Trickbind

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Trickbind

Instant

Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)

Counter target activated or triggered ability. If a permanent's ability is countered this way, activated abilities of that permanent can't be played this turn. (Mana abilities can't be targeted.)

Virlym on Yuriko, Shadow of Fate EDH

3 months ago

"This is really fantastic discussions, appreciate it, hopefully not consuming too much of your time :)" I enjoy talking about EDH, and intricate things about it, so I don't mind the small time consumption needed for the longer replies. :)

I've been playing EDH since it was introduced (back when you had to pick an elder dragon as the general, I had a Nicol Bolas deck as my first). Having said that, my group of friends really just liked being able to do big flashy things with cards that normally didn't see much play. So the power levels generally range from 5-8, we also don't really play too much counter magic either. We tend to let people do their splashy things so they can have fun, and interact when it would end the game (counters are really just held for game ending infinite loops, hence the earlier mentions of Trickbind and Angel's Grace as those are common includes to stop combos with split second).

Yuriko, the Tiger's Shadow is also a really cool commander in that it can be built for nearly any power level. So I generally try to help people out with it, but I usually only point out potential problems as I don't want to suggest it into a power level that's not the aim (or just mention some cards to start a discussion or new line of thought). Having said that, I would HIGHLY suggest making room for Cephalid Coliseum if you are playing in a group that utilizes the Thassa's Oracle line. If they aren't running a deck designed around decking themselves and have Laboratory Maniac and Jace, Wielder of Mysteries as back-ups, you can KO them yourself if they try to win with just Thassa's Oracle (not many people will have counters for activated land abilities).

They play Thassa's Oracle, trigger on the stack, they play Demonic Consultation. With Demonic Consultation on the stack maybe there's some counter magic going on to try and stop it, but you can just sit there. The Demonic Consultation resolves and they have no library. While the Thassa's Oracle ability is still on the stack, you activate Cephalid Coliseum, making THEM draw, and lose.

Virlym on Yuriko, Shadow of Fate EDH

3 months ago

Honestly, I wouldn't bother with the Thassa's Oracle line. There's much better generals out there for it over Yuriko, the Tiger's Shadow (like any Thrasios, Triton Hero deck partnered with something that has black in it). Doomsday could still work with Yuriko, the Tiger's Shadow as a game ender tho if you really wanted to keep that in. It's really your call, but I never liked setting myself up to lose if something gets countered (Trickbind makes you lose to the Thassa's Oracle line, and something like Angel's Grace will make you lose to the Doomsday line). Having said that, the following will assume you are focusing on Yuriko, the Tiger's Shadow, and not a planted "good-stuff" strategy.

glaring issues in a general sense from your list :
1)You have poor ramp choices for Yuriko, the Tiger's Shadow
2)Your land base is too awkward and has unnecessary things in it.
3)You have some turtle cards that don't really have much use in Yuriko, the Tiger's Shadow

1)Mana Vault is more for a deck that wants big explosive turns, not ramp for small things over multiple turns. You are hardly ever going to want to dump 4 mana into untapping it. Same concept applies to Dark Ritual as well, especially considering it only gives you black mana. Lotus Petal falls into this category as well to an extent. You don't want explosive turns, you want consistent pressure. Mox Opal makes you life more complicated for a potential free mana, which leads into the next issue.

2)Your land choice is too awkward. You have artifact lands to turn on Mox Opal, but they serve no other purpose and can be wiped out with artifact removal. If you are running so many different lands, you generally want to be taking advantage of something where that matters (like Field of the Dead, and you usually want to avoid using the non-indestructible artifact lands unless you have a lot of artifact synergies. They are too vulnerable to just have for 1 or 2 cards. You have more fetch lands than you have targets for those fetches. You have 3 black fetchs, 3 blue fetches, 1 black/blue fetch, and 1 basic land fetch. You only have 4 basic lands, and 2 fetchable dual lands (giving you 8 fetches for 6 targets). Spire of Industry is honestly too reliant on other things that it can basically be counted as a colorless land with no utility.

