Activated abilities of artifacts can't be activated.
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|Commander / EDH||Legal|
Stony Silence occurrence in decks from the last year
Latest Decks as Commander
Stony Silence Discussion
6 days ago
In the post ban modern meta game, where we had to part with cards like Field of the Dead , Uro, Titan of Nature's Wrath , Simian Spirit Guide and most importantly (as a miracles deck) Mystic Sanctuary , there are several control/combo decks, that are not going to be playable anymore. Uro decks, ad nauseseam decks, etc. With the absenc of these abussive control decks, I reckon there's going to be a lot of "land decks" coming back. Titan-shift, tron, eldrazi-tron, and decks in general, who abuse their vast mana base. For this reason, this is a note to my future self (as my ocd won't allow me to have some cards in the deck, that I have no intention of buying right now), on what to put in the side-board. First off, I think there should be 2x Surgical Extraction , which work reall well with Field of Ruin , and then getting rid of all these non-basic (non-interactive) mana sources. I think aggro decks will be very popular - burn, death's shadow, humans, that's why I think 2 (or even 3) copies of Timely Reinforcements will be a must-have. Two Celestial Purge are a staple against jund, so no change there. One copy of Ashiok, Dream Render for the grave-hate. I'm not a big fan of Rest in Peace , because I like working with my graveyard with Logic Knot and Snapcaster Mage , so I'll be leaving them out. Two copies of Dovin's Veto and one Dispel for the control mirror matches. Two Monastery Mentor , because simply I'm in complete love with this card, and I'll play it till the end of days. 2x Stony Silence for the artifact deck, another staple here. And one copy of Teferi, Hero of Dominaria for the grind matches with a lot's of turn.
Please let me know if you have other suggestions/predictions for the future of miracles (or uw control in general):-)
1 week ago
Some of the best ramp for enchantress builds come in the form of enchantments. Things like Wolfwillow Haven , Overgrowth and Smothering Tithe have the potential to ramp you just as much as your sorcery ramp.
Things like Grim Guardian and Hogaak probably don't let you win as much as you'd like. You only have 1 artifact, and might want to add Sol Ring even if it's a nonbo with your Stony Silence . Maybe add in Root Maze ?
It's fun to see enchantress builds that move away from bant colors. Cool concept +1
2 weeks ago
@DuTogira: You're not really thinking about where Chrome Mox fits into the format vs. Simian Spirit Guide . Simian Spirit Guide is like an uncounterable Lotus Petal that isn't shut off by Stony Silence with the only downside being you can't recur it. Chrome Mox requires you to pitch a card and it's an artifact that has to be activated.
Where does that even fit in Modern? Cascade decks don't play it because Violent Outburst into Chrome Mox is all kinds of feel bad. Storm doesn't really want it because of the card disadvantage. You could do something stupid like Island -> Chrome Mox -> Exile red card -> Goblin Electromancer , but that leaves you with only 3 cards to try and win with (4 on your draw step). They basically have to be Gifts Ungiven , ritual, ritual, Manamorphose . If your opponent Lightning Bolt s the 2/2 or blows up the Chrome Mox , you won't be able to do anything other than cast Gifts Ungiven and pass. Griselshoal is in a similar spot, where it's already struggling to get the combo running. And Urza decks aren't even playing a full set of Mox Amber , so it's not like another mox that struggles to work because 70% of the deck is colorless is adding anything.
So where does that leave Chrome Mox ? Probably in a similar position from when it was in Extended. It gets used like another copy of Aether Vial for aggro decks or another mana rock for midrange. The most likely places you'd see Chrome Mox are in decks like D&T, Infect, Fish, Ponza, and the odd combo deck like Oops! All Spells or Griselshoal.
I'm just speculating and obviously I can be wrong. I think, though, that a more serious question needs to be had regarding Modern's banlist. If we can unban Jace, the Mind Sculptor and Bitterblossom , maybe we need to reevaluate what cards are problematic and what cards are on there because they were too good in Standard, Extended, or previous versions of Modern. We also need to consider which cards are causing other cards to get banned, Urza, Lord High Artificer or Ancient Stirrings being good examples.
3 weeks ago
I couldn't help but notice that Banishing Light is your only way to deal with artifacts, even including the sideboard. Yeah, it gets the job done, but it can also be undone. You might find it worthwhile to run Disenchant over Light of Hope for the added coverage. If not, you could also make room in your sideboard for something like Stony Silence , Kataki, War's Wage or Aura of Silence .
