Activated abilities of artifacts can't be activated.
|Have (4)||rockleemyhero , lorddarkstar , PostContact ,|
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|Modern Masters 2017 Edition (MM3)||Rare|
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|Commander / EDH||Legal|
Stony Silence occurrence in decks from the last year
All decks: 0.01%
Commander / EDH:
All decks: 0.02%
Stony Silence Discussion
1 day ago
TriusMalarky I have brought dishonor to my family haha. For real though, all of my other fetches are in other decks. It's not that I didn't think of putting them in. It's more that they are expensive and serve better purposes in other decks.
Island Sanctuary looks amazing for this deck. I have never heard of that card. Thanks for the suggestion!
2 weeks ago
I get what you're saying about Splinter Twin being a risk as its easy to get 2-for-1 if you're the Twin player. I tried to replicate that here where you could destroy the equipment with the copy ability on the stack which would cause the combo player to lose the creature later due to the ability. This 2-for-1 only works for artifact removal however.
Do keep in mind Kiki-Jiki, Mirror Breaker does exist in the format as there's no way to 2-for-1 that set-up and both my custom card and the Kiki-Jiki setup can only be pulled off no earlier than turn 5 which is pretty slow/late in the Modern format. While my custom card doesn't die to creature spot-removal like Kiki-Jiki, it does get removed easily to a wide myriad of format staples such as Inquisition of Kozilek, Natural State, Abrupt Decay, Smash to Smithereens, Abrade, Stony Silence, Kolaghan's Command, Rakdos Charm, Collector Ouphe and Karn, the Great Creator. There's also been more cards printed since Splinter Twin's banning that could be effective at countering the strategy that weren't present before such as Dovin's Veto, Authority of the Consuls, Thalia, Heretic Cathar, Fry, Unmoored Ego, Trespasser's Curse, Harsh Mentor, Wilt, Force of Negation, Tyrant's Scorn, Spell Queller, Aether Gust, Sorcerous Spyglass, Cindervines and Assassin's Trophy. Given the card pool and turn 5 being the earliest the combo can go off, is the late-game flexibility too strong?
Also this card is designed for Modern competitive and casual EDH value, but more emphasis on Modern.
2 weeks ago
StopShot The choice of having only a single combo is intentional. This deck is similar to Blood Pod in that staxing the board is more important than gassing into a combo, and you can get kills in cEDH by turning creatures sideways. This deck is very concerned about hitting the board hard early, and I don't want to be drawing cards that are dead outside of comboing. If I was going to expand into a second combo, I'd most likely extend into Splinter Twin and Felidar Guardian due to how Twin interacts with the Titans. In place of redundant combos, I've chosen to slot more hate pieces and more beater pieces. I've tried to add only the most efficient beater pieces that have utility or are just hyper efficient in terms of effectiveness. For example, Luminarch Ascension will singlehandedly win games on stalled out boards by turning creatures right. Inferno Titan swinging removes all kinds of dorks and opposing hatebears that are common in the format, as well as draw pieces and combo creatures. It also swings for a minimum of 9 when there aren't targets on the board. Loyal Apprentice is free tokens for doing nothing every round, speeding up the beatdown clock but it also has great synergy with Goblin Welder Smokestack Rankle, Master of Pranks Elesh Norn, Grand Cenobite and Daretti, Ingenious Iconoclast. The beatdown pieces have been chosen because they are a fast clock even in when staring down 120 life instead of the regular 20, or they offer strong synergy towards other parts of the deck. Extending into beatdown as the secondary option also lets me run harder "no" pieces, which is why I have Cursed Totem even though I'm running Kiki, and why I'm running Stony Silence even though I have 10 cards turned off by it. Having these pieces that turn each other off in our deck raises the mulligan % and requires higher pilot skill to play, but this is the trade off for how strong they are.
Banewhip Punisher is an interesting card and certainly better than Chupacabra, but also pretty inefficient. Especially after the banning of Flash, the format has slowed and become grindier. I've been looking for group sacrifice effects or repeat removal to achieve greater board control. Necroplasm would practically be an auto-include if it was only 2 CMC. Removing Alesha on its final tick is a turn off for me. If I was really interested in this effect, I'd slot Blast Zone, to tutor it with Wayfarer and recur with Crucible. Similarly, I'd be looking to slot Wrath of God or Toxic Deluge before another single target option, even if it is reusable.
I am aware of how recurring Kiki with Alesha requires another rotation to get a combat step. Once again, I'm not very worried about it. I'm not running many discard effects here, and I'm also not running Entomb to try and get Kiki that way. Kiki won't likely end up in the yard unless an opponent forces you to discard it, or you managed to stick Sire Of Insanity (with the Buried Alive line probably). I have considered more reanimation spells, but I'd probably start with good old Reanimate just for speed purposes. As the budget has raised, I've moved away from the Thrill of Possibility + friends that play extremely well with reanimator strategies.
Thanks for taking a peek. I have a 100% no budget list brewed up as well, which is the eventual goal for this deck.
