Tolarian Terror

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Vanguard Legal
Vintage Legal

Tolarian Terror

Creature — Serpent

This spell costs less to cast for each instant or sorcery card in your graveyard.

Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays )

jonjonhholt on 3's a crowd

1 week ago

Oooh yeah deadly dispute-esc effects should 100% work with sneaky snacker as the draw for turn does count! That could potentially be really powerful imma have to mess around w that some. Also i think some of those flashback cards could work well but would likely be in a little different of a shell with more self mill/discard, maybe in a turbo terror style deck with stuff like Thought Scour and Tolarian Terror

wallisface on Azorius Aggro-Control deck

5 months ago

9-lives there’s the old saying of ”you can lead a horse to water, but you can’t make it drink” - I’ve provided you all my thoughts on this list multiple times, it’s up to you what you do with them.

Important final notes:

  • you might like Ethersworn Canonist, but this is not the right shell for her - it makes both her and the deck weaker. Importantly, she’s not useful at being “aggro” nor “control”.

  • in any deck aiming to implement control in any form, mana is super relevant - as any control player will tell you. Both Spell Snare and Stern Scolding find their way into numerous competitive lists because 1-mana is just soo efficient, and it helps prevent the opponent acquiring an insurmountable lead early.

  • Tolarian Terror and Haughty Djinn are both good because they can both easily win the game on their own, both very quickly. If the deck isn’t ”full control” then you can’t ever assume you’ll be able to perma-lock the opponent, so you need creatures that can apply pressure and end the game fast. Your collection of white-weenies don’t remotely do that.

In any case, good luck with your brew. I’ve said all I can to try and help make it playable - the rest is really up to you.

9-lives on Azorius Aggro-Control deck

5 months ago

Hmmm. This is really difficult for me to give up Ethersworn Canonist. She plays such a huge role for me in my aggro-control deck. I'm trying out new ideas, but I'm not sold on them. I wouldn't have Spell Snare nor Stern Scolding; i'd rather pay 1 more mana per spell to have the openness of choosing whatever card I want to target with counterspells. The only difference in this and the current deck I currently have is Tolarian Terror and Haughty Djinn. So, it's not that big of a deal that I run Ethersworn Canonist and my current creatures.

wallisface on Azorius Aggro-Control deck

5 months ago

If I were building a deck with your colour and budget restraints, it’d be this. I’d suggest your list look very close to this, if you’re wanting to end up with an ”Azorius Aggro-Control deck”.

If you’re going down the route of specifically wanting to build around Ethersworn Canonist, it’s a completely different deck - neither aggro nor control, but instead some kind of artifact-based tempo build.

wallisface on Azorius Aggro-Control deck

5 months ago
  • Preordain is miles better than Serum Visions

  • yes you can trigger Lion Sash multiple times. You’d presumably always do it in the opponents end step.

  • I should reiterate as I have been this whole thread that your artifact creatures aren’t very-well suited for a control or aggro shell at-all… this is why i’d suggested a bunch of creatures that would actually help you. I know you like Ethersworn Canonist but this is a really bad home for it - trying to force it into this deck is going to make it’s performance bad, and the deck worse.

  • Haughty Djinns 3-mana cost can be a little awkward, but i’ll note Murktide Regent is two mana and survives fine. The trick is to know the matchups well enough to gauge when to ”shields down” to cast it - or wait till you have 4-5 lands so you can also Spell Pierce or Counterspell.

  • Tolarian Terror is 1 mana and wins the game on its own. You’re in no massive rush to dump it down, but tempo-control builds could often get it down by turn 3-4 no problem.

  • Touch the Spirit Realm is fine, but not great. You’re unlikely to ever channel it, but it’ll still be decent-enough.

  • Detention Sphere is decent.

  • of course opponents will be paying 2 mana to crack clues, but only if its the best thing for them to be doing fir their turn. Them gaining clues is an advantage for them.

9-lives on Azorius Aggro-Control deck

5 months ago

Delver of Secrets  Flip works perfectly for me, considering I want to see the topdeck, and it's cheap and useful. I just don't want to be casting it more than once per turn, esepcially if Ethersworn Canonist is worth it.

Haughty Djinn isn't too useful for me, since it's 3 CMC and depends on the instants/sorceries i've casted, which won't be too much for a lot of the game. Even if I cast as many 2-CMC counter spells each turn as much as possible. Same for Tolarian Terror.

wallisface on Azorius Aggro-Control deck

5 months ago

9-lives Cool, i'll keep all my card suggestions to $3-or-less per card.

Being one card-down is not worth it for only really knowing what your topdeck is. If you are using Assemble the Players you are wasting resources for almost no gain. Added to this a point which hasn't been mentioned yet - drawing a second copy of this card is absolutely disastrous, as you can't do anything useful with it.

Lawmage's Binding is worse that Oppressive Rays because 3 mana for a card that's still not removing a creature is just really bad value. Far better spells to remove the opponents creatures are Skyclave Apparition, Stasis Snare, Oblivion Ring, Fateful Absence, Declaration in Stone, Prismatic Ending, and Path to Exile

Opt, Preordain, Serum Visions, and Consider are all cheap and are overwhelmingly better than Defiant Strike.

If you're trying to be aggressive with control, your current creatures are really lacking. The current creatures you're running would fit better in a tax-like build, where the aim is to mess with your opponents tempo but ultimately just slowly chip-through damage. If you're trying to play an aggressive-control deck (like the Murktide Regent list) in , then your best bet for creatures on a budget would probably be Tolarian Terror, Delver of Secrets  Flip, Spell Queller, Haughty Djinn, and maybe Lion Sash

JustJohn97 on Mono Blue Delving Terror

5 months ago

Balaam__ I agree Lorien Revealed is good for a ramp shell or for color fixing. The thought process here is that I am pseudo ramping towards my goal of casting creatures like Tolarian Terror, especially since I often don't have a 1 drop. I can spend mana to cycle Lorien Revealed and put a sorcery in the graveyard and have effectively reduced the cost of my creatures while also securing a land drop. Perhaps running Thought Scour may be better, which would add to your argument of running more Island, but I can't say for certain. It does have the upside of flipping Delver of Secrets  Flip, shuffling Brainstorm, and filling the graveyard while also still being good late game. I don't have a lot of T1 plays, so I'm ok with sinking mana at the beginning for later plays when I'm in top deck mode.

I love having interaction and would love to run more bounce spells, I just don't know how I would fit them in haha! This is actually my honest attempt of shoving in as much interaction while still having something to execute my gameplan with. Typically my game plan is to stall and use interaction until I can throw down a Tolarian Terror. That's actually where the Desert lands come in. I can use them as repeatable interaction without spending a card. It also allows me to cast all my sorcery spells, a third of my instants, and my big creatures if my graveyard isn't large enough. Again it's very match dependent, but sometimes I view holding up the colorless mana as basically holding up something like Vapor Snag. If I were to replace them with interaction, I don't think the mana would be there, so this was my compromise of opportunity for mana and interaction. I'm sure there's a build where Vapor Snag or Unsummon fit in, but I'm not sure what to cut for them after replacing Desert with Island.

Thanks again for the suggestions! Definitely something for me to think about. I'm looking forward to more future games and figuring out what works well and what needs to change.

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