Wall of Frost

Wall of Frost

Creature — Wall

Defender (This creature can't attack.)

Whenever Wall of Frost blocks a creature, that creature doesn't untap during its controller's next untap step.

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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
Pioneer Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Wall of Frost Discussion

multimedia on Processing Throat Pain with Yuriko

2 weeks ago

Hey, you're welcome.

The first cuts to consider are Temple of the Dragon Queen and 3 other lands since 40 lands is too much. In place of some lands add some lower CMC scry/draw such as Brainstorm, Augury Owl, Preordain, Telling Time. The idea is these cards can replace lands because they're one or two mana, easy to cast, that can help to find lands if you need a land, find/draw other cards or most important help to setup the top card of your library for Yuriko. The scry 3 of Augury Owl is nice since it's a flying creature to return to your hand to cast again.

The more lower CMC creatures who have evasion or can give itself or another creature evasion you add the better the creature base will be for Yuriko. There's a large amount of budget creatures to choose from therefore there's really no reason to play many nonNinja creatures who don't have evasion.

Some other cards to consider cutting:


A more complex budget interaction is Cunning Evasion or Grazilaxx, Illithid Scholar with Yuriko and other Ninjutsu. You keep bouncing Ninjas who are blocked and then Ninjutsu them while still in combat. This is helpful with Yuriko and other Ninjas because they will not always have evasion. Any Ninja who has a trigger when it does combat damage to a player such as Ingenious Infiltrator benefits from being able to be blocked then bounced and then Ninjutsu while still in combat, before combat damage step.

Some other cards to consider adding later on that are a little more expensive price, but still budget:

  • Arcane Adaptation: this makes all creatures you control a Ninja as well as a Rogue. This is a powerful effect because then each creature who does combat damage to an opponent triggers Yuriko.
  • Varragoth, Bloodsky Sire: it's a Rogue who's boast ability can tutor for any card and put that card on top of your library. You can activate boast at any time after Varragoth is declared as an attacker thus you can set up the top card of your library in combat before Varragoth dies if that is what is going to happen and before you do combat damage to a player.
  • Fallen Shinobi: Ninja with a potentially busted trigger when you do combat damage to an opponent, but the power of it depends on what cards you exile from the top of your opponent's library.

Thebestnoob on Tricksy Wolves

1 month ago

If you want creatures will high toughness you can put Wall of Frost for 3 mana. Steel Wall is only 1 mana or for 2 mana you can put Wall of Tanglecord in your deck. All of which is modern legal

Grubbernaut on Ninjas to Beat You Black and Blue - Modern

1 month ago

Wall of Frost , Eternal Thirst , Underworld Dreams , and Tragic Fall all seem out of place; they don't really add to your gameplan (and Fall will almost never be turned on).

I would add 4x Ninja of the Deep Hours and some removal like Fatal Push .

Cheers!

ConsumingKiribo on Mindwrack harpy's wrath

9 months ago

inker6405 Great! Well, I have a couple of suggestions if you want a mill deck:

Mindwrack Harpy isn't the best. Reducing it to 2 or 3 copies is a bit better as you want it later in the game but you'll still be happy getting it when you need it. Instead, Ruin Crab or Hedron Crab is a much better idea as you can trigger it multiple times through fetchlands, such as Bad River, Evolving Wilds, Fabled Passage, or Polluted Delta if you got the money.

Glimpse the Unthinkable. 10 cards for 2 mana is a great deal. You can't get that kind of value anywhere else.

Maddening Cacophony adds flexibility. Add Fraying Sanity to increase effectiveness, though if games are going a bit faster than you think, Traumatize.

Next, some cards that fit your description found on gatherer. For a full comprehensive list, here's a large link: gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&text=|[%22mill%20one%20or%20more%20cards%22]|[%22card%20is%20put%20into%20an%20opponent%27s%20graveyard%20from%20anywhere%22] But here are my (budget) recommendations:

Duskmantle Guildmage is good in a mill deck as it helps your opponent lose life more and more easily as an alternate win condition.

Profane Memento is worth sideboarding if you absolutely eat it in the 4rth turn because your opponent was playing burn.

Finally, the best non-budget recommendation that pulls everything together would be a great addition to the deck (the deck is 15 bucks, you can relatively keep this deck at like 30, 40 bucks by adding 1 or 2 of this card)

Bloodchief Ascension. This can be your win con. This deck isn't getting anywhere however unless you'll drop 80 bucks on this card. But the number of cards that are unblockable pull this card together, this entire deck together, yeah you'll stall for 2 or 3 turns, and the deck will only work if this is your first card, but if you are going to break the restrictions and make your budget go wack, this is the card that pulls everything together. All you have to do is drop Swimmer in Nightmares and a Sol Ring since you have no Ashiok, and Sol Ring is restricted in every format it isn't banned in.

Sorry, but you're going to have to drop the Sol Ring.

