Stony Silence

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Stony Silence

Enchantment

Activated abilities of artifacts can't be activated.

wallisface on Black and White Soul Sisters - MODERN

2 days ago

With the upcoming Mh3, there’s two cards you may want to consider fitting into this brew: Sorin of House Markov, and Guide of Souls.

I really strongly feel like your mainboard needs 22 (maybe even 23?) lands instead of 21.

As far as your sideboard goes, it feels like you are particularly weak to the opponents interaction and/or combo strategies. In that vein i’d run something like:

————————————

In relation to some of the cards already in your sideboard selection, i’d suggest against them for the following reasons:

  • Stony Silence doesn’t do enough to artifacts decks, as many don’t use activated abilities too often - namely this hurts Scales, but not-really Affinity.

  • Inquisition of Kozilek is good against control and some kinds of combo. But only being able to hit 3-or-less mana makes this awkward against both. Combo decks you should already have answers for with my above suggestions. I don’t see this deck beating control whatever it does, so i don’t think there’s point trying to fight it with this card.

  • Kor Firewalker is only useful versus burn. Your deck should have absolutely no problem beating burn naturally, so this isn’t needed.

  • Sanctifier en-Vec feels like overkill if you’re already running Rest in Peace. Furthermore, it’s more red-hate in a deck already generally positioned well against a lot if red gameplans

  • Ghost Quarter i’m not sure why you’re running this? I assume for tron, but this really won’t slow them down enough to matter, and is more likely to mess with your own tempo.

  • Surgical Extraction is generally only good versus combo, but requires being in a deck with a LOT if ways to force discard/mill so you can reliably exile what you need to.

Bazzul on Belzenlok, Godo's Ugly Cousin

3 months ago

I’m back after a long break. I guess I’ll answer months after the questions I did not reply to… Sorry to everyone.

igorforkst I am not a fan of Null Brooch the 2-mana price tag is not really viable as we rarely have 2 extra mana to spare when Belzenlok is cast. After Belzenlok ETBs, counterspells are not that much of an issue. We have hand disruption through Grief to remove them and if one goes through, we can still threaten a win next turn.

Nempek I added your suggestions. Specially Grief is the single best card that has been printed in the recent years for this deck. Hand disruption during the turn we combo off is huge. It also has a very effective interaction with Sibsig Muckdraggers giving us and additional cheap discard effect. Regarding your second question, I am almost certain that the deck list you linked has a typo. I believe the player used Dread instead of Dread Presence.

xenca Awesome line, honestly, I like the fact that it uses more efficient combo pieces (artifacts that tap for mana). If you don’t have artifact hate in your meta I would 100% try running this line instead of the regular ooze. Despite the more efficient components of this robot ooze, I still believe Necrotic Ooze should be used by default to avoid being shut down by Stony Silence and Null Rod. The other issue I have with it is that it doesn’t gain Skirge Familiar’s activated ability, thus if an opponent attempts to remove Trazyn the Infinite when Argivian Avenger’s haste ability is on the stack with say Path to Exile and you are out of mana you can’t add by discarding and redo the loop.

SaberTech on Zurtron

7 months ago

If you are going for a Voltron style of Zur there are a few auras that are often seen in those sorts of lists:

Darksteel Mutation and Oubliette complement Imprisoned in the Moon as ways that neutralize commanders. They make it difficult for your opponents to immediately get their commanders back to recast if they don't have enchantment removal. Darksteel Mutation is much better than Kasmina's Transmutation because the indestructible that the Mutation gives means that the enchanted commander will live through a board wipe and not go back to its owner's command zone. Oubliette could replace Pendrell Flux.

There's a bit of a call to make between Flaming Fist and Battle Mastery. Flaming Fist won't trigger the turn Zur puts it into play because Zur will have already been declared as attacking at that point. However, Flaming Fist does stick around if Zur happens to die since it's not an aura. Battle Mastery will let Zur hit with double strike the turn it enters but dies with Zur. It's a call to make depending on how aggressive you want to be. Duelist's Heritage is also generally better than Flaming Fist but not if Zur has shroud from a card like Diplomatic Immunity, so that depends on what auras you choose to run in the end.

If you aren't running Stony Silence as a silver bullet to shut down opponents' artifacts then it could be worth considering Nettlecyst as another creature/pump effect in the deck, even if Zur can't tutor it up. It could potentially replace Gray Merchant of Asphodel since the current list doesn't look that geared to reliably get a big hit off the Merchant's ability.

