|Commander / EDH||Legal|
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|Masterpiece Series: Amonkhet Invocations (AKHMPS)||Common|
|Modern Masters 2017 Edition (MM3)||Common|
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Counter target noncreature spell unless its controller pays .
|Have (5)||pskinn01 , failurechild88 , , Thunderbeard ,|
|Want (5)||arcticape85 , ANemoAcids , Leviathan102 , Latch , dbregman8585|
Spell Pierce Discussion
1 day ago
if the goal is competitive on a budget you definitely want to change up the deck, maybe something like this where there's slightly more of a gameplan going, better average cmc, and room to upgrade.
Now the issues with this deck, I would first start by cutting everything 3+ cmc, also nearly every creature in the deck is a wizard, Wizard's Lightning is just straight better than Shock . Mana Leak , Spell Pierce Fatal Push n such are other suggestions over those massively expensive options you're running.
2 days ago
Pretty much only need blue if you want counterspells. Otherwise just play burn
1 week ago
If your budget is $250, you have quite a bit of room for upgrades, though I won't fault you for saving some money. If you were to upgrade that far I'd make these changes:
1 week ago
I guess, if i were to Play Simic flash i‘d remove the Faerie Duelist and add Essence Scatter , and Spell Pierce , cut lands to 23, and remove Growth Spiral , cause ramp is not really what u want and in 2 Colors you don‘t really Need a manafix. Just a thought on 2 colors i try to avoid in Standard, cause i am rather a monk and generally despise counterspells to play against....
1 week ago
Hey man! Grixis is fun. I've got some thoughts... feel free to ignore any/all of them.
Your mana base is better than most, but it can still use some work. Consider City of Brass and Mana Confluence . Paying one life for an ETB untapped, chromatic land to generate mana is a great rate, and these two are functionally a second and third command tower. Generally, the one life cost-to-activate is irrelevant.
Similar to your land-base, mana rocks are a great way to hit your colors and ramp yourself faster than your opponents. Since you don't have access to dorks, you need to consider more two-mana mana-rocks; these are, in my experience, vastly superior to three-mana rocks. Consider running a few of the following: Talisman of Indulgence , Talisman of Dominance , Talisman of Creativity , Fellwar Stone , Arcane Signet , Mind Stone , Prismatic Lens and/or Coldsteel Heart . The diamonds ( Sky Diamond , Charcoal Diamond and Fire Diamond ) are really just worse Coldsteel Heart s. If you wanna go and bust the bank, Grixis decks often have the critical mass of artifacts necessary to make Mox Opal good; Mox Diamond and Chrome Mox are also great. Also Mana Crypt .
In general, one-for-ones like Hero's Downfall and Dreadbore are not going to be powerful enough in a format like EDH. You have three times as many opponents, meaning you're facing approximately three times the number of cards you yourself have available. So you're probably going to want to be able to remove multiple threats with one card -- this is part of the reason Wrath effects are so good. I like that you're running Damnation ; consider Toxic Deluge as another, similar effect that dodges Gaddock Teeg 's restrictions. I've always been a big fan of By Force as mass artifact removal, and Cyclonic Rift is always worth including. Finally, Fire Covenant is a great piece of mass spot removal.
One card especially good with Cyclonic Rift is Windfall . Pairing Windfall with a Narset, Parter of Veils (which I think you should definitely run) leads to instant fun. More generally, mass, repeatable card-draw and/or selection is a great thing in EDH and decides most games. Phyrexian Arena is probably the most common way to generate card-advantage in black, but also consider Graveborn Muse , Treasure Cruise or Dig Through Time (I don't recommend both, as delve can get in its own way), Fact or Fiction , Painful Truths (which is quickly becoming one of my favorite cards), Faithless Looting , Dack Fayden and the like.
Adding more cards to your counter package seems like a plausible route for improvement. If budget is no object, Mana Drain and Force of Will are the two best counters available. Also consider Force of Negation , which is excellent against combo decks, Dispel , which is great against Ad Nauseam decks, Pyroblast , which is good usually against at least one or two of your opponents and (on the off chance you run Dack Fayden and ult him) can steal a permanent, Flusterstorm , Spell Snare , Spell Pierce and other such cheap 'n efficient counter spells. If you want to go REALLY deep, I've found Counterbalance to be a high variance EDH card that tends to be good more often than not; you're already running Sensei's Divining Top , which is what really makes Counterbalance busted.