3)Satoru Umezawa is cute, but doesn't help in a Yuriko, the Tiger's Shadow. It's main purpose is to cheat in big things for 4 mana. Anything you have over 4 mana should already have a ninjutsu reduction to that. Spellseeker is only good for the Thassa's Oracle line and has no real impact with Yuriko, the Tiger's Shadow aside from tutoring for a tutor, which is awkward (Solve the Equation follows the same line of thought). Viscera Seer's scry ability may seem decent to try and find something for Yuriko, the Tiger's Shadow, but you would need to sac ninjas or enablers, which would lower the amount of triggers you would get. The only real payoff for it is if you're trying to win that turn and you sac your ninjas after they trigger Yuriko, the Tiger's Shadow. Praetor's Grasp is too reliant on your opponent having something useful to you, and isn't reliable enough for what Yuriko, the Tiger's Shadow wants to be doing. And if you're using it to remove you opponent's wincons from their deck, you might as well just use something like Extract for that as it's cheaper, or Sadistic Sacrament as it will hit more targets. Grazilaxx, Illithid Scholar is a little too fragile for the bounce it gives and you would be better off running Cunning Evasion. The card draw on it really isn't necessary. Yuriko, the Tiger's Shadow tends to give you more cards than you need, you don't need additional card draw reliant on damage. Opposition Agent kinda just falls under the "good-stuff" category and will most likely have a prompt death by any1 after you get a land off it, otherwise if kinda just sits in your hand and people will assume it's just a counter.

Ninjas of note that aren't included: Thousand-Faced Shadow, get it, it's too good. 1 drop flier is an enabler spot, but it is also a ninja. Later on, it can be used to double up some ninja triggers as a toolbox card. Mist-Syndicate Naga, expanding your ninja army is really nice and forces value from your opponents to deal with the growing threats. Moon-Circuit Hacker / Ninja of the Deep Hours, extra card draw on cards ninjas with low ninjutsu costs.

Some more meta call ninjas: Throat Slitter / Dokuchi Silencer, removal is nice, especially when it's already lending towards what you already want to be doing and not taking up additional space. Mistblade Shinobi temp creature removal, can set people back a turn if you hit something big, has a tap effect, etc. Skullsnatcher, graveyard hate.

Wolffang988 on Emrakul Hate Deck

7 months ago

I have plenty of memories with Emrakul, both as the user and being the target lol. To counter her cast trigger of taking your turn, you’ll want to run spells like Stifle, Trickbind and Summary Dismissal (and Summary dismissal comes with the added bonus of exiling Emrakul), these can stop the cast trigger to keep her from seizing the advantage. As far as getting rid of her once she’s on field sorcery removal spells and boardwipes should handle her as well as any other creature!

QuestionMarc on Vadrik's Discount Spell Emporium

9 months ago

It's not really fair to suggest a bunch of additions to a deck without suggesting some cuts, so the ones I am seeing so far are:

  1. Clone Legion This is a huge spell but not necessarily a game ender when for 9 mana it probably should be. If it doesn't end the game, it will create a bookkeeping nightmare of tokens that are copies of a variety of creatures that don't have haste and are permanent. Seems the most straight across replacement would be Insurrection which for 1 mana less steals ALL creatures (not just one player's), gives them haste, and guarantees you have all the power and your opponents have no blockers. You should be able to end most games that way or at least take out a player or two, or just wait a little longer until that is the case.
  2. Diluvian Primordial A very expensive creature with no cost reduction, no tribal support, no flash or anything to keep it flexible, and it allows you to cast one spell from each opponent's graveyard? Your spells should be better than theirs. you don't need their spells. Certainly not at this cost. My straight across replacement recommendation? Spark Double! If you have your commander out, this seems like the best creature you could possibly cast!
  3. Double Vision 5 mana is a lot to spend on an enchantment that does nothing on its own, and when it is really good it is kind of a win more card. What this card needs more from an enchantment is more stuff to do early game and more repeatable card draw, so it may be cliche but you could put Mystic Remora or Rhystic Study here and I'm sure they would prove useful to keeping the deck fueled.
  4. Foil Seems like the worst of your counterspells, and you already have a lot! You want one you can cast for free? Force of Will, Fierce Guardianship, and Deflecting Swat are all likely better but expensive. Mana Drain too. But IMO, you already have plenty of counterspells and could use more stuff to trigger day/night so I recommend Leyline of Anticipation here so you can make it night on your turn easy and keep all your tools available at all time. Not to mention dropping creatures and artifacts and stuff right before your turn to protect them!
  5. Galecaster Colossus I'm not sure what another 7 mana creature is doing in this spell slinger deck. You wanna tap out for this on turn 8? No. I found a few other Wizard synergies that would probably work better like Sage of Fables or Metallic Mimic, but probably the Wizard that I would hate seeing the most here and is therefor probably correct is Fatespinner. This will also encourage a lot more day/night flipping I imagine when some people have to skip their main phase!
  6. Homeward Path Are you worried about your commander being stolen? That doesn't seem like a likely occurrence in our meta, and even less likely with all the counterspells and protection equipment you are playing. Instead how about Tyrite Sanctum? You can put a counter on Vadrik at instant speed repeatably for a low price, and when the time comes you can make him Indestructible permanently!
  7. Stifle I find this effect is often too small to be worth running defensively. You could replace it with a slightly bigger version like Disallow, Trickbind, Interdict, or Squelch. You could also replace this with kind of anything proactive and I have a lot of suggestions that could go here with Commander's Plate probably being the safest and Galazeth Prismari being the wildest! (He allows you to tap your equipment for mana!)
  8. Theoretical Duplication I just don't think copying your opponent's creatures for the turn (or more likely creature, singular) is that strong. And the bookkeeping again. You know what IS frustratingly strong? Capsize. Oof. I kinda hate myself for recommending it though. Alternatively if you wanna buyback something fun how about Seething Anger, Haze of Rage, or Lunar Frenzy to build up a huge Vadrik turn!