Next, some useless cards in the deck are:

Boot Nipper, it doesn't do anything except being defensive. You aren't going to need it. You have Murder if the opponent has a really big and intimidating creature well, you can just kill it.

Departed Deckhand, Farbog Revenant it does nothing in this deck. You're attacking your opponent's deck, not their life, so focusing on that contributes nothing and wastes resources for precious deck space for better cards.

Filigree Familiar. Honestly, Divination is better. ANYTHING is better. Visions of Beyond is also a suggestion for mill decks.

Kjeldoran Dead. This does nothing. You'll pass someone's attacks anyway because the average game plays out for 6.5 turns. You'll have enough time to play out your strategy. No one is getting out Emrakul, the Promised End. In fact, not many will actually win by getting out some really big creature. Some will create a value engine, others will spam tokens, or just put pressure on you, in which they've already won once they got their win-con out. A chump blocker isn't going to do anything in this format, but it can do something in commander. This isn't commander.

Lurking Deadeye. How are you going to deal damage in the first place? 2 murders are more mana efficient.

Wall of Frost. A better option for this is Wall of Lost Thoughts.

Swimmer in Nightmares, you need an Ashiok Planeswalker. You have more than enough space for Ashiok, Dream Render as some decks focus on resurrecting the dead. However, this might conflict with what you're going for, but it's a recommendation. (Cling to Dust can do it as well if you come across Uro, Titan of Nature's Wrath, which hasn't eaten a ban in ANY eternal formats. Not even in Brawl).

tl;dr Again, a lot of cards in here either do nothing or almost do nothing, and without Bloodchief Ascension this deck isn't going to be good. It's a mill deck, but a mill deck isn't good without mill cards. And when only a sixth of the deck is mill cards, that isn't good.

If you're ever confused about deck building, Here's a tip: 25 lands, 20 synergistic (cards that count towards winning) cards, 15 cards that let you do things, draw more cards, destroy inconvenient creatures, or counter Uro, Titan of Nature's Wrath. Or Ulamog, the Infinite Gyre, and/or the rest of the Eldrazi titans that haven't eaten a ban.

And also ditch one of your Sol Rings, again they are restricted in vintage and banned in every format that isn't commander.

Corrosive_Cat on Big Weaklings [Budget Azorius Jank]

11 months ago

Turban a good point, yes; I’d miss the extra toughness but that’s not a bad idea at all, deathtouch absolutely hoses. I did have Wall of Frost until Charix was spoiled, perhaps I’ll shoehorn it back in though! Cheers!

Turban on Big Weaklings [Budget Azorius Jank]

11 months ago

Biggest threat to this deck is anything running deathtouch.

Maybe play Gods Willing over Dive Down as it allows both defensive protection and the ability to attack without being blocked if opponent only has 1 color of defending creatures. Consider Wall of Frost if you can find a place for it.

Valius on UB Mill

1 year ago

I’ve played Phenax mill for a while, and he works really well as a defensive deck with Wall creatures and milling at the end step. Creatures such as Wall of Frost, Glacial Wall, Guardians of Meletis, Wall of Junk, etc. Slap a Slagwurm Armor on one of those puppies and someone’s deck will be hurting. Illusionist's Bracers then make a creature double mill, which could mean game over if on your Consuming Aberration.

Additionally, Crawlspace and Collective Restraint can keep you safe while you just mill away.

Other cards that get stupid powerful in this kind of deck are Wight of Precinct Six, Mortivore, and Eater of the Dead who can mill potentially infinitely (especially with the aforementioned equipment cards).

And last thing is to turn mill into damage - Duskmantle Guildmage, Bloodchief Ascension are great, and don’t forget about Mindcrank!

Best part is most of these are very affordable, others look like they've gone up in price a bit since I got them, and even adding just a few can beef up Phenax because they all synergize with him alone.

Tylord2894 on Banding Mechanic

1 year ago

Quick note: I won't quote all the rules about Banding (because several will be used). To get a good idea about Banding, I highly recommended reading the section about Banding. That section is 702.21. of the CR (found here).

Here's a quick summary of the three major things Banding lets you do:

  1. You can form bands with attacking creatures.
  2. If you control an attacking creature with Banding, you determine the combat damage order for the blocking creature(s) (not the defending player).
  3. If you control a blocking creature with Banding, you determine the combat damage order for that attacking creature(s)/band (not the attacking player).

In short, what you described doesn't work. Blocking creatures don't form bands. Rather, a blocking creature with Banding lets it's controller decide how damage from the blocked creature(s) will be dealt to the blocking creature(s) is dealt.

In the first/second question, Wall of Caltrops is blocking one creature. Wall of Caltrops gains Banding, but there is nothing special about that damage assignment order as it is 1-on-1. Combat happens like normal for the other two creatures.

In the third question, Wall of Frost can still only block one creature, so its trigger will only affect one creature.

Some of these answers change slightly if they horde that's attacking you also has Banding. But Banding-on-Banding questions are different than the ones that you posed.

I hope this helps!!

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