One of Zur's biggest strengths though is that he can tutor up Necropotence, so that's a card you should aim to add as soon as you can get your hands on one.

Rest in Peace is a strong card for messing with decks that utilize the graveyard.

Back to Basics can punish decks with greedy mana bases.

Stroke of Midnight is better than Expose to Daylight.

Seal of Cleansing or Aura of Silence are targets for Zur to tutor up to get rid of enchantments and artifacts.

Sevinne's Reclamation and/or Sun Titan could be worth considering for getting key permanent cards back from your graveyard.

wallisface on Is Leyline binding worth it?

8 months ago

Yeah Leyline Binding doesn’t feel very good here - primarily because the cheapest you can cast it is for 3 mana, which is far too steep a cost to ever be worthwhile.

Even with a change of manabase to make it effectively cost 1 mana, there’s a few other setbacks which might make it less powerful here than in other decks:

  • Shark Typhoon, Alpine Moon, Rest in Peace, and Stony Silence all encourage your opponent to bring-in enchantment hate from their sideboard, which might make Binding more vulnerable than it usually would be.

  • your deck is neither hard-control, neither focused on card-advantage, so the potentially-temporary nature of Binding poses a bit more of a threat than it would in the decks that typically run it.

I think Binding probably still works in this deck pretty fine, and I don’t imagine it causing any real issues (local meta depending) - but in order to run it your deck would really need to be fielding the landbase to provide all 5 colours (I would imagine you’d want this anyway for the sake of Prismatic Ending, though its less common to require soo many colours for that card).

wallisface on Do you think The One …

10 months ago

legendofa the problem is that most of those answers arent even remotely useful.

If you exile the artifact they still get to tap & draw a card in response, so the opponent ends up net-neutral, while youre down a card. Added to this, most of these cards are absolutely useless in the event the opponent doesnt draw/play the Ring.

The best exile effect is Leyline Binding, and that still results in you being down a card.

Realistically the best answers are probably things like Pithing Needle, Collector Ouphe, and Stony Silence - but again all of these baring Pithing Needle are going to feel terrible to draw if your opponent hasnt drawn their Ring.

eliakimras on Sytphilis (give it to your opponents)

1 year ago

Hello! I went through your list looking for spots to upgrade, but I found almost none: congratulations, it is really optimized!

Still, I believe you might want to consider some of these cards to increase your engine:

Ramp: Cultivate and Llanowar Elves could be Starfield Mystic, Bear Umbra, Burgeoning or Exploration instead, to stick with the Enchantments theme.

Draw: Don't forget the other enchantresses (Satyr Enchanter, Verduran Enchantress). I would take out Hyena Umbra and Cartouche of Solidarity for them.

Tutors: Heliod's Pilgrim might be better than Moon-Blessed Cleric, since it puts the card in your hand.

Pillowfort: Raking Canopy is probably more effective to deflect fliers than Spider Umbra. Elephant Grass could take White Sun's Twilight's place, since the former does not blow your own field.

Evasion: You might want Unquestioned Authority for extra evasion. It might replace Aegis of the Gods. (In my experience, players' spells do not usually target other players.)

Hate pieces: Rest in Peace, Ground Seal, Solemnity, Authority of the Consuls, Blind Obedience are some cards you might want to include.

Win conditions:

Darth_Savage on Esper Reanimator

1 year ago

So you need a sideboard, as a starting point something like this:

2x Path of Peril - Small creatures humans/merfolk/prowess

3x Prismatic Ending - Good generic answer

2x Teferi, Time Raveler - Cascade/control

3x Leyline of Sanctity - Discard

3x Stony Silence - Shuts down most artifact grave hate

1x Emrakul, the Aeons Torn - Mill

1x Orvar, the All-Form - Creativity

AstroAA on Bant enchantmentz

1 year ago

I would cut the number of lands in your deck to around ~33 to ~35. You can substitute these with enchantments like Utopia Sprawl, Wild Growth, and Carpet of Flowers.

Additionally, you specifically ask for "controlling enchantments". I myself run a Sythis, Harvest's Hand deck that is based on shutting the entire board down, so you can check my deck for inspiration. I run stuff like Suppression Field, Stony Silence, Root Maze, Ground Seal, and other cards like Kataki, War's Wage, Null Rod, Collector Ouphe, and Linvala, Keeper of Silence. My deck wins through locking my opponents by preventing them from being able to play/use lands with Elesh Norn, Grand Cenobite and Living Plane.

If you need any other help, feel free to ask.

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