Spell Pierce

Spell Pierce

Instant

Counter target noncreature spell unless its controller pays .

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Legality

Format Legality
Tiny Leaders Legal
Highlander Legal
Historic Legal
1v1 Commander Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Arena Legal
Duel Commander Legal
Pioneer Legal
Legacy Legal
Block Constructed Legal
Canadian Highlander Legal
2019-10-04 Legal
Vintage Legal
Gladiator Legal
Modern Legal
Pauper Legal
Unformat Legal
Leviathan Legal
Pauper EDH Legal
Limited Legal
Oathbreaker Legal

Spell Pierce occurrence in decks from the last year

Latest Decks as Commander

Spell Pierce Discussion

RNR_Gaming on Adeliz leads some angry Wizards

1 month ago

More interaction, cantrips spells and draw engines.

Budget interaction package

Counterspell

Delay

Swan Song

Dispel

Negate

Abrade

Lightning Bolt

Chaos Warp

Narset's Reversal

Spell Pierce

Mental Misstep

Muddle the Mixture

no budget interaction

Force of Will

Pact of Negation

Force of Negation

Snapcaster Mage

budget cantrips

Gitaxian Probe

Preordain

Ponder

Brainstorm

Windfall

Narset, Parter of Veils

engines

Mystic Remora

Rhystic Study

Underworld Breach

Cut all the cards that are dead if you dont have a board state. Pump cards are situationally great but have a very low floor.

TriusMalarky on Modern Azorius Aggro?

1 month ago

Thing needs Red. Gut Shot, Manamorphose, Lava Dart are all really good ways to get extra cast triggers for no mana.

White is meh, IMO the only thing white brings to a Thing deck is Path to Exile. Black is alright with Thoughtseize and Inquisition of Kozilek, and Green has Noxious Revival and Mutagenic Growth.

Thing is GREAT, but you don't need protection spells. It does enough on flip that, against anything that uses any number of creatures, you've already got all the value you need, and protecting it is pretty much futile outside of the obligatory Remand, Mana Leak, Spell Pierce and such you may or may not be running.

Destroyerbirb on Jeskai Phoenix - Current Decklist

2 months ago

LeaPlath Jeskai Ascendancy would be good in the deck because you can discard your Arclight Phoenixes while casting non-discard spells, which is really good.

whatqwerty I will swap the Skewer the Critics once I get Lightning Bolt. Miscast and Spell Pierce are too situational for main-board play, but are good sideboard cards.

TriusMalarky on LIFE GAIN DOES MATER

2 months ago

Anyone claiming Spell Pierce is bad is insane. It's an amazing card in any playgroup that is tuned in any way. is a pretty big tax. However, it's not good as generic countermagic -- it's for crushing combos or protecting your combo.

If your playgroup isn't tuned to any degree, doesn't run many combos at all, and you're not using a combo wincon, replace Spell Pierce. If you're playing anything other than low power hyper casual commander, keep Spell Pierce and add more countermagic. Every blue deck should include Negate, Counterspell, Dispel.

Second, you have 14 taplands. This is horrible. I don't care what meta you're in, fix that. I'll give you some tips: River of Tears, Nimbus Maze, and Caves of Koilos are all really cheap and will make your manabase a lot better. Cut a handful of taplands for more basics -- they're great and in budget manabases they are necessary for making your deck work. Glacial Fortress, Isolated Chapel, Drowned Catacomb aren't too pricey and will make your manabase MUCH better. Tainted Field and Tainted Isle are pretty cheap.

Cards I'd cut: Debt to the Deathless, Death Grasp, Serra Avatar. They all just cost too much mana.

RiotRunner789 on LIFE GAIN DOES MATER

2 months ago

Here are my recommended 5.

Obzedat, Ghost Council: Lack luster at 5 mana and difficult to cast with 4 pips. It also only hits 1 opponent.

Alela, Artful Provocateur: I feel like you would be happier to draw a Ghostly Prison or Norn's Annex in 90% or more of situations.

Defiant Bloodlord: Costs too much and you already have sanguine bond and too other effects that do this.

Drana's Emissary: Too little gained and no payoff until next turn. Indulging Patrician is what you want to play for 3, not this.

Spell Pierce: Too many times this will be dead card in hand. Dispel maybe to replace but this should be cut.

NinjaKitty778 on Fight With The Power Of Ten (Exalted)

3 months ago

Hello! Thanks for the comment on my deck! I'll see what I can do.

Ok so I see a lot in the way of aggro and not a lot of answers to problems. Don't get me wrong, dedicated aggro decks can be devastating; but they need to be quick and those cards are almost exclusively in red. This deck looks like it kicks off around turn 3-5 so we want to be able to do stuff in the early game. Bant is a color scheme that lends itself well to defensive tactics rather than harming opponents; this can take the form of protection, buffing creatures, or stalling until our game-plan can get off the ground. Now at the end of the day that game-plan is still "turn creatures sideways", so we want to make sure that the creatures we select are aggressive; but, the control colors in our deck (white and blue) can provide us with a fair amount of answers to problems that we can use both early and mid game to ensure our victory.

So what we want from the deck is:

1) Board Control/Stall Tactics 2) Protection 3) Card Advantage 4) Aggressive creatures

Often times these categories can overlap. For example: a creature with hexproof. That fills the "aggressive creature" and "protection" categories so that means we're getting more value out of just that one card, which is what we want. Variety is both the spice of life and the answer to our deck-building conundrum. So we want to make sure that our card selection is refined. So lets break each category down.

