision it's instantly milling out either you with Thassa's Oracle or your opponent in two turns time.

carpecanum on

2 years ago

Lathril, Blade of the Elves would be fun with a bigger base power

It might be fun to throw in a few creatures with Mutate to further evolve Mimeoplasm.

Fleet Swallower, Nemesis of Reason or Traumatize might help

If you already have Spell Crumple you could add Tunnel Vision for a combo win.

Guerric on Fish are friends

2 years ago

I see more counter-spells going in! When trying to pick out which ones are good, the 3cmc ones that do one random other thing are usually not worth it. You want to focus on 2cmc or less and when going over 2cmc you want modal spells that give us flexibility to do other things. This will especially be good in Braids if you are leaving a lot of mana open. So rather than cards like Didn't Say Please and Broken Concentration which are just glorified Cancel spells, instead go for Mystic Confluence, Sublime Epiphany, and Insidious Will, which give us other fun options when we don't need to counter. Muddle the Mixture is also an excellent counterspell which can also be used to tutor any 2cmc instant or sorcery you want. If we are in the 3cmc non-modal space, you should prioritize Spell Crumple and Hinder, which tuck the spell safely away on the bottom of your opponent's library rather than their graveyard where they can sometimes recur it. Also, Wizard's Retort is basically a second Counterspell with your commander, so I'd go for that!

tonylomas on Spells that come back

3 years ago

Hihihihi all ! <3 What spells that come back to you after using them do you know ? so far i got Sanguine Sacrament Spell Crumple and the cycles of Pulses, Zenith and Beacon. Am i missing something? tell me tell me ( avoid buyback etc) only cards that come back to hand if meet requirement and/or go back to library after casting.

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