Stony Silence

Stony Silence


Activated abilities of artifacts can't be activated.

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Stony Silence Discussion

AstroAA on [EDH][Primer] Sythis Enchantress Prison

3 days ago

Hello KyleWynne22! Thank you for the comment!

I know this is kind of a shitty answer, but I would say the cards you ask for are very situational and meta-dependent.

  • Burgeoning - I will be completely honest, I do not really like this card because we only run 28 lands in the deck. The only reason I'd ever really consider it would be because it's a 1cmc enchantment. It would be a different story if we were running say, 36 lands in the deck as you're more likely to be able to make use of it.
  • Karmic Justice - Another card I'm rather iffy on. The main reason I don't particularly care for it is because most of the removal in my meta is creature based, such as Swords to Plowshares, Deadly Rollick, Unsummon, or Rapid Hybridization. You might could get away with cutting Manglehorn for it, as all it does is really add redundancy to the artifact hate we already run, such as Stony Silence and Collector Ouphe.
  • Smothering Tithe - The main reason I don't run this is we run a bunch of things that shut down the activated abilities of artifacts, such as Collector Ouphe, Stony Silence, Root Maze, and I'm even considering adding a Null Rod for even more redundancy. All of these do not allow the treasure tokens to be used. If you absolutely wanted to use Smothering Tithe, I'd say probably _maybe_ replace one of the aforementioned anti-artifact cards, but we generate enough mana with things like Sanctum Weaver or even Cryptolith Rite I feel as if Smothering Tithe is completely unnecessary.
  • Sylvan Library - This is probably the easiest of the bunch you asked about for me to justify including. I'd cut Ground Seal, as really the only reason I run it is due to the fact it draws a card itself upon ETB. The graveyard hate is negligible, as we run Rest in Peace for that. Really only reason I don't run it is due to the fact I don't have one and can't be bothered to go track one down.

Hopefully this answered your questions! If you have any more, or need help building your list, feel free to ask!

darkmus on Serra's Descendants, competitive Angel Tribal

1 month ago

FisterMantastic The vial thing I don't get how is always that bad for you because it tends to be great for me.

But for the rest, yeah, you are pretty unlucky, it seems that your local meta consist in mainly the decks we struggle most against, that's quite unfortunate. I guess you would have to work on the sideboard a lot. The SB in here needs a few changes for the actual meta, a few more creature removal to begin with.

Goblin combo (or any combo deck) is really hard for us. If there are a bunch of those Nevermore is probably our best side option to try to stop combos. Also fatal pushes on the side to take the snoop.

Jund unless they put Lili on turn 3 I don't tend to find it an specially difficult matchup, but like for the living end, put Rest in Peace on the side and that should be enough most of the times. If there are that many living ends around you maybe you even want some extra (and cheaper) graveyard hate to make sure it doesnt get though seized, Tormod's Crypt or Soul-Guide Lanternshould be able to do that job.

Ephemerate + Grief or Solitude (or anything that basically give us card disadvantage) hurts a ton. Shalai helps with that, but is a T4 play which many times is too slow. If you suffer that much against them you may want to put Leyline of Sanctity on the side, or double down in instant speed kill spells to make sure that at least you only get hit by each those once and not 2 or 3 times.

Affinitty doesn't tend to be hard for me, only sometimes because of Urza's Saga. Switch the Anguished Unmakings for Vindicates to help with that (I've done it, I should actualize this list, xD). Other than that it shouldn't be a problem with all the life gain. But you have a million "disenchant" effects in white if you feel like needing more hate.

Hammertime is a pretty hard match up specially on the draw. Double down on instant speed removal to kill its things while they are gettin equipped (mainly put a few pushes in the side)and hope you can stabilize before you die. Maybe even play Stony Silence even if having that doesn't totally stop them because of Sigarda's Aid. Bear in mind that we worry more about the trample in the Shadowspear than the hammer itself.

But yeah, I am sorry man, you have literally the worst meta possible to play this thing. I hope this helps a bit but you are in a tough area to play this. Mine is just the opposite, full of ultra aggressive decks that I can easily stomp.

I am happy at least you are finding this thing fun because I really think it's a super fun deck to play!

Good luck today, I hope it goes better!

Holmhollow on STONEQUILL // Solitary Scribbler

1 month ago

Hey zapyourtumor, thanks so much for the detailed look! The deck is definitely still in the first iterations, so all these comments are super useful.