Board Control/Stall Tactics

I love the options Bant gives us for board control. Green has a lot of artifact/enchantment removal, white has a lot of good spot removal in the form of "exile" which gets around that pesky indestructible ability, and blue often bounces things off the board or counters things. So what options are best? Honestly, its up to you. But remember that the more options that a card gives you the more value you get out of it. Here are a couple of my favorite board control cards in Bant:

Authority of the Consuls Bant Charm Cryptic Command Detention Sphere Disallow Dromoka's Command Exclude Krosan Grip Path to Exile Qasali Pridemage Remand Spell Pierce Unravel the Aether

That should give you enough options to play with and see which ones you like best.

Protection

Protection spells are many and can come in many different forms, but ultimately it comes down to making sure our permanents stay permanent. For us this is most likely gonna be about protecting our creatures. Some of my favorite protection spells in Bant are:

Fog Gods Willing Grand Abolisher Heroic Intervention Mark of Asylum Shalai, Voice of Plenty Simic Charm

The longer our creature(s) stay on the field the more likely we are to win.

Card Advantage

This can either mean card draw, digging through our library, or just straight up tutoring. Some good options are:

Ardent Plea Brain storm Curiosity Eladamri's Call Gaea's Blessing Impulse Serum Visions Wargate

By giving ourselves card advantage, we can find solutions to problems a lot faster.

Aggressive Creatures

And finally we get to the bread and butter of the deck, the creatures. Now the mechanic we're working with is the Exalted mechanic, which states that if the player attacks with exactly one creature, then each card with Exalted (including the attacker) will grant that lone attacker +1/+1. This aggro tactic minimizes casualties in battle but doesn't reduce the armies strength during the attack phase. So the more instances of exalted we have the more powerful our lone attacker is. Here are some cards worth looking at into for this combat style:

Finest Hour Invisible Stalker Knight of Glory Noble Hierarch Rafiq of the Many Sublime Archangel

With these creatures at our disposal, opponents will often find it hard to outgrow our aggressive playstyle.

Now keep in mind that the exalted mechanic itself is very aggressive and simultaneously acts as the "buff" aspect of our defensive tactics that mentioned near the top. So we need little in the way actual buffing spells like Giant Growth; that leaves much more room open for including a lot more control and card advantage spells. Ultimately what you pick is up to you but try using the cards I've listed above as the basis of your card selection and go from there. Cross reference which cards fall into multiple categories for the best options possible. I don't want to just straight up give you a decklist, I want you to choose the cards yourself and make a deck that's entirely your own. I hope my longwinded advice helped LOL happy deck building.

Shadoobie on The God Pharaoh's Gifts

3 months ago

fatalzintomyum Oh wow. I totally forgot about Iona, Shield of Emeria. That's a great suggestion because we effective way to lock out our opponent on turn 4. It wouldn't deal with the board at the moment, but preventing almost any further action could often win the game on the spot. If I were aiming to make the deck as competitive as possible, I'd probably cut Elesh Norn, Grand Cenobite, Zetalpa, Primal Dawn, and 1 Angel of Invention. For a 3 and 3 split. Honestly, 4 Iona isn't out of the question. However, since I am trying to play this among fellow budget friends. I'd rather not hard lock them out of the game if possible. Unless, they anger me of course. Then I'll need a playset. >:D

I agree Modern is likely outside the power level for God-Pharaoh's Gift or at least in this shell. Unfortunately, I typically play Modern with my group so I wanted to essentially upgrade a Pioneer deck. I'm making that attempt, but that might be the final conclusion.

Balaam__ Ya... I agree the main weakness of this deck is just how easy it is to side board in both artifact and graveyard hate against it. To be perfectly honest, I don't think there's a perfect solution. For Leyline of the Void the best answer I currently have access to is Deputy of Detention or Brazen Borrower, but like you said that's only a temporary solution. I agree counterspells are the best potential solution for artifact hate. Essentially, becoming a jank UW Control with a GPG. I could see playing Dovin's Veto, Aether Gust, and Spell Pierce. Or maybe even some lesser used ones like Hindering Light/Keep Safe or Hypnotic Sprite. If I had the budget Force of Negation. What would you suggest?

zAzen7977 on Alchemy Balcony

3 months ago

Next I suggest swapping out expensive utility cards like Drift of Phantasms, Perplex, Muddle the Mixture, etc. for 1 drops to reduce your mana curve and allow turn 1 plays. Good candidates include Mishra's Bauble, Serum Visions, and Opt, which do not tutor for a card, but the additional card draw accomplishes the same objective without setting you back a whole turn.

You need to protect your combo proactively instead of reactively, so I suggest running Thoughtseize and/or Inquisition of Kozilek to remove threats before they are played. Force Spike and Spell Pierce are the best 1-drop counterspells, you may consider incorporating some into the main deck or sideboard. Removal like Fatal Push (in conjunction with fetchlands to trigger revolt) and Dismember are critical for dealing with creature-based decks and you should run at least 2 mainboard or on the side.

As far as the sideboard goes, great Karn targets are Wurmcoil Engine and/or Batterskull to gain life, which is critical against aggro and especially burn. Damping Sphere shuts down storm and ramp/Tron simultaneously. Ratchet Bomb wipes tokens or low cost permanents...

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