Tale's End

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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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Tale's End

Instant

Counter target activated ability, triggered ability, or legendary spell.

Icbrgr on Madcap Control

1 month ago

@capwner yeah my ratios are not set in stone at all yet... before running madcap I was relying on Spellskite for my activated ability problems (my whole sideboard is junk now)... I'll probably have to get me some more subtlety and consign... or maybe I can get away with running Tale's End?

fluffyeel on Bruvac's Millibuster

5 months ago

Mill is fun. Mill was one of my first loves (and still is!) for any sort of MTG deck. However, I see some options to further Traumatize your opponents:

ThassaUpYo@ssa on Davy Jones Locker

6 months ago

Profet93

Solid suggestions...what would be reasonable to swap out in favor of Helm of Obedience, Praetor's Grasp, Stifle, and Tale's End?

Profet93 on Davy Jones Locker

6 months ago

ThassaUpYo@ssa

Stifle

Tale's End

Disallow

Although not exactly friendly to your average cmc, a Leyline of the Void/Dauthi Voidwalker. Adding in a Helm of Obedience for theme but more importantly combo

At the risk of "wasting" your spell on it, Praetor's Grasp. Luckily you can just take their sol ring, mana crypt or important combo piece should they not run eldrazi.

Hope this helps!

Ammonzy on Magic Rhino

8 months ago

concorde

By commander rules, you'd be correct. However, the trick here is that you give your opponent the option to change zones during the resolve of the blink trigger. However, if they decide to allow it to blink back into existence, they no longer have that option once you decide to counter your own ability.

When you counter your own ability with Tale's End for example, they already have made their decision on whether to change zones or not. It is a "gotcha" moment that the opponent cannot get around.

Ammonzy on Magic Rhino

9 months ago

Fun trick with Roon of the Hidden Realm as he's 1 if the not the only commander capable of this, although this would require some deckbuilding changes.

Roon has the ability to permanently exile another person's commander. What you do is have a counter-trigger ability card in hand like Stifle or Tale's End. You then activate Roon's ability to blink someone's commander; now the opponent has 2 choices

  1. Allow your blink to resolves
  2. Place their commander in the CZ, essentially accepting death

Now the fun part is if they choose to allow the blink to resolve, you counter your own ability. And since the opponent didnt choose to move the commander into the CZ, it's now stuck in limbo forever.

Azoth2099 on Sen Triplets - Esper Control (Seeking Help)

1 year ago

Iraeus

Okay, so if you're specifically trying to outdo Aesi, Tyrant of Gyre Strait, you're going to have to make sure that you're not being outdone by it's immense card draw & Ramp. Deep Gnome Terramancer, Archivist of Oghma, Esper Sentinel, Alms Collector, Monologue Tax, Smuggler's Share, Consecrated Sphinx, Faerie Mastermind & Ledger Shredder will help accomplish this. Black Market Connections, Scroll Rack, Sensei's Divining Top, Dark Confidant, Dark Tutelage & of course Necropotence are also great card draw options, but won't scale with whatever your opponents are doing. Tithe, Gift of Estates & Land Tax are generically great, but extra great in this context.

Consider Rule of Law, Arcane Laboratory & Archon of Emeria as well. Sanctum Prelate, Void Winnower & Chalice of the Void will also hit 'em with a big ole "NOPE" when adequately applied. Decree of Silence + Solemnity will do so as well.

Weird stuff like Deathgrip will also probably help you lock the game down, but it might not translate very well outside of trying to take down Aesi, Tyrant of Gyre Strait lol. Depends on how heavy your group is, really.

Speaking of that, you really might just need more Counterspells or something! Stuff like Tale's End seems pretty good for your goal here. More Mana Rocks seems like a great idea here too. I'm sure you're buddy is running a bunch of traditional Ramp & Dorks, right? You absolutely must keep up, or you're gonna lose.

More Tutors will help you grease the wheels, too. They can get pretty expensive dollar-wise, but options like Diabolic Tutor, Diabolic Intent & Wishclaw Talisman are very affordable right now.

Let me know how you feel about these suggestions! Cheers!

Icbrgr on Ice-Fang Queller

1 year ago

I really like this list overall. +1

I am interested in your choice to mainboard Tale's End. I personnaly think its a really cool card and have tried to make that card work for my own decklists thinking it would have a wide reach and stop all sorts of stuff... but at the end of the day I think i had to admit that Spell Pierce was more effective in general; al least as far as my experience goes.

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