Sejiri Shelter  Flip has been pretty good to me, but I did shave one off to the side because of that exact reason (ETB tapped land). The most useful thing about the MDFC's is that they can be pitched to the Incarnations, but Malakir Rebirth  Flip is clearly superior for this deck. Protecting a Germ from an Archmage's Charm or giving Kaldra pseudo-unblockable has definitely saved my bacon a few times, though.

I generally stick to 2 max of a legendary creature in any given deck, but being able to pitch extra copies of Mavinda, Students' Advocate to Solitude makes it not nearly as bad to draw multiples. She's definitely a card I want to see every game and I've found 2 to be a little to infrequent to draw them consistently. Her being a flyer also makes her wield a Sword extra well.

Damn is mostly good to clear the entire board sans Kaldra Compleat, them being indestructible of course. Having the option to cast it single-target is nice, but yeah, Push and Solitude tend to cover that field generally well. Definitely like adding a Kaya's Guile to the mainboard though, I might be able to make some space for that. I agree that 2 yard hate cards in the entire 75 is too little. I was also looking at Thoughtseize but the problem I kept running into is that in no time, both decks run out of hand and then we're just topdecking, and I'm drawing all these cute synergy pieces one by one and the opponent just presents threat after threat and I lose. I'm trying for the more sustained value of blinking things and having a bit of recursion and card advantage, focusing more on sticking Kaldra and protecting them/clearing the way for them, than on the turn 1 Grief Ephemerate rip hands now I have a 3/2 and we both have no cards strategy. Maybe some more discard in the sideboard would do?

As for the hate cards:

Chalice of the Void looks real sweet and I might spring for two of them if they ever drop in price a bit. Chalice on one would kill most of my decks :')

Void Mirror kind of shoots my Incarnations in the foot, and I feel like Tron just gets around it by fetching a single Forest. I've considered Drannith Magistrate against Cascade though, and if I go back up to 3 Kaya's Guile I might be hedging enough to have a chance against Living End...

Stony Silence looks sweet and I should really get a few.

Kaya, Orzhov Usurper seems super strong. I can't believe I missed her when RNA came out!

Engineered Explosives is a card I run in CHARON // Seldom Headed Upriver, and it is absolutely bonkers with Lurrus. I got them when they were cheap though... When that reprint hits, I'm definitely getting some more!

zapyourtumor on STONEQUILL // Solitary Scribbler

1 month ago

Is Sejiri Shelter  Flip really worth it? I know it adds two more lands so you have 23 total but having 6 lands that always enter tapped in modern feels way too slow.

Also, I'm not sure you need 3 whole Mavindas. I definitely like the effect but at the end of the day it's still a 3 cmc legendary creature that requires at at least 4 mana to get some value out of.

And for the removal package I don't know if this list wants 2x Damn. The deck feels pretty creature heavy, and the single target option is okay but not super optimal. I think one each of Vanishing Verse and Kaya's Guile could do better in that slot which would free up the sideboard for more hate cards. Also I think it would be good to find some slots for Inquisition of Kozilek/Thoughtseize mainboard, since hand disruption is midrange's best weapon against combo and 4x Grief is probably not enough.

Speaking of the sideboard, you have some extra removal options, 3 lessons, and 3 artifact/enchantment removal. I think you should definitely put in some more grave hate cards, since 2 Kaya's Guiles aren't enough to give midrange decks a chance against combo decks that abuse the graveyard. Since you don't want to ruin your own Malakir Rebirth  Flip stuff I think one-sided hate like Leyline of the Void, Dauthi Voidwalker, and Soul-Guide Lantern would be better over something like RIP.

Some other hate cards:

Chalice of the Void for Footfalls Cascade, Living End, any deck with lots of 1 mana spells like Blitz/Hammertime

Void Mirror for Cascade, Living End, ETron, 5c Elementals, Affinity

Stony Silence for Hammertime, Kitchen

Kaya, Orzhov Usurper for extra grave hate, also hits all of the 1 mana creatures running around in the format and can deal with Kaldra mirror

Engineered Explosives for Cascade, Kitchen, Hammertime

darkmus on Serra's Descendants, competitive Angel Tribal

1 month ago

K0rt Thanks for the in depth suggestions. Yes, is actually working quite well in the new meta, there aren't that many combo decks around now, which are our main "weakness". The Anguished Unmaking vs Vindicate thing, as said before, there are no many Heliod, Sun-Crowned around lately, so yeah, they are pretty interchangeable depending on your local meta. Urza's Saga doesn't tend to be a big problem anyway.

