Spell Pierce

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Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Spell Pierce


Counter target noncreature spell unless its controller pays .

droslag on Standard Spirit Control

1 month ago

I'd recommend Jwari Disruption  Flips over some of the Spell Pierces. They can be a land drop in a pinch and counter anything early game

lhetrick13 on summer slam looking for help

1 month ago

squee_goblin_nabob - After I posted my comment I thought to myself, that as long as you have Gilder Bairn out with able to generate mana via tapping and Zirda, the Dawnwaker to lower the activation cost, it does open up your play book with with Vitaspore Thallid/Utopia Mycon to generate unlimited Saproling creatures/mana or unlimited damage with Walking Ballista. Still a lot of moving parts but actually a pretty cool idea with several ways to generate a wincon.

I personally hate control decks so I spend most my time trying to figure out how to beat them and not how to build them but I definitely think going that direction will be beneficial. Counterspell, Vapor Snag, Archmage's Charm, Spell Pierce...I despise them all but give them a nod for being effective.

Kazierts on Kazierts

2 months ago

Balaam__, I'm gonna be 100% honest with you, I have no idea. I'm terrible at building aggro decks.

My main reason for not using 2 mana counters is because Spell Pierce should counter everything needed. Since the deck has 12 anthem effects and all creatures fly, countering creatures doesn't seem appealing. The only thing I see needing to be countered are wraths, such as Day of Judgment. Maybe, and very probably, I'm wrong, but I plan to buy that deck and test for myself, so I'll be sure to test which counter is better.

magwaaf on Help! I need somebody! Not …

2 months ago

No idea if this hoes here but I clicked deck help lol

Im running murktide and I'm cutting the archmage’s charms as I am running 3 main deck Blood Moon and they just don't fit together and I am trying to figure out what to play in the main, I was figuring maybe a Spell Pierce and a Snapcaster Mage.

Thoughts? Suggestions? Criticism? Shit posting out 0f boredom? Lol


Lucas88 on Izzet-Blitz

2 months ago

Here´s what i would do, cut 4x Stormchaser Mage, 2x lands and add x4 Unholy Heat and then add 2xLava Dart or 2x Spell Pierce...that my deck right there xd, i use lava dart, but in some matches i kinda wish they were spell pierce lmao

Balaam__ on Balaam__

3 months ago

lespaul977 I don’t mind offering advice, but I’m not exactly a tier 1 player myself. So I’d definitely recommend shopping the idea for this deck around and collecting as much perspective as you can on it before you invest any time or money in finalizing it.

This may sound excessive but I’d cut

Djinni Windseer (doesn’t contribute)

Eternal of Harsh Truths (doesn’t contribute)

Homarid Explorer (cmc too high, not enough value)

Laboratory Maniac (useless, you’re milling the opponent and not yourself)

Minister of Inquiries (it’s ok, but with no way to get more energy counters his value fades fast. Blinking him to get more energy counters is not efficient)

Screaming Swarm (cmc way too high, won’t see play often and mill decks rarely have more than a handful of creatures, none of which are used for attacking)

Soulknife Spy (doesn’t contribute)

Essence Flux (Blink is ineffective here)

Trepanation Blade (seems good but rarely is, not to mention you won’t be attacking)

Curiosity (doesn’t contribute, your other draw spells are much better)

Wizard Class (doesn’t contribute)

So that’s what I’d cut. Dream Twist and Visions of Beyond are great and synergize well, Unsummon is good but Vapor Snag is better; I’d replace that with it if possible. I’d fill the remainder of the slots with Crabs if it’s an option (see below), countermagic (Counterspell, Mana Leak, Spell Pierce etc) and if you are adding (again, see below) there are oodles of instants/sorceries to choose from. If not, try to accommodate as many mono direct mill spells as possible.

I guess we have to address some of the elephants in the room. If you’re intent on keeping this mono , then you’ll miss out on what the complimentary color brings to the Mill archetype: cards like Breaking / Entering and Glimpse the Unthinkable.

Which brings us to the next obstacle, budget. If you’re looking to keep the price down and/or only build from your current collection, that also complicates things. Cards like Archive Trap and Tasha's Hideous Laughter are Mill staples, but are also costly. There are alternatives, like Fractured Sanity and Maddening Cacophony which are both cheap and mono , so that can help fill the gaps.

Third, you’ll want to run the crabs. Hedron Crab is pricey, but Ruin Crab is doable. Ideally you’d run both, but one is ok. You’ll be capitalizing on every possible opportunity to mill like this; every land played mills, nearly all your spells should mill, etc.

Hope this helps, and again—I’m no expert. But I’ve built one mill deck (check my page if interested, I think it’s called Trouble at the old mill or something like that) and have another in the works so I’m somewhat familiar with how they play. Ask around, collect info and don’t be afraid to inspect the ones the pros play for some ideas.

abbatromebone on Jeskai Poppet

3 months ago
  • Goblin Rabblemaster could be good but you'd want to swap out a 3 drop creature.
  • Im not entirely sure if that crab is that amazing. If you arent able to handle threats your going to be over whelmed and probably just die. You need a critcal mass of tokens to function. If you snowball at all that crab is more than likely just overkill. If its neck and neck you are generally 2-1ing you remove a threat and make a token.
  • Murktide Regent can be a good SB card for when you fight tron so you can also go big, especially if you have snapcaster mage.
  • I have been seeing the modern community just running Prismatic Ending over Path to Exile it has its merits i dont think its necessarily correct but i haven't played with it either.
  • Now that i think about it running 20 lands but also having cards like Faithful Mending lets you filter your deck. Card draw in a way is filtering/fixing. Think of it like this: If i need lands i can discard spells im not casting/cant cast anyways. If im mana flooded i can just discard lands and draw more action.
  • A general tip for how to think about mana: How many double/triple/... colored spells am i running? What's my most common color? Whats my most important spell im trying to hit? Based on how you answer those determines what lands you are running and how many of each. Theres a bunch of math articles i could show you most people arent here for math so i wont go over it.
  • Although i did comment about your SB I wouldnt fret to much over it (if you are) until the final deck is settled so you know how to adapt your game plan best.
  • I think the game plan might be to reduce the number of 3 drop creatures we want. T3 casting something then having lots of interaction should win us the game. Then using Counterspell or depending on how we feel about mana just having Spell Pierce or something could be good.
  • I don't think this is a good idea but felt i should mention it Cryptic Command already 2 for ones. But it can act as a pseudo board wipe by tapping they whole board on their side, making for an explosive turn, while doing another affect and making creatures.

  • this feedback was a little more all over the place but there were more than one direction to take this so i split the paths to give an idea of what each way might look like.

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