3 weeks ago
Thanks and yeah, it's totally a meta call. It's trivial to run a third color, so when we need cards like Rest in Peace and Stony Silence in the side, the Naya version is great. When we can get by though with Cage, Sc'ooze, and Grudge, there's no reason to do so.
1 month ago
Hey, nice budget hatebear version of Teeg.
Collector Ouphe, Stony Silence shut down a lot of decks by preventing fast artifact mana. You're not playing enough artifacts that these cards disrupt; will hurt your opponents much more. Blind Obedience, Root Maze and Rule of Law can really slow down your opponents. Maze affects you less because Teeg is two mana and lots of other hatebears/disruption are low CMC.
Ashnod's Altar + Kitchen Finks + Vizier of Remedies infinite combos aren't doing much in your deck. It's infinite colorless mana and life gain, but these are not going to win the game. What are using the colorless mana on as a win condition? Infinite life isn't a win in multiplayer Commander because an opponent can kill you with 21 Commander damage, infinite combo the entire table with damage or life lose, win by drawing a card with no cards in their library, etc.
Consider Luminarch Ascension and 4/4 Angels as a win condition? Ascension can activate fast in multiplayer Commander because it looks at each opponents end step and only needs four quest counters. When your opponents are disrupted it makes it much more difficult to make you lose life. Ascension is the kind of card that's excellent with Ghostly Prison, Blind Obedience, Rule of Law, Root Maze, Stony Silence since it's low CMC to cast/create repeatable Angels, you benefit from your opponents not able to attack you and it's an enchantment.
Ohran Frostfang can be repeatable source of drawing a lot of cards with attacking deathtouch hatebears. Good with flying hatebears and 4/4 Angels.Hushbringer is a better Tocatli Honor Guard since it also shuts down aristocrat Blood Artist strategies and it has flying. Containment Priest stops reanimation.
Dosan the Falling Leaf and Choke make blue control/spellslinger players cry. Scavenging Ooze is excellent repeatable graveyard hate. Drannith Magistrate, new card from Ikoria who prevents your opponents from casting their Commander from Command Zone or casting cards from their graveyard.
Cards to consider cutting:
- Mana Geode
- Immolating Glare
- Encircling Fissure
- Wall of Omens
- Sunscape Familiar
- Kitchen Finks
- Vizier of Remedies
- Ashnod's Altar
- Cataclysmic Gearhulk
- Elderwood Scion
- Kithkin Spellduster
- Archon of Valor's Reach
Good luck with your deck.
1 month ago
Stony Silence or Rest in Peace often hit people way harder, and are way harder to remove. Who cares about a friggin 1/3. Run an Abrade, or a deck that doesn't care about it's commander, or cast it before they draw their 1/3. Or don't, just play the game not with your commander, I mean, it's not like this card could be worse than a Darksteel Mutation or any other commander-removal. With those you spent the mana to play your commander and then it did nothing, at least with this you know you didn't waste any mana.
2 months ago
Chivalry is Dead!
"Don't ask my name, it's long since I forgot
if once I had a name, a home, a wife?
No words of fame or valor is my lot,
and yet my quest continues past this life."
Doran, the Siege Tower: The basic idea of all Doran decks is the ability to turn very cheap defensive creatures like Nyx-Fleece Ram into big offensive threats, based on the idea that 3/3s for 1 and 5/5s for 2 etc is great value and hard to race for most decks. Doran also has a strong defensive quality since his ability applies to all creatures, effectively neutering strategies based on high power creatures or pumping up the power of creatures, like for example Kiln Fiend or Goblin Piledriver. A third advantage of Doran is that he and the other 16 zero power creatures in the deck can attack through Ensnaring Bridge, making this decks matchup against Lantern control and other bridge prison decks a lot better. Assault Formation acts like a backup copy of Doran that can be fetched with Zur and dodges more removal if needed, this redundancy is important since the deck is much weaker if it can't put this effect on the field.
Zur the Enchanter: Solving problems and gaining card advantage by tutoring up additional creatures and enchantments as he attacks. Also a "4/4" flying beatstick in this deck making the 4cmc much more reasonable.
Chord of Calling: Allowing us to get our creatures reactively or in opponents end step rather than tapping out, making the deck much more resilient and flexible when playing around removal, counterspells and board wipes.
Behind the Scenes: Adds a whole new synergy to the toughness strategy. Since all of our creatures have zero or very low power this card makes them unblockable by most things that could trade with them. This fundamentally changes the dynamic of going up against opposing creatures, since we can block their creatures but they often can't block ours it shifts the initiative in our favor and enables much easier lethal swings. While only a single copy, it can be fetched onto the battlefield with Zur, conveniently before blockers are declared.
This all comes together in the signature finishing move of this deck: Casting Chord of Calling on opponents end step putting Zur the Enchanter or Doran, the Siege Tower on the battlefield (assuming the other one is already in play), and then on our turn swing with everything tutoring up Behind the Scenes for an unblockable lethal blow out of nowhere.