I play Emeria's Call  Flip in the mono white version. In tens if not hundreds of matches I think I casted it like 3 times, and it resolved 1. The thing is we rarely get to 7 lands, and when we do its against control, and by that point they always have counter spells because we have been casting our things with Aether Vial and Cavern of Souls . In the other hand I ended needing to pay 3 life for basically a plain many times. In mono white for sure put 1 in there. But in BW we have enough lands that hurt us. Archangel of Thune is a beast, she steals games out of nowhere. She's a huge finisher. Next to Righteous Valkyrie the reason we are able to win matches. She rarely ETBs and doesn't put at leas 2 +1/+1s on all our other stuff that can attack(if not 4+), that's huge immediate value. Yeah, if she's killed in that exact moment with the trigger on the stack you don't get it. But it happens like 1% of the time, and you can easily play around that playing her with vial or protecting her with Giver of Runes and Shalai, Voice of Plenty . I don't think Angel of Invention is even in the same league as her (in this deck at least).

I've tried Serra the Benevolent and is more or less the same thing as with Emeria's Call  Flip seems great but it ends up adding nothing. the +2 is worthless, we don't tend to have a ton of creatures and our early ones don't have flying. The ultimate the very rare time I got to use it was always in a win more situation in which I had a ton of life anyway. She rarely was able to -3 more than once. Easily 9 out of 10 times (if not more) she ended up just being a 4cmc Serra Angel . And by that point the deck rather have other 4cmc angels that add more, and can be made uncountable with cavern or play at instant speed with vial.

About the side yeah, that is more adaptable to everyones local meta. This thing works super well in general against tribes, basically we excel against Aggro and midrange, do well enough against control and tend to be f*** against combo. So most tribes are easy wins, with the life gain they can't race us and we fly. Elves is for sure faster than us but not a lost game by any means, the thing is I don't she them that often. But if it is a common deck in your area I'll suggest to add 2 Settle the Wreckage , if not I wouldn't add a sideboard card just for a deck which is rare and not such a big threat. The hardest tribal decks are combo goblins and the new elemental deck (that can be brutal, not as a tribal deck, but as a deck in general). Non of them are an autolose by any means, but they ere the toughest ones. Stony Silence is a great card. I had Damping Matrix in the side before and I changed it for Linvala, Keeper of Silence . But in the new meta I am totally going back to Damping Matrix which is a bit of the best of two worlds between the silence and Linvala. Selfless Spirit is another great card, I've had it on the side but I don't seem to find many board wipes lately so I took it out. There is not much control in my area ATM. But another one that goes in and out depending on the meta. The control match up is not easy but it can be grinded up with the help of cavern and vial to cast our things and Giver and Shalai to save them from dying. Also don't over commit. Tends to be a 50-50. Thanks for the great suggestions!

K0rt on Serra's Descendants, competitive Angel Tribal

1 month ago

Cool deck! tbh this seems like a surprising playable angels variation and pretty good against the assorted Ragavan, Nimble Pilferer and Crashing Footfalls decks that are dominating rn.

I know this is rehashing an old discussion but I really think that Anguished Unmaking isn't really playable over Vindicate. It's much beetter against Urza's Saga decks (particularly the food w/ Asmo) decks and Green Tron both of which seem to be pretty hard matchups for this deck at first glance. You should also probably put a Emeria's Call  Flip or two into the mana base somewhere for the late game. I also feel as though Archangel of Thune might be too slow for modern, especially since it dies to an Unholy Heat even after a trigger. Maybe some Angel of Invention instead since it gives immediate value even it just dies? Could also go with Serra the Benevolent as a repeated pumping source as well as a random "got'em" Worship.

You almost certainly no more about good vs. bad matchups than me with this deck, but maybe think about some Settle the Wreckage, Stony Silence and Selfless Spirit for the sideboard. Settle is good in the creature mirrors like Elves, which are probably faster than you on the ground. Stony is for the artefact decks like AsmoFood, although now that I think about it running Kataki, War's Wage is probably better to not shut of Aether Vial for you. Spirit could be good against Damn out of Esper Control and other sweepers which you probably have a problem against with this configuration with no way to gain card advantage outside of Legion Angel,

Prominence2Black on Bant Lockdown !!Win-Con Suggestions!!

1 month ago

Goes really good with land and dorks, "into play tapped" lands are slow. Omitting mana rocks due to Stony Silence and Collector Ouphe effects.

