Stun

Stun

Instant

Target creature can't block this turn.

Draw a card.

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal

Stun occurrence in decks from the last year

Latest Decks as Commander

Stun Discussion

Meachman on Bruse/Kediss

1 month ago

With limited card draw in your colors, it might be worth playing some more cantrips that buff Bruse and replace themselves.

Bestial Fury and Fists of Flame give much-needed trample. Blindblast, Panic Spellbomb, Panic, Rile, and Stun get past lone blockers, while Key to the City gets past anyone. Shelter protects or allows to get past certain colors of blockers. Dragon Mantle gives you a big buff. Burnout prevents tricksy blue spells in combat or counters against your stuff.

Mind Stone and Commander's Sphere give you mana early and card draw late. Scrabbling Claws lets you hate on graveyards and draw if you need.

And since you have two commanders, Tome of Legends is doubly good.

chilbi on Harry Potter and the Hunger for Flavour

5 months ago

Love it, +1 from me. Possibly Stun for Stupor? Also, i'd go with Magnetic Theft or Disarm for Expellarmus, maybe Fumble if those two don't offer enough playability.

Sultai_Sir on Ink-Treader Nephilim EDH

5 months ago

Hey,Sully13! I love this deck! Ink-Treader Nephilim is a crazy general, like a Zada on steroids. Here are some recommendations:

Willbreaker: Yoink!

Word of Seizing: Do you want an uncounterable, instant-speed Insurrection? Of course you do!

Pongify, Crib Swap, Beast Within, and friends: While Ink-Treader Nephilim makes all removal targeting it a board wipe, we want creatures on the board to get that crazy value, so these give everyone some dinky monkeys or lizards to draw 20 cards off of with a Stun after a board wipe!

Verdant Confluence: Get all those pesky lands out of your deck, cards out of your graveyard, and permanently pump up your army! Choose the counter mode once, and the land or recursion mode once or twice, depending on how much you need them. Plus the art is amazing.

Splicer's Skill: For just 5-7 mana, create an exponentially growing army! Splice this doozy of a card onto one of your cantrips, and create a golem for each creature on the battlefield.

Hope this helps, and happy tapping!

Azdranax on Useful formulas for deck building

6 months ago

Interesting topic Ramble, I've been meaning to respond for the last day or two but have just been super busy, but let me provide a mana base formula I stumbled on a few years back after noticing a pattern in my deck building - might be something to try out and see if you find similar results, as I find it's very rare to get either flooded or mana screwed using this formula. I'll provide a couple of examples as well - more for the casual-competitive decks, as my cEDH decks don't always follow the formula as rigorously.

The basic formula for mana-producing lands is: Starting base of 30 mana-producing lands, plus additional lands equal to the CMC of your commander, plus additional lands equal to the average CMC of the deck, minus designated values for each mana rock, mana dork, mana spell and draw spell equal to or less than the CMC of the commander.

The first example is for my Zada, Hedron Grinder deck: Yada...Yada...Zada. In this case, the formula is 30 + 4CMC (commander) + 2.28 average CMC, or 36.28. I then subtract designated values for the following cards in the deck: -1.0 for Mana Crypt, -0.5 for Sol Ring (or any other 0 or 1 CMC rock), -0.25 for Thought Vessel (or any other 2 or 3 CMC rock), Battle Hymn, Brightstone Ritual, Traitorous Greed and Dockside Extortionist, and finally -0.10 for each of the draw spells in the deck: Accelerate, Boiling Blood, Crimson Wisps, Expedite, Fists of Flame, Stun and Renegade Tactics for a total reduction of 3.45 and a final value of 32.83 (rounded up to 33).

The second example includes a more aggressive reduction in mana-producing lands based on my Elf tribal Marwyn, the Nurturer deck: Elves Tap and Slap (Marwyn Tribal Counters). The formula here is 30 + 3CMC (commander) + 2.64 average CMC, or 35.64. I then subtract for the following cards: -0.50 for Sol Ring, -0.25 for Elvish Archdruid, Elvish Mystic, Fyndhorn Elves, Gyre Sage, Incubation Druid, Llanowar Elves, Llanowar Visionary, Priest of Titania, Rishkar, Peema Renegade, Selvala, Heart of the Wilds, Viridian Joiner, Wood Elves, Cultivate, Kodama's Reach, Nissa's Pilgrimage, Rhonas's Monument, Gaea's Touch and Growing Rites of Itlimoc  Flip. Finally, I subtract -0.10 for Elvish Visionary, Llanowar Visionary and Inspiring Call for a total reduction of 5.30 and a final value of 30.34 (rounded down to 30).

Although the reduction values could be considered a little arbitrary in certain deck concepts, this formula has held pretty accurate since I started keeping track of it. I hope you find this useful in the future, and happy brewing.

mmogel on Watch Your Blocks

8 months ago

Bounty of Might seems weak, since to copy it, you're paying 6 to give one creature +9

Can you copy Blossoming Defense, Hunter's Insight or Ranger's Guile on other player's creatures?

Artful Dodge makes all opponents unable to block on attacks, as does Mugging, Off Balance, Renegade Tactics, Singe, Stun

All of the ___ Wisps cards, Expedite, Leap, Accelerate, Carom, Pressure Point, Quickchange, Refocus, will draw a ton of cards on a big board.

Also a ton of mass-damage, mass-bounce, mass-protection, mass-indestructible you could look at. Ex: Snap is a pseudo boardwipe that generates a ton of mana

Snivy__ on Congratulations!! You Win!!

1 year ago

Why run Stun over Renegade Tactics ? The one less mana can really be game changing

Mondo1212 on Feather The Redeemed

1 year ago

Here ya go, Derrick,

Where is Gamble

Ramp or extra mana

Fellwar Stone , Fire Diamond , Marble Diamond , MindStone, Sword of the Animist , Thought Vessel , Hardened Berserker , Treasonous Ogre , Neheb, the Eternal , Neheb, Dreadhorde Champion Desperate Ritual , Pyretic Ritual , Seething Song ,

Target spells that are dope

Coordinated Assault , Enrage , Otherworldly Outburst is cool and you can loop it if the creature you buff dies making a token, Samut's Sprint , Titan's Strength , Accelerate , Aleatory , Chaotic Strike , Stun , Niveous Wisps , Carom , Formation gives banding which is spicy, Spiritualize , Stave Off , Bathe in Light , Feat of Resistance , Chaos Warp target tokens to get permanets from your deck for free, and is good removal.

Heroic/Prowess Creatures cuz value

Vanguard of Brimaz , Fabled Hero , Tethmos High Priest , Leonin Iconoclast , Arena Athlete , Akroan Line Breaker , Monastery Swiftspear , Soul-Scar Mage , Dragon-Style Twins ,

these are some cards I think you should look at, don't need all and some might not fit exactly but if you like them then put them in. Cut some lands you can go down to 34 if you add in more artifacts, which go great with paradox engine.

Cards I think you should replace: Emerge Unscathed rebound fucks with your commander it exiles them not letting you put them back into your hand; Aurelia's Fury really expensive to get any good use out of it, or if you want protection during your turns run Grand Abolisher or Silence ; Expose Evil is too slow of a draw engine Mentor of the Meek with the tokens you make is better for drawing; Burnished Hart and Solemn Simulacrum are meh, better to go with artifact ramp that can feed the paradox plan, plus artifact ramp is cheaper and faster; speaking of artifacts Boros Cluestone and Boros Keyrune are good flavor options but aren't that good as other artifacts; Inferno Titan and Sun Titan are good creatures but don't fit into the game plan as well better to put things that help with the gameplan.

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