Counter target spell, activated ability, or triggered ability. (Mana abilities can't be targeted.)
|Have (2)||CompleteWaste , gildan_bladeborn|
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|Commander / EDH||Legal|
Latest Decks as Commander
3 days ago
First, it is strictly worse than other counterspells played unkicked. At 2 mana, Mana Leak costs less and does more. At 3 mana, there are many counterspells that work unconditionally (often with a minor upside), such as Forbid , and there are also counterspells that do more than that, like Voidslime .
So we never want to play it unkicked. Kicked, it's minimum 5 mana for "counter spell unless controller pays 2, and draw a card." This is quite a weak effect for forcing us to leave 5 mana untapped. On top of that, copying it with Verazol does almost nothing - in the majority of scenarios when the copy happens, the only valid target will be the original spell you're countering. But if you "double counter" a spell, one counterspell resolving successfully will cause the other counterspell to fizzle, as it no longer has any valid targets. When it fizzles, you don't get any of the card's effects - that includes the draw effect - and thus you can't get double the card draws via Verazol's copy.
Therefore the card has little synergy with Verazol despite being kicker, and isn't great on its own. There are some odd edge cases it might be better than another counterspell, but they're very rare.
1 week ago
Removed Wear / Tear .
Added Dismantling Wave .
Cons: 1. Dismantling wave is more expensive most of the time.
- Dismantling Wave cannot target two pieces of one opponent.
Pros: 1. Dismantling Wave will often get three pieces.
2.Dismantling Wave can target multiple artifacts or multiple enchantments.
2 months ago
There are a few ways around Phyrexian Obliterator 's ability, though Pithing Needle is not one. You could counter with something like Voidslime , though you'll have to do this every time. You could also remove the ability with a card like Kenrith's Transformation or Frogify .
Of course, the best way is to use Justice Strike and see if that makes them concede.
3 months ago
Bloodzy, I should add these into my explanation, haven't done that yet since the rules change. Voidslime and Disallow don't get tutored up by Spellseeker , which is a big deal in my opinion, but they are pretty good cards on their own. You could add a Mystical Tutor or to get them more reliably but that ruins the surprise and blowout potential, but it's still reasonable and the tutor can also be used to get other cards. Sundial of the Infinite , however, does not really do anything on its own and would just be there for permanent removal, which also only works on your turn.
The problem I personally find with this effect is threefold (in decreasing order of importance):
- I run enough removal (that is also reusable because of Roon) to be competitive in the format I play in and we are fast enough that Reflector Mage often achieves the same effect, the game will simply be over by the time they get to use their commander again.
- I prefer advancing my own position over trying to screw with someone else (unless they are about to end the game), because I have a very instant finisher in my combo. Slowing down one opponent (or blowing them out, likely making the spend the rest of the game trying to screw with me) is in my opinion weaker than advancing my own position.
- I play in an established playgroup where we basically play with open decklists. Not that it can't still be effective, but it lacks the blowout because my opponents will likely keep it in mind.
TL;DR: I personally wouldn't play them because I don't think they are optimal in my current playgroup, but I don't dislike Disallow or Voidslime . I don't like Sundial of the Infinite . If you want to run more of these effects I would instead reccomend Trickbind , which can't be countered, or Tale's End , which is also just a 2 mana commander-counter. Like the other two counterspells, they are more flexible than Sundial outside of the combo with Roon, but they are also tutorable with Spellseeker .
P.S. sorry for the delayed reply, I don't check my tappedout regularly.
3 months ago
5 months ago
ya your probably right
but last Saturday i was playing my Timmy temur deck
T1:i played a forest into Magus of the Candelabra
T2: i floated the green played Simic Growth Chamber
bounced the forest used candelabra to untap chamber
then casted Broken Bond on my buddies signet
put the forest back and then casted Sol Ring
T3: i played a mountain and then casted Skyline Despot
T4: i played Alchemist's Refuge and casted Seedborn Muse
leaving the rest of my mana open for Spell Burst & Voidslime
after this topic today i really can't help but to think
how cool it would have been to have Lighthouse Chronologist in my hand on Turn 4 in that game
idk i might even add it to the deck ive been needing more mana dumps anyways
6 months ago
lil_cheez thanks for dropping by Hive. Your suggestion seems pretty legit, but I have designed my deck in such a way that I am always trying to progress towards my win cons, whilst denying spells to my opponents using counterspells like Pact of Negation, Mana Drain and Voidslime. If the board gets to sketchy I can then also blow up the board with mass removal like Austere Command and Blasphemous Act and pinpoint with Necrotic Sliver. Also, with Crib Swap they get a "sliver token". Usually a token is not a big deal. A token with that many abilities can be something pretty scary.
Thanks for the upvote.
So, do you have or are you looking at building a sliver deck?
8 months ago
Doombeard1984, sorry for taking a little bit to get back to you. My life situation has changed dramatically in the past few months - my family and I moved to a different country - so I haven't been able to play as much Magic or be on Tappedout as much as I've used to in the past. I'm definitely doing my best to keep safe. Thanks for the kind words, I hope you and yours are doing well.
As for Survival of the Fittest, I must admit that i've never had the pleasure or displeasure of playing a deck that used it. But I think I see some synergy between it and Dregscape Sliver. Ideally, you could pitch some Slivers that you can recur onto the battlefield to form a combo - (i.e. Heart Sliver, Gemhide Sliver, Basal Sliver, and Sliver Queen) - you could avoid having to pay each creature's CMC due to the replacement cost of Unearth. As an added bonus, Unearth and SotF being activated abilites, counter magic would be at a loss most of the time, unless you're dealing with a meta running spells like Voidslime or Disallow.
Oh, and in case you're wondering "You may activate the unearth ability of a card in your graveyard no matter how it wound up in your graveyard." I'll admit that I needed to look up some rulings on Unearth, as I didn't fully understand the conditions for it to trigger.