Spell Pierce

Spell Pierce

Instant

Counter target noncreature spell unless its controller pays .

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Printings View all

Set Rarity
Ixalan (XLN) Common
Masterpiece Series: Amonkhet Invocations (AKHMPS) Common
Modern Masters 2017 Edition (MM3) Common
Zendikar (ZEN) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Frontier Legal
Vintage Legal
2019-10-04 Legal
Pioneer Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Block Constructed Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Spell Pierce occurrence in decks from the last year

Standard:

All decks: 0.45%

Blue: 6.43%

Modern:

All decks: 0.18%

Blue: 4.62%

Legacy:

All decks: 1.07%

Commander / EDH:

All decks: 0.04%

Blue: 0.28%

WUB (Esper): 0.36%

Spell Pierce Discussion

Snake_Oil on White-Blue Sun Control

1 week ago

Rather than Censor, I'd be more inclined to use Stubborn Denial -- Same effect for one mana less, and if you end up putting in a creature finisher like Dream Trawler you get it without the condition -- That said, Censor has cycling, which is always good. In the same vein, Spell Pierce has that same cost-based negation but for one more mana.

You might also consider Judge's Familiar or Siren Stormtamer as other means of negation while also maintaining a presence on the board.

Only other thing to consider is getting to the seven mana you need for Second Sun and being able to reach it seven cards deep -- Scry is an obvious route, the Castle Vantress you have there supporting that, things like Witching Well and Omen of the Sea that scry two or more on the cheap. Chart a Course and Artificer's Epiphany/Catalog/Divination/Thirst for Meaning are straight draw, while the big daddy is Sphinx's Revelation, though I'm not sure how that plays in the Pioneer format.

Red_X on Grixis Tempo Pirates

1 week ago

Like the deck. Two questions though. 1) Why Spell Snare over something like Spell Pierce? Snare seems either great (snowblade/ jund) or awful (tron/urza), while pierce seems solid everywhere (except sometimes tron, but it protects against turn 3 karn at least). 2) Why no shock lands? If it's budget, I get it, but if you're just trying to make the best deck being able to fetch for a blue source with the Bloodstained Mire is huge plus.

Leonixious on Let's tun-a deck! (Active)

2 weeks ago

IDK what your thought processes behind the deck, but my suggestions would be Shapers' Sanctuary and Spell Pierce.

Nofis on custom wiz

3 weeks ago

Changes Cloudkin Seer from 2 to 4 in place of Elite Guardmage - against non-aggro deck the seer fulfills the same role and is 1 mana cheaper. Also can be very good followup after Naban, Dean of Iteration

Siren Stormtamer out for Benthic Biomancer - Biomancer provides bigger body and filtering in exchange for protection and flying - depends on the matchup but in general i felt the deck performed more smoothly with biomancer

Port Town out for Islands, the deck doesnt need fast white mana

Spell Pierce out. We do not fear thoughtseize and kinda collides with the 1-2-3 drop flow of the deck

Curious Obsession out for Omen of the Sea. They provide the same devotion for thassa, but holding omen, trickster and counterspell after biomancer (with its adapt ability) is just too good, would love to find place for obsession tho

Vurhorsten on Yuriko idk what im doing deck

4 weeks ago

Consider also adding counterspells to your deck so you can protect your board from removal. Negate, Counterspell,Neutralizing Blast, Swan Song, and Spell Pierce. Additionally Go for the Throat is a solid removal piece.

Barbarian_Sun_Pope on Curious Horseshoe Crab

1 month ago

There aren't a lot of straightforward replacements some of the cards here (particularly time walk) and some might be a little worse and you'll definitely lose some of the synergy, but that doesn't mean we can't keep the game plan. Also this is for the modern format (what used to be extended) and not the current standard. That being said:

Creatures

  • Horseshoe Crab/Thieving Magpie - Still modern legal/Surge Mare also works.
  • Thornwind Faeries - Prodigal Sorcerer.
  • Raven Familiar - Augury Owl/Sea Gate Oracle.
  • Rayne - No functional replacement that affects all your creatures/Monastery Siege might be able to serve a similar purpose of making it harder to target your permanents rather than discourage your opponent from targeting.