Games went down hill hard to 2 turn 3 Blood Moon plays in consecutive games.

zapyourtumor on Braids pox

1 month ago

I've always wanted to build a braids modern deck, but casting a 4 drop in a smallpox deck always seemed a bit risky to me, while running braids without smallpox always seemed too slow. Here are my comments on your list:

You have some cards that don't add enough to your gameplan.

1) Greater Harvester looks cute, but it sucks. A static ability that only affects you, while the only way for it to cause your opponent to sacrifice stuff is to deal combat damage with a 5/6 vanilla creature without any evasion or trample or anything. Even with Braids wiping your opponent's board this card will definitely hurt you more than them. World Queller is still pretty expensive, but has a much nicer effect that lets you choose the permanent type. I probably wouldn't run either but having another 5 cmc Braids is cool.

2) Tergrid, God of Fright  Flip definitely seems too slow as well but maybe the flip side is okay. I doubt it though.

3) I know you run Thalia, Guardian of Thraben to tax your opponents and make it even harder for them to cast spells along with braids, but you have so many noncreature spells that it's probably not that good here either.

4) Leyline of the Meek synergizes with your token plan, but doesn't help you stretch out the game, deny your opponent resources, or create more tokens for yourself. If you really want to play something to buff your tokens I'd use Intangible Virtue , but I don't recommend it.

5) Timely Reinforcements definitely doesn't fit here. There's a reason it usually isn't played in decks with a lot of other token producers - because then its effect would be useless. Add in braids wiping the opponent's creatures and it becomes even worse. 4 Souls + 4 BB already seems like a good token package to me. It could maybe be a one-of in the sideboard though against hyper-aggressive decks.

6) Cabal Coffers is very questionable, since your land count is probably not going to be that high. If you are going to keep it, definitely add more Urborgs. Also 25 lands is a little high even for a pox deck like this one, I think 24 is the perfect number.

7) Crucible of Worlds does have nice synergy with sacrificing lands (and replaying Flagstones is pretty cool) but a lot of the time you would probably be sacrificing tokens instead. I don't think the card is that great here unless you have Flagstones of Trokair on the field, so if you need space for other cards I would recommend cutting these.

You should probably have more early game resource denial, lower your mana curve, and have more pieces that break symmetry.

1) Braids is a four drop, and doesn't have any impact on the board unless she survives a turn. You definitely need something early game that has a similar effect to braids. I don't think this deck can function without 4x Smallpox .

2) 4x Flagstones of Trokair . No questions asked. Also 2-3 Urborgs (esp if you keep Cabal Coffers). T1 Urborg, Inquisition/Thoughtseize into T2 flagstones + smallpox is backbreaking.

3) Bloodghast gives something to discard to pox, and you can repeatedly sacrifice it to braids as well. Nether Spirit is another option but I don't think it works well here.

4) Multiples of Braids suck, so I'd go down to 3 copies.

5) You could consider Sedgemoor Witch as a token producer instead of Bitterblossom. Not quite as sure about this one; it does something even if you only use the tokens to feed braids and gains life while BB loses life, but it also costs 1 more mana and acts as a juicy removal target. However, with braids on the field you already have removal targets so it probably isn't as much of an issue as it seems.

Your only early game disruption is Thoughtseize. This is definitely not enough.

1) I'd run 6-8 discard spells total between Thoughtseize and Inquisition of Kozilek . Honestly, In my opinion the best is a 4 IoK/2 Seize split, since IoK is better early game and you should be able to prevent your opponent from casting 4+ cmc spells anyways.

2) I understand that you are running Vindicate so you can blow up your opponent's lands, but you should definitely have some cheaper removal. I'd probably cut one and run 2-3 Fatal Push . Bloodchief's Thirst or Prismatic Ending could also work, just anything that isn't Path to Exile .

About the sideboard cards

1) Definitely Kataki, War's Wage for artifact hate, make sure to side out Crucible if you decide to keep it though. Stony Silence is another alternative that you can't sacrifice to pox or Braids.

2) Some boardwipes are probably needed, even though they don't synergize that well with tokens or braids. Without them, you'll just get run over by aggressive decks. Best ones are Damn and Bontu's Last Reckoning (first one is more of a 1-2x mainboard card, while second one is probably a 2-of in the sideboard).

3) Grave hate, Rest in Peace is best but Leyline of the Void also works.

4) Kor Firewalker for burn and/or other aggressive red-centered strategies (like rakdos aggro). Dragon's Claw also works if you don't want to sacrifice it to Smallpox, or if the WW is hard to cast.

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