And a few basic lands for some of the nonbasics I recommended. Also we probably have too many Mountains given that 73% of your mana costs are blue. That's a good start I think at tweaking this deck!

Tzefick on Soul Chamber

10 months ago

It's an interesting card and has parallels to Soul Foundry except you have to pay twice for the creature you cast to get the first token.

Perhaps it could be considered to have the creature spell you exile create a token as well? So if someone blows up the Soul Chamber you haven't been 2-for-1'ed?

Something like:

"Whenever you cast a creature spell, you may exile it with a Soul counter on it and copy the spell. (The copy becomes a token.)

: Copy a creature card you own exiled with a Soul counter on it. You may cast the copy."

This means you still get the original creature you cast so you wont kneecap your tempo nor set yourself up for getting 2-for-1'ed for nothing. The first cast keeps the option to get countered (well the token copy at least). The copy and cast also means you have to pay any additional costs and can utilize optional additional costs (like kicker) and even alternative costs - since you don't cast the copy without paying its mana cost. Paying the costs during resolution of the ability also means you cannot get Trickbind'ed as if it was a Counterspell and you first pick what to copy on resolution. Also it looks a bit cleaner.

An alternative Show

Sevelantis on Blinking Contest

11 months ago

Hello. I have been studying Blink Brago Control for few weeks and I have to tell that I probably have found my place in MTG - I need to build this deck. The job that you had done is so good.. I'm gonna create my deck based on yours. Why ? Because your deck is IMO lacking some essential cards and OFC an UPDATE. Yep... you really need an update. Im casual player, any feedback is very appreciated. So I encourage everybody who is reading this to a discussion.

card draw / card selection

Rhystic Study - Every blue commander should play this, why don't we try - gives consistent draw to get more cards..

Mystic Remora - more draw..

Esper Sentinel - kinda new card in magic - gets consistent draw

Teferi, Master of Time - perfect for multiplayer commander and also 1v1 - +1 in opponents' turns. Discard helps to cast Delve ability or to play Snapcaster Mage - its fine I think.

Dig Through Time - Powerful because of delve.

Search for Azcanta  Flip - enables delve cards and lets to search graveyard for more options. There are some payoffs like Snapcaster Mage, Sun Titan and more.

Blink

Luminous Broodmoth - Mass removal - even more profit! more blinking!

Soulherder - Every blink deck, please. This enables to get more blinking triggers and payoffs at the same time.

Ghostway && Eerie Interlude - Why not ?

removal

Time Wipe - powerful mass removal spell, despite Supreme Verdict or Wrath of God :)

Disallow - extended counterspell...

Trickbind - counter triggers sometimes are gold worth.

Dovin's Veto - One of the most powerful counterspells in magic. Guesss what. It's Azorius colors ;)

Path to Exile - classic

protection

Lightning Greaves - protect commander

Linvala, Shield of Sea Gate - lets sacrifice it anytime we need...

mana

Thran Dynamo - IMO really underappreciated mana base card.

updates

Phantasmal Image - worse version (but only ... ) of Clever Impersonator

Snapcaster Mage - also seems like you are missign something... Play mass removal or counterspell, or anything discarded even by Teferi, Master of Time

Teferi, Master of Time - Isn't this a must-play in an BW deck now?

Teferi, Hero of Dominaria - Isn't it too much mana?

Rhadamanthus on Stifle or Trickbind

1 year ago

That works, but it's because Stifle and Trickbind target the ability, itself, not the source of the ability. The ability on the stack is its own separate object.

In your example, when Gaea's Blessing is milled and its last ability triggers, the trigger goes onto the stack and people can make responses before it starts resolving. That's when you can target the ability with Stifle/Trickbind.

Wbg1415 on Stifle or Trickbind

1 year ago

Can Stifle or Trickbind target a card in a graveyard like Gaea's Blessing when it gets milled?

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