Enchantments

Counterspells. This one is a bit tricky as they moved away from the classic Counterspell and there's a lot of variety here and counters have changed a lot. So I'm just going to recommend a few to consider:

Spell Pierce, Negate, Muddle the Mixture, Remand, Archmage's Charm, Condescend, Deprive, Essence Capture, Force of Negation, Hinder, Rune Snag, Wizard's Retort, and Thassa's Intervention.

Well, that took a bit of time, but I hope this helps.

newyxX on Azorius Unblockable Auras

1 month ago

Hi Nofis.

I don't like Glacial Fortress cause it isn't helping in any way. Ideal scenario is to have first 3 lands come into play untapped. When you have Glacial Fortress it's less likely to have optimal plays since you would need to play for example a hand with 2 lands, that would be 1 Glacial Fortress and one basic. If that basic land would be a Plains, and your hand would be full of blue creatures that you need to play turn 1, then you would be screwed. With Port Town that's not the case. With that said I want to keep the amount of non-Island and non-Plains lands as low as possible, so that's why I would play only 6 of them. If you want you can analyze the odds to optimize it as much as possible but I don't really have time or need since this works fine.

As for Karametra's Blessing it's really a no brainer... Gods Willing gives protection from colors which is much more versatile the maybe getting hexproof and indestructible from the Blessing. For example if you are forced by a bad mulligan to keep a hand with Alseid of Life's Bounty as the only creature you can make it potentially unblockable as well as protect it which won me games.

Counter spells are not needed for the main board since everything we would need to counter we can give protection from with our 11 protection cards and maybe the worst card that we would face could be Supreme Verdict which can't be countered. Ofc I would sideboard some counter spells but I tune make my decks to meta at my LGS, so I would need to test this deck more before I make any decisions. For now deck really struggles with burn decks which is understandable, but is really good with the rest of my local meta, for example dredgeless dredge, mono black zombies, orzhov zombies, mono green hardened scales, sultai delirium I have tested against and I won most of the games but burn demolished me. I won maybe 3/10 against burn... As for which counter spells I prefer, I would say it depends on what I want to counter. General counter spells are slow and should not be played outside control decks, and even they don't play them. Dovin's Veto is great, Mystical Dispute is great for counter wars or to defend the combo although I would also consider Swan Song as a combo protection, Stubborn Denial is also amazing in a lot of decks and if you don't play creatures Spell Pierce is also an option, Wizard's Retort could be a interesting if Wizards control deck would emerge in the future. Drown in the Loch could be amazing in a Dimir or Grixis if some bombs drop for those colors. Syncopate and Censor are also playable. Everything for 3 or more mana should not be played if you ask me, except in specific situations(Azorius control).

And good thing about this deck is that you don't need to play if as full tempo, you can wait and chill against deck that have a lot of removal since you got protection and unblockable creatures can always kill...

I hope that answers you questions. :)

xtechnetia on

1 month ago

These are typically the "core" Modern spirits creatures:

Now you're on a budget so I think Queller and Selfless are out. But if you can squeeze Wanderer and Phantom into your budget (I'd replace Tallowisp and your two 2x spirits), I highly highly recommend. A scalable utility 1 drop and a 2 drop lord make a huge difference. Then you can probably cut to 22x lands.

You usually want slightly more blue than white mana sources, since more of your color pips are blue in most spirits decks. Try 1-2 extra Island, swapping out Plains.

I don't like Temple of Enlightenment, a tapped land is such a tempo killer for this deck. Any chance you can acquire Port Town in its place?

For creature removal, since Path to Exile is presumably not an option, try Sky Tether. Your creatures almost always fly so in a lot of cases this is as good as actual removal, and for 1 mana too.

I've tried Staggering Insight and I honestly don't think it's worth it at 2 mana. Curious Obsession imo is better if you want this sort of effect. If instead you decide you don't want any of this, I suggest something cheap like Spell Pierce, just as a nice easy out to planeswalkers and other noncreature stuff people might drop on you.

Hope some of this helps you out. Good luck! Spirits is insanely fun.

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