To ensure you have staying power in the late game, I always consider making room for a couple copies of Emeria, The Sky Ruin in big, plodding mono-white decks like this. It can be great to have that kind of card advantage keeping your board presence in place after so simple an act as amassing lands. If you want to keep your deck a little more casual than that, though, even a couple of the humble Seraph Sanctuary could give your gameplay a little push without noticeably compromising your mana base.
1 month ago
Some cards just have such an incredible power ceiling not playing them is doing yourself a disservice and putting you on the back foot before the game even starts.
It's actually harder to find synergistic cards that are only good with a specific commander that hose a specific meta. "Medium green" is a meta deck in cedh that takes advantage of the heavy reliance of artifacts by incorporating cards like Stony Silence and Collector Ouphe though these cards are still seen in some decks they're far from staples and require a significant amount of building around to be optimally effective. Basically, you have to run more dorks.
TLDR - even in cedh theres creativity. Though it's much slower and typically happens around new sets/new commanders.
1 month ago
The actual use for them is the 40 other cards in your deck, of which you will have 2-3 in your opening hand on average. Even better, one of them is in your command zone, always available except for corner cases (Drannith Magistrate for example).
There is no card that will synergize with every other card in your deck. But synergizing with over 30% of your deck is actually a very good rate. That's why Jeweled Lotus is such a trap card, it works only with 1 card in your deck.
My mono W stax deck, led by Heliod, God of the Sun, plays none of the mana rocks from my previous post. It overloads on effects like Stony Silence to punish and slow down everyone at the table who does. That doesn't mean, however, that my deck doesn't run staples. Swords to Plowshares, Path to Exile, Smothering Tithe, Drannith Magistrate, Recruiter of the Guard, Weathered Wayfarer, Land Tax, Enlightened Tutor and Aven Mindcensor are all cards that any white (c)EDH deck worth its salt should include to have the best chances of winning.
But all in all, you're making a great case of which staple to use when and why, but not really how you would be able to play EDH on the highest, most consistent level without any staples. The fact that you need staples to play the most consistent decks, still holds true. It might not lead to the most interesting decks for you to play or play against, and that's fine. I said earlier in this thread, the best way to play commander, or even magic in general is the way in which you have the most fun. The way the cEDH crowd has fun is by loading up on the best staples and see who can most skillfully guide them into a win.
The Kess thing is a weird thing to say, nobody says there's only one deck to play. If that was the case, magic would be like Solitaire, you wouldn't need to play opponents if everyone would play exactly the same deck. If you'd visit the database for most accepted cEDH decks, you'd see there's endless strategies even at the highest level that are able to win at a cEDH table. However, if you'd compare these lists, there will be a LOT of overlap, because in the meta, you need to be able to stop the top combo's at instant speed while executing your own. The best cards for those jobs, will work in almost every deck that can play them, that's how they became staples. A budget Kess deck will be able to cast a Counterspell when the flash-hulk deck tries to win, all the same as another flash-hulk deck would be able to. Flash-hulk was the boogeyman of the format for a bit, because short of a counterspell, there was no way to interact or stop it. It was instant, two mana, a two card combo, easy to tutor pieces in green and blue, and usually supported by black for more tutors. When Flash resolved, there was nothing short of a Stifle-effect to stop the comboing player from winning. And they could overload on free counterspells to protect it. The combo being that cheap in both mana and opportunity cost, while being so easy to assemble and hard to stop that the best way of not losing to it, was just running your own flash-hulk deck, is why the demand for the Flash-ban was there. But any blue deck with the staple counterspells, even the cheap ones, has a chance of beating it. Budget in cEDH determines which/how many of the established staples you can play, but it doesn't eliminate the need for the best cards that are available for the common person not willing to spend a month's worth of salary for a deck. It's the difference between Counterspell and Mana Drain, not the difference between Spell Swindle and Mana Drain.
1 month ago
That's called Stax.
Unlike what many players end up assuming, stax is a strategy where you want to resolve one or two permanents that throttle your opponent in extreme ways that also don't really affect you. Then, you dig for your win condition.
2 months ago
Sweet tech, I like it. Is it worth it to have two?
Stony Silence would be better than Null Rod, no? Silence doesn't help Dockside Extortionist and is tougher to remove in most cases. In corner case situations it is also uncounterable with Destiny Spinner.
Is Counterspell Pulling its weight? I guess it is the next best, but do you really need that many counterspells? Familiar's Ruse is a dinky little counterspell that may have fringe benefits for your deck, or it might just be cute.
If you can find space I think Deafening Silence would be a great addition, it hardly affects your combos, but is pretty damaging to other strategies.