Counter target spell that targets a permanent you control.
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Turn Aside Discussion
3 months ago
Erm . . . I'm not sure if I got the right piece of info through, so let me clarify just in case
Denial counters basically everything(noncreature) if cast t1, and it is very likely to counter things turn 2-3. You can drop a 4+ power creature t3, and then protect it with Denial. Granted, Denial is best with cheap big things, but that's because its role is often " Turn Aside for your Shadow, but with the upside of hitting a lot more relevant things".
Really, I would be using Denial as a way to keep my opponents from killing my big thing in Modern, meaning that technically, you can still just use Spell Pierce in the same spot.
But I guess you just want big things to go with denial, in which case look at https://scryfall.com/search?as=grid&order=name&q=cmc%3D1+legal%3Amodern+pow%3E%3D4 , https://scryfall.com/search?as=grid&order=name&q=cmc%3D2+legal%3Amodern+pow%3E%3D4, https://scryfall.com/search?as=grid&order=name&q=oracle%3Adelve+type%3Acreature+legal%3Amodern
If you want to build with Denial and a big creature, Grixis Death's Shadow is a great deck.
If you're trying to protect a reasonable sized creature, any cool low cmc creature plus any counterspell is fine.
What is it specifically you want to do?
3 months ago
I like your deck. Looks like it would be a lot of fun for casual games. I also have some suggestions:
I would replace all the copies of
. You get hexproof and can tap for colored mana. Which helps address your mana issues you mention in the description. And up the count of your
I would also consider replacing the 3 copies of Turn Aside with Muddle the Mixture . It counters instant and sorceries which would be the primary targets for Turn Aside anyways. Then it can also transmute for Spy Kit , Cream of the Crop , Sylvan Caryatid and Paradise Druid . (If you added it).
I would also suggest getting 2 or more copies of Fierce Empath which would let you tutor your giant monsters.
Then once you get them in hand you can use Retraced Image of course. Or put them on top of your library with Brainstorm for Mitotic Manipulation .
I would also suggest a mana rock if you continue to have mana problems whether or not you add Paradise Druid . Something like Simic Keyrune would be good since it can also transform into a hexproof creature for your combo.
I like Reason / Believe in your maybeboard too. Scrys and it can also put them into play with the Aftermath side. Synergizes nicely with the deck though not sure where you would cut until you even out your other issues.
3 months ago
Almost all counterspells in white are colorshifted versions of blue spells: ( Mana Tithe -> white Force Spike , Rebuff the Wicked and Dawn Charm -> white variations of Turn Aside , Lapse of Certainty -> expensive white version of Memory Lapse ), originating from Conflux and Planar Chaos, which are exempt from following the rules of the color pie because of lore reasons. The one exception being Illumination , being specifically limited to the same targets as Disenchant , but answering them on the stack instead of in play, combined with a similar downside as Swords to Plowshares .
So in the next set where color functionality gets scrambled? Sure, print another white counterspell, maybe we can get a white Stifle , or maybe a white Spell Swindle this time, to fall in line with Smothering Tithe .
But my internal reasoning says: to counter a spell, you'd need a lot of knowledge about magic, be a wizard that has seen and done enough magic to recognize on the fly what spell is used against him, and prepare an according response before it's too late. That doesn't feel white at all, white is all about setting up and enforcing rules to prevent bad stuff from happening before it actually happens. And if that fails, White's way of preventing the bad stuff is by Gods Willing or a battalion of soldiers' Unbreakable Formation , just defending what you have, unable to offensively mess with your opponent's magic. Which Stifle very much does.
I'd say white can already counter plenty of triggered abilities though, mainly through Hushbringer , Tocatli Honor Guard and Hushwing Gryff . Again, enforcing rules before the bad stuff happens, instead of fighting it just before it's too late.
6 months ago
For sure. I did not realize three visits got a reprint, I was about to ask why you had it lying around. Also this is (mostly) nitpicking but unless you run into many Vandalblast/Shatterstorm affects, you might prefer Turn Aside to Miscast. Finally, kira, glass spinner (some name), which does require a bit of workaround, can result in extremely difficult situations for opponents (single target artifact/enchantment/creature destruction are neutered against you).
6 months ago
9 months ago
Most of my experience with infect comes from playing simic, but I have played the mechanic in all 5 colors. In terms of power, green is the most effective color to play by a very VERY large margin. You get access to the best infect creature in Glistener Elf (along with the slower and safer option of Blight Mamba), you get trample sources to push through damage with Ichorclaw Myr such as Rancor, Predator's Strike, and Larger Than Life, you get protection bundled with buffs in the form of Vines of Vastwood, Ranger's Guile, and Blossoming Defense, and you get the largest pool of very strong power boosts in the form of Mutagenic Growth, Invigorate, Scale Up, Might of Old Krosa, Berserk, Become Immense, Groundswell, Phytoburst, Noble Hierarch, and Pendelhaven. Since infect is an all-or-nothing sort of archetype, even when running the less aggressive versions, the most important characteristics that you need are speed, protection, and evasion. Green offers two of those things in spades but can struggle with evasion. This is why blue is generally considered the next best color to run. You get the insane threat of Blighted Agent, unblockable buffs with Distortion Strike and Aqueous Form, and protection from spells via Spell Pierce, Dispel, Turn Aside, and the odd Spellskite. Black is the next best. Plague Stinger's flying isn't as good as the unblockable on a Blighted Agent but it's still very powerful evasion as illustrated by the ubiquity of Inkmoth Nexus in every non-budget infect list ever made. Black also nets useful control tools like Thoughtseize, Inquisition of Kozilek, Fatal Push, Dismember, and Assassin's Trophy. White was considered the worst infect color for a very long time since its best option (Apostle's Blessing) can be used in any deck, but the recent introduction of Giver of Runes has breathed some life back into the color. Additionally, I've seen a lot of equipment lists popping up that use Colossus Hammer, Kor Duelist, Sigarda's Aid, and Kor Outfitter to see some success. Unfortunately, that leaves red as the current worst color to run in infect. It has some decent buffs but they pale in comparison to green's offerings. The result is that most red infect decks rely on gimmicks like using Razor Swine's first strike to wither enemy creatures, generating infinite mana to pump into an unblocked Ogre Menial, or putting Phyresis on something like a Spikeshot Elder to bypass combat altogether. Your instant tricks definitely fall in this category. That's not necessarily a bad thing though. If your meta is casual enough, red should still work and it will be much more interesting to play with / fun to play against than a more traditional deck. How competitive you want to be is always up to you.