Green fetchlands play into this as well as they can fetch Murmuring Bosk untapped with a treefolk in hand, typical turn 1 is fetch>Murmuring Bosk revealing Harbinger>play harbinger putting Doran or missing land on top.
Another strong turn 1 play is Birds of Paradise, also synergising well with Doran making it a 1/1 and ramping/fixing, and making our somewhat demanding color pie much smoother to play.
Finally Chord of Calling for 1 can be employed as a consistency engine in a pinch, fetching harbinger to put a needed card on top or fetching a bird to ramp and fix. It is however much more powerful to use the chord for more impactful creatures and should only be used in this way when no other option exists.
An unanswered Zur the Enchanter also leads to consistency all by himself since he can fetch creatures and Assault Formation as a stand in for Doran, but given the preparation needed to cast him this is more of a late game type consistency/inevitability.
Dryad Arbor: Forest doubling as a creature, can be put on the field with with fetch lands. Emergency blocker, sac fodder for edict effects, can be fetched with a Chord of Calling for 0 to get a 4th land, played from the top with Courser, fetched to the top with harbinger and so on.
Dragon's Eye Savants: A rarely played card, but he's actually the only modern legal 6+ toughness 2 drop option for this deck! All of the others (only 5 total) either have defender or needs decks built around them. It's great for this deck to have a way to survive a block/trade with Gurmag Angler, a 4/5 Tarmogoyf, Tasigur, the Golden Fang and other 5 toughness threats. The flip ability can come in handy if you have surplus mana, note that flipping morphs is a special action that can't be responded, so there is no window to bolt him, but usually this guy's job is just to be a "6/6" for 2.
Nyx-Fleece Ram: "5/5" for 2 mana that gains you life and can be tutored up with Zur, a given staple of Doran decks.
Spellskite: Already a fantastic card in many decks for protecting yourself and your permanents from all sorts of things, or to steal your opponents auras and buff spells etc. Here where it's also a "4/4" beatstick for 2 mana it's just amazing.
Selfless Spirit: Sligtly nonbo with Doran unfortunately, but the option to secure yourself against sweepers like Supreme Verdict and also protect more imprtant creatures against spot removal is very useful. Also works really well with Chord of Calling.
Courser of Kruphix: Great value and consistency engine, can be tutored with Zur, gets buffed by Doran but also able to deal some damage without him. All in all a great fit and I'd run 4 if it wasn't for the lack of 3 drop slots in the curve.
Sapling of Colfenor: Topping our curve as the only 5 drop, this badboy provides a hard to remove creature that can both hit hard and stabilize our life as well as restock the hand with creatures. Plus he can be tutored up with Treefolk Harbinger. Very useful in grindy games.
Detention Sphere: Removes just about everything and takes care of multiple copies of cards, tried and true modern staple and here it gains extra utility by being tutorable with Zur.
Aegis of the Gods: Provides protection against burn and hand disruption etc, can be tutored with either Zur or Chord.
Eidolon of Rhetoric: Stops storm and slows down other decks that likes casting a lot of spells at once, we are usually fine casting a spell per turn and can double that up with Zur activations, also a "4/4" beatstick and can be tutored with both Zur and Chord.
Everlasting Torment: Stops life gain decks and fog effects.
Ghostly Prison: Takes the edge off a lot of aggro strategies.
Nevermore: Against decks that rely on a specific card to win, Ad Naseam decks and so on.
Rest in Peace: Graveyard hate
Slaughter the Strong: One sided sweeper against decks with big creatures, since we can easily go under 4 power with all our 0/X dudes.
Spreading Seas: The most obvious land hate option for a Zur deck
Stony Silence: Artifact hate.
Aura of Silence: Artifact/enchantment hate.
Virulent Plague: Tokens.
Wheel of Sun and Moon: 2nd graveyard hate that also counters mill decks.
2 months ago
Dango: I dont run Deafening Silence for the same reason i cut Null Rod and Stony Silence. While you technically can play around both of these effects on the combo turn, it adds additional requirements in both number of creatures in play required as sacrifice fodder for tutors and in the mana required to successfully combo (since you need to commit mana to removing your own stax).
chris.r.constans: You are absolutely right about Hushbringer, it's great redundancy for hulk hate in case our commander gets removed but also works well as a hate piece versus Thassa's Oracle consult combos,Dockside Extortionist bounce combos, and of course protection from Gilded Drake. At 2 mana I think its a must include in this meta. Hushwing Gryff however I think is more meta dependent, if you see a lot of ETB based wins in your meta then I would slam it in, but I dont think the generic meta is in a place right now where I would include it in my core list.
somedumbjerk: As you noted Hushbringer doesn't really stop our combo since it can be sac'd to Razaketh, the Foulblooded before it would become a problem, and the same is true for the other hate bears the deck runs that would otherwise prohibit us from being able to combo. As for Living Plane, it is far to slow and unreliable to set up in cEDH metas.
Thanks for the comments everyone! :D
Sorry for taking so long to respond.