Lore-wise, Nicol Bolas is good at enrapturing and manipulating other, lesser creatures. Consider a Mr. Steal-yo-Gurl package, which is both flavorful and powerful. Sower of Temptation and Control Magic can both make opposing Ulamog, the Infinite Gyre s into your own threats; Bribery is similarly busted, and does not risk getting removed by a Toxic Deluge or (more likely) Nature's Claim . Also consider Treachery and Corrupted Conscience .
Since you're in blue, you have access to the best cantrips in magic. I highly, highly recommend running Ponder and Preordain -- These two don't look like much, but they'll dig you to what you need and past what you don't more efficiently than any other card. Brainstorm is also good, but I'd suggest holding off adding it until you get some more fetch lands in your deck. (Fetch lands' shuffle effect will make sure you don't get stuck with two dead cards on top of your deck.) Prismatic Vista and the off-color fetches like Flooded Strand or Verdant Catacombs are good ways to fill this role.
Your general has built-in discard. Another package to consider, therefore, is a Waste Not package. This is a relatively unique package in that it actually does not need the namesake card in order to be good; Raven's Crime , Words of Waste and Syphon Mind are all good in their own right, and made busted when Waste Not is on the field. Stick a Geth's Grimoire in the mix, and you can really go to town (especially with Words of Waste ).
Finally, as a kinda fun-z last suggestion, there's a 'Words' combo I've always liked that you may find interesting -- remember, though, it's really not the best. If you pair Words of Wind with Baleful Strix and a lot of mana, you can repeatedly return Baleful Strix to your hand with Words of Wind 's ability and make your opponents keep returning permanents. This would likely work best if your Omniscience was on the field, as it would end up effectively reading: ': Each opponent returns X permanents they control to their owners' hands.' However, this is likely a win-more type of thing.
There're some cards I think you should consider cutting in order to make room for my above suggestions. Wasp of the Bitter End strikes me as likely too weak in a format with three opponents; similarly, since Toll of the Invasion only hits one opponent, this should likely be considered on the chopping block. I think a boardwipe like Toxic Deluge is probably a lot better than Tyrant's Scorn . Lazotep Plating is probably worse than a regular hard counter. Finally, if you like the idea of artifact-based ramp in (2), thirty-eight lands is too many. I recommend cutting three to five, depending on how aggressively ramp-heavy you want your deck to play.
Right. That's all I got. Good luck!
1 week ago
Your curve is low enough that you could almost certainly go to 22 lands and you run enough basics that 1 Prairie Stream can help with consistency and should rarely slow you down by entering tapped. I would personally cut Karn, the Great Creator . It is a generically good and powerful card but does not synergize with the rest of your deck it seems by the time you hit four mana you want to play a spirit and still have mana for removal or disruption. You could add 3 Spell Pierce . I would also cut Thalia and 2 Selfless Spirit for 3 Unsettled Mariner . Selfless Spirit is great but the tax of Mariner will provide spot removal protection and you could shift the two Swlfless Spirits from main to side against decks running multiple sweepers. None of that should be very expensive to do.
Flooremoji on Miller
1 week ago
My recommendation is to cut the 3 mana counters, Fraying Sanity , and add some Mission B. It will recast the Traps for free, which might be better then having an extra tutor. Not sure on that one though. Otherwise, I'd recomend adding cheaper interaction, like maxing out on push and using stuff like Spell Snare and Spell Pierce insteed of 3 mana counters.
1 week ago
Yeah, I see the value in Snapcaster Mage , as Snapcaster does its job instantly, so dying on the following turn isn't a problem. It doesn't need to hang around like Clique or Bob, and it is an equip-able threat.
I considered Spell Snare , it does seem like a good option, but not sure what I'd swap around to make it work. Spell Pierce might be unnecessary as a 4 of, it just seemed like good early game protection.
Spell Pierce occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%
WUB (Esper): 0.36%
All decks: 0.18%
All decks: 1.07%
All decks: 0.45%