To answer your specific questions, I would probably start by cutting a few creatures. Most lists run about 12 infect sources (and that's including a playset of Inkmoth Nexus). With Hand of the Praetors on your top end, running 16-20 isn't that unreasonable, at least as long as all of them are good. Infect creatures usually become "bad" when they cost more than 2. That's why I wouldn't usually recommend running Ichor Rats or Septic Rats. Both Necropede and Plague Myr are perfectly acceptable inclusions with very similar power levels. They'll rarely be better than Plague Stinger or Ichorclaw Myr but that's okay if you just want more guys to play. As for Vector Asp, it's honestly a pretty bad choice in most circumstances. While you usually won't need to activate it more than 2 or 3 times to win the game, that mana would be better spent elsewhere, and it doesn't even trigger the Hand. However, given the choice of it and a 3-drop, I'd probably take the snake, especially since it would be your only proactive play on turn 1 (barring the inclusion of Glistener Elf or Inkmoths). Better though would just be to run neither and invest in more buff spells to assist in combat and trigger Livewire Lash. I do like the idea of those spells having cycling in theory, but in practice, the mana needed to cycle can short you of the resources needed to close out the game. Plus, cycling spells tend to cost more to account for the added ability. Cycling lands on the other hand should be fine as long as they come in untapped, although it looks like that only describes Ash Barrens and Blasted Landscape. Just like with creatures, I wouldn't run any spells that cost more than 2 unless they can win you the game like Soul's Fire can. This will also allow you to run 20 lands or fewer, opening up even more slots for gas. I apologize if I'm repeating myself about the low-cost-high-speed thing but that is basically the reason the infect mechanic exists. If you prefer a slow and more controlling style, Rakdos wither built around Necroskitter is a fun option that has some overlap with infect.
10 months ago
Well met, doughty traveler, and hereupon we must joust! You entreated my presence, and thence thou shalt be remunerated. I shall be oppugning your deck most perfidiously, yet you must fend off my awesome advice!
(Okay, I'm done.)
Let's do this.
Well, I have an artifact build of my own, thus I may be leastway some aid. (See Mr. Scarecrow)
In your deck updates you mentioned cutting Mystic Remora, but I find this card to be amazing whenever it is upon the field. Do you know how many decks run all creatures? Only those obsessed with Umori. Four mana is a severe tax, as this oft draws four or five cards or entirely ends the opponents' plans, merely due to them being afeard of you drawing too many cards.
Come on. Only 33 lands?! (Mine has 25.) I'd actually go down a few. Expedition Map can serve as a land-in-disguise, and Traveler's Amulet, as with Wanderer's Twig, each serve more late-game value just by being artifacts.
Go do your homework, young 'un. Should you not be studying for Tolaria West? This tutors for all sorts of trangams. Need defense for a combo? Pact of Negation! Wish to murder everything? Walking Ballista it shall be. It can also find an Inventors' Fair to find an artifact, and may stomp upon those foul graveyard players with a Tormod's Crypt.
Dispatch is spicy, Swords is just better. Now, as much as I love spicy cards, I find it difficult to justify them when there is just a better option, in this case one that is unconditional. Dispatch may be active turn one on a good day, two or three on a normal day, but Swords to Plowshares is always ready.
Prepared for some bromidic options? Ichor Wellspring draws a lot, being one of the primary engines in my deck. Krark-Clan Ironworks ends the game upon resolution. Thirst for Knowledge is always solid, stocking the bin and sculpting the hand. If you can get ahold of one, Daddy-o does bloody everything.
Now, upon my spicy choices:
I have said afore and I shall say once more, if the deck bears Dimir, you run Unfulfilled Desires. It goes through SO MANY CARDS. It lets you be mana efficient for those bloody turns where you have three just lying about and being indolent, whereat you may filter through three cards instead. This mayn't be card advantage, but it is amazing. Mana-flooded? Lovely! Mana-screwed? Still great! It is better than it reads, and it reads most meritoriously. Oh, and it's cheap, too. My card store had thirteen lazing within their shelves.
Turn Aside is fun, but have you seen the splendid Hindering Light? Of course you have, yet it draws a card, and therefrom I find reason enow to see to its inclusion. Only if you want, but it feels great.
Now, I much enjoy Supreme Will, for it leastwise cycles but may act as a lacking counterspell. Impulse goes in all of my blue decks, for it evermore pulls its weight. Moreover, I am rather fond of Painful Truths, as it draws quite a few cards withal much efficacy.
There are a sparse few things I would foredo.
Spellbook doesn't do anything. If you're drawing enough to be above seven, you should be winning the game instead of maintaining your hand. Call it clemency.
May all luck have you!
Discussing payment, you must see my lovely Hazezon. Thank you very much.
10 months ago
If you have the mana sure, but don't forget that doesn't save you from things like Path to Exile or Dismember. If you're running low and need the mana for other spells, try Mizzium Skin, Dive Down and Turn Aside