Suppression Field

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Suppression Field

Enchantment

Activated abilities cost (2) more to play unless they're mana abilities.

cerbervs on Heliod Stax

3 months ago

First play revealed that I need more ways to find Heliod. Also, a way to draw more, and eventually shuffle on command (fetch lands will be a later round of purchases). Here is the solution for now, will update when I've had a chance to play it. Going all in on Heliod, Sun-Crowned + Walking Ballista so I am dropping the Karmic Guide + Phyrexian Altar + Reveillark as there's no outlet besides Ballista anyway

Going out:

Coming in:

thefiresoflurve on Thalia&Gitrog Stax

3 years ago

One more change I would make is Suppression Field -> Smothering Tithe. The sheer amount of mana that card can generate is silly

Balaam__ on Tails from the Crypt

3 years ago

Thanks for posting, legendofa. Chamber Sentry is here mostly to make sure we have fuel to throw at the combo engine. I was leery just 4x Wild Cantor may not be enough, like if they’re buried at the bottom of the deck or something. I do really like Crashing Drawbridge though. I’m going to add that to the maybeboard—I’m not sure it’s worth removing Suppression Field for, but then again I could always kill my own Enchantment with Nature's Claim

legendofa on Tails from the Crypt

3 years ago

How much utility do you get out of Chamber Sentry?

Crashing Drawbridge could give your Bat swarm haste, if that's a concern, but it clashes with Suppression Field.

AstroAA on Bant enchantmentz

3 years 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.

SynergyBuild on [EDH][Primer] Sythis Enchantress Prison

4 years ago

General thoughts:

I find a lack of Blind Obedience quite interesting. You seem to run Authority of the Consuls, which is similar if a slightly edited variant of BO without the artifact hate, but having the consistency to not make Concordant Crossroads nearly as symmetrical seems important.

Wheel of Sun and Moon is a very powerful effect, however it seems strange to run in a list that can quickly ramp and empty its hand as well as a deck with access to Rest in Peace and Ground Seal.

Nature's Chosen is a beast with Cloudstone Curio loops and can oftentimes be looped to untap Sanctum Weaver or other mana producing effects very easily in a way that wins much quicker than Crossroads loops and often not need as many pieces nor as risky of effects.

Green Sun's Zenith seems quite better than Sylvan Tutor, and can be looped to allow you to never deck yourself in the case of Argothian Enchantress or Setessan Champion which is also great utility worst case.

Regrowth doesn't make much sense to me here, your deck has multiple pieces of hate for this card and little to no utility with it.

Song of the Dryads seems like a better variant on Beast Within or Darksteel Mutation combined into one. Just an effect that is able to add enchantment types to your list and replace some of your non-enchantments with the only cost being sorcery speed and the additions being commander hate and card draw.

Krosan Grip, Beast Within, and Generous Gift all are quite expensive for the effects they give, Path to Exile as well seems a little off for this list. I'd try to use threats in the form of Seal of Cleansing/Seal of Primordium/Journey to Nowhere/Parallax Wave which are not only tutorable, Hall of Heliod's Generosity's recursion, etc. all works on them, and many of them support an Opalescence combo strategy, with two of them being infinite combos with it and the other two being able to stop a sweeper from killing your field by removing your own Opalescence.

Shapers' Sanctuary seems quite weak in my opinion, just feels low-value considering how few of your creatures can be targeted/would be targeted anyway given your abundance of shroud effects.

The fetchlands in this number makes both your own Root Maze and Suppression Field field feel as though you are unprepared for your own hate. Maybe take out a Prismatic Vista or some enemy fetchlands?

PikaPete22 on Boros Land Taxes

4 years ago

I'm interested in reading more about the Heliod and Enchantress match-ups?

Maybe you could apply strategies from your wins to mitigate your weaknesses.

Suppression Field in the side board seems like a reasonable response to planes walkers, but Magus of the Moon is redundant in my opinion.

If you just need a few extra points to either bolt a PW, or to target an opponent FTW, then Heated Debate or Exquisite Firecraft could be used in the side board.

For more powerful post board games: You could consider splashing a third color towards very contentious lines of play like Slaughter Games or Wreak Havoc.

It looks like Boseiju, Who Shelters All might be the smartest addition.

VolrathsPurse on Uril, stalking those mists

4 years ago

I feel personally attacked by the inclusion of Suppression Field

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