Dispel

Instant

Counter target instant spell.

ThassaUpYo@ssa on Kros

1 month ago

Swagner240sx

For your strategy, I'd focus on either infect or +1/+1 counters since the list seems to be a bit "busy" with too much going on. Once you choose which way you'd like to take the deck, we can further tweak - proliferation will still be central to your overall plan.

Here are some suggestions by color that you might want to consider adding to your mainboard:

:

Heroic Intervention, Nature's Lore, The Great Henge, Three Visits.

:

Akroma's Will, Flawless Manuever, Smothering Tithe, Teferi's Protection, Trouble in Pairs.

:

Cyclonic Rift, Fierce Guardianship, Mana Drain, Swan Song.

Permission Denied

I think you can get away with swapping out removing some counter spells as it seems a bit overkill - Cancel, Dispel, Envelop, Negate, and Nullify could probably come out in favor of Fierce Guardianship, Mana Drain, and Swan Song (the others could just be cut).

For your land base, I'd work the following lands in to help with your color wheel:

Fetch Lands: Flooded Strand, Misty Rainforest, Windswept Heath

Filter Lands: Flooded Grove, Mystic Gate, Wooded Bastion

Pathways Lands: Barkchannel Pathway  Flip, Branchloft Pathway  Flip, Hengegate Pathway  Flip

Shock Lands: Breeding Pool, Hallowed Fountain, Temple Garden

Tri-Cycle Land: Spara's Headquarters

True Duals: Savannah, Tropical Island, Tundra

For mana rocks, I prefer the talismans over the signets:

Talisman of Curiosity, Talisman of Progress, Talisman of Unity

I think your Kros, Defense Contractor list is in a good spot, it just needs to be a little more focused.

DreadKhan on Sisay- CEDH Build

2 months ago

I'm not sure if you should be running that many guild Signets, why not just run more Green ramp that is better at fixing your mana? Artifacts do better in cEDH than more casual games, but you'll be feeding Dockside. I'd even run Talismans over Signets if you feel desperate for 2 mana rocks, Talisman of Indulgence is a more useful card in most situations than Rakdos Signet. Also Fellwar Stone exists fwiw.

Similarly, I'm not sure if you should run ETB tapped Fetches in a cEDH deck, but I will admit the fixing is nice. Stuff like Rocky Tar Pit belong in more casual games, at least in my experience.

I can see you have tons of combos in here, but I can't help but mention Selvala, Heart of the Wilds, she synergizes incredibly well with Sisay, Emiel and a Haste source (like Samut), usually netting you infinite mana and as many cards as you want (by flickering your Sisay, who should be the strongest creature). I only mention it because I think you've got everything Selvala needs to work, and she's a Legendary mana dork that can make any colours of mana.

If you're hoping to play cEDH I would recommend you run at least a couple Counters, some relatively affordable ones (that still hit relevant stuff reliably) are Swan Song, An Offer You Can't Refuse, and maybe Pact of Negation or even Flusterstorm. If these are too pricey you can also try Arcane Denial or Dispel. I would definitely run Dispel over Lightning Greaves in a deck like this, people don't run Sorcery speed answers very often in cEDH, so they'll just wait until you're going to equip the Greaves and then Swords you.

Do you have a plan for Opposition Agent? I feel like if people resolve one you're going to be having a very bad time, unless I'm missing a bunch of removal, and people love Oppo in cEDH. You might consider some of the more versatile removal options, stuff like Generous Gift, Stroke of Midnight, and Beast Within can hit pretty near anything you need gone.

K4nkato on Tinkerbell says “No”

7 months ago

People are talking me into Force Spike & Dispel. Idk where I’ll find room for them, but if vans bring something promising then I can focus on that :)

wallisface on Don't

7 months ago

goblin4god the changes/reductions you’ve made so far have all looked great, so I definitely think you’re on the right track!

For specifically getting down to 60 cards, i’d suggest ditching the following 7:

  • remove the 2 Talrand, Sky Summoner. You have waay stronger threats already in your deck and this card sits in a weird position of neither posing a massive threat, nor ramping/controlling the boardstate.

  • remove the 1 Eldrazi Conscription. It’s overkill when all your big threats easily end the game by themselves.

  • remove the 4 Tyvar's Stand. You have enough redundancy you can easily afford to lose a creature or two. And you should have enough control over the lategame to keep your big threat alive without needing this.

After that, here’s some other options worth considering for card swaps - i’ve tried to keep budget in mind.

  • Mana Leak is better than Negate - opponents will almost never have the mana to pay the cost, and it hits a much wider breadth of cards.

  • Wash Away is clumsy, and expensive to play the cleave cost. I’d be running Witness Protection instead so you can ruin any of your opponents threats that get into play.

  • Dispel is very situational, i’d probably swap it for 2 copies of Spell Pierce and 2 copies of Spell Snare - both cards which have a bit more universal use.

  • Shark Typhoon is super strong for both offering you early game card draw, and late game free-win-condition. If you have the $$$ i’d be running 3 total (swapping out 2 of your other big-threat cards).

  • if you want stronger card draw, Preordain will probably offer more overall value than Opt.

Good luck with the brew! :)

DreadKhan on Tempered Steel/Starlight Spectacular

8 months ago

In my experience if you use this for multiplayer their is one key difference between Humiliator and Diminish; Diminish lasts an entire turn cycle (each player gets a turn with that player have 1/1s), while Humiliator only helps you. If you target someone with Mass Diminish (and you get 2 casts per copy due to Flashback) you will probably eliminate them due to everyone piling on the easy target, Humiliator is a much smaller effect, including letting the opponent attack on their own turn (instead of them still having 1/1s). If you're looking for something you could pull, I think Myr Sire might be your weakest link atm, especially with so few lands. Knight of the Kitchen Sink A is relatively hard to cast, needing WW could be awkward, but Knight is a more useful card than Sire. Another card that I think that's on the weak side is Servo Exhibition, hopefully this gives you some food for thought!

That seems reasonable enough, I must have misunderstood your previous post about Protection. If you're worried about Enchantments being targeted it's a bit harder to solve, there is Devoted Caretaker and Greater Auramancy, I'm not sure either would be worth it. Enchantments are much harder to protect than creatures because it's really easy to kill creatures, do you find your enchantments get targeted? My only other idea worth mentioning is Dispel, but you'd probably be better served by Thoughtcast and Thought Monitor to just draw into replacements for your Enchantments.

MrSilk on Blasting Solemnity - Modern Competitive

8 months ago

DMFF Heh yep, I've known that thing about thing in the Ice for a couple years now. Usually I'll just slap it down and then just Remand/Muddle the Mixture/Dispel/Path of Exile on the next enemy turn or just play a cantrip on the same turn to flip it for the board wipe. Theres a ton of ways to get that last counter off of it with this deck lol. Glad you like the list, its still suspiciously good even with the power creep since I made it!

ASalesman on Unesh, Ultimate Guide (Tribal)

9 months ago

GHoag thank you for your most critical feedback. I agree with a lot you have to say on this. There are a few things I'd like to discuss further. I'll mirror your format so you know how I am responding to what. Thank you for the praise on the list so far, there is definitely some things to be worked out still. "The pinnacle is a concept only to the unambitious" -flavor text from a card I don't remember lol. (sorry for the novel below)

Regarding Fetchlands, I think the deck thinning is negligible or very hard to notice at most. This aspect of them definitely can't be a bad thing. But playtesting has shown that the negative effects of including them are negligible. I have never been upset about running all 4. Also, the synergy these lands has with Vantress Visions (Virtue of Knowledge) feels reeeally good.

Rite of Replication is expensive mana wise. The purpose of Rite is to get through your whole deck in one go assuming Unesh is on the field, which is not always the case. In my playtesting, it has been very hard to resolve due to mana cost, and when you do meet the mana requirement it is never safe from interaction. Given these flaws, this card might as well say "if you are targetting Unesh and this card resolves, you win the game." With the FOFs, you can pick up all counter magic and free mana rocks on the way down your deck to cast & protect Thassa's Oracle. A non-negligible side effect, this makes choosing piles easier to do because you no longer have to grab sphinxs or other wincons. This wincon is still relevant at this mana cost. I think the jury is still out if this is the best choice though. With inifinite mana you can do something similar, and I'll talk more about this below. Q: Why not add Personal Tutor? Simply because you don't need 3 copies of Rite. I already don't like Mystical Tutor, but the versatility to grab any instant makes it worth it. By the time you meet the mana requirement, you will have seen Rite or Mystical Tutor. Personal Tutor is too narrow to have in a slot, even on the 'Rite' plan.

cEDH meta talk, there is Turbo, midrange, and stax (early win, midgame win, lategame win respectively.) The average win without any interaction is turn 6-7 on this revision. This solidly puts Unesh into midrange. I think he can be sped up a bit with more revisions. Turn 4 is a late win for Turbo, but with enough interaction to stop the turbo player we can get to the midrange and win the game. Unesh suffers against a a few stax pieces. The main ones being Torpor Orb (which doesn't see a ton of play these days), and Null Rod and Collector Ouphe. Collectore Ouphe doesn't feel so bad with our interaction suite, and Null Rod is even more of a nuissance. If both are on the field, it is an absolute nightmare for Unesh.

Creatures: Yes a lot of fat was trimmed, and it took some time to really narrow down the best Sphinxs in these slots. There is still room for improvement here. For instance Vexing Sphinx feels awful. The reason I added it a while back was because he can be played early game for a bit of card draw. The card draw from this is not worth the mana spent, the fact that even with Unesh out he is 2 blue to cast also feels very bad. I will definitely replace him with another Sphinx, probably Argent Sphinx or Metallic Mimic. For 2 blue I am much happier to see the mana sink on Argent Sphinx. And for 2 colorless I am happy to see possibly the next cheapest sphinx not already in the deck. Enigma Thief though high CMC, I can reliably cast him for his prowl cost at 2 cmc, and his removal is top notch. Dream Eater though the removal is not the best, it is still good. The kicker here is honestly the surveil 4. You do Unesh FOF first, then surveil 4 and hopefully you can put all 4 in the graveyard. Still dream eater does feel a bit slower than everything else. Scholar of the Lost Trove, upfront I feel very strongly about this card. It's not because this is a pet card, it's because I think its very powerful in this deck. Even at 5cmc which is what I normally cast it for, it feels like insane value. You get the Unesh trigger, and a wincon from the graveyard that the opponents thought they didn't have to deal with anymore. After doing some math on this, the average cost of an Unesh trigger with Unesh on the field is ~2.25 cmc in the current revision (that is the cmc of a card generating the FOF divided by the total number of things generating FOFs excluding Rite). At 5 cmc, casting the Scholar gives you a 4 cmc game winning artifact and a ~2.25 cmc Unesh trigger. Not to mention, it gives you flexibility in choosing piles. For instance, If an opponent erroneously puts Panharmonicon in a pile by itself, you can shamelessly take the other 3 cards in that FOF. Palinchron is also rather expensive to set up, but not as expensive as Rite. I think it is a good back up win condition. If Rite doesn't resolve, or if Isochron w/ dramatic reversal doesn't resolve, we need at least one other way to combo off. With ways to tutor for High Tide this win condition has been online surprisingly often, and is definitely threatening. That said having this AND Rite feels too heavy mana wise. I think I am pretty much sold on Isoscepter because of how inexpensive it is. With recent mana rock additions as well as Mox Diamond and Grim Monolith (mentioned below) the wincon is online for far cheaper than Rite and effectively does the same job, also dramatic reversal can be used as a one time use now which makes it good on it's own.

Lands: After a day of listening to cEDH podcasts, this is what I came up with. Urza's Saga is nuts. After playtesting with these lands I felt a big power spike. Thank you for mentioning Mystic Sanctuary again. I didn't think about it being able to retrieve a wincon which is pretty relevant. I will consider slipping this one back in there. I also think that losing just one more Island wouldn't be very impactful. What do you think about Command Beacon? After playtesting, I think there is such a niche case when this card is good in cEDH. I think I prefer an Island here given the more recent revisions.

Enchantments: Agreed, all of these are great cards. Not much to change here.

Instants: I don't think there are any cuts to be made here. After playtesting I think I need to add more Instants to more reliably shut off early combo wins. Demonic Consultation and Ad Nauseum are rampant. Even fitting in a Dispel or Spell Pierce to the deck would go a long way.

Artifacts: Work needs to be done here. I agree with a lot of what you are saying. Lightning Greaves feels bad because board interaction is light and stack interaction is high in cEDH. Caged Sun is usually too expensive to play without cheating it in with Scholar. But scholar wants to hit other game winning cards anyway, so Caged sun needs to go. Grim Monolith and Mox Diamond need to go in. I have been reluctant to add them to the list because I don't have paper copies. You are spot on with these two though. I am not high on Moonsilver Key, but I do like Wayfarer's Bauble. The bauble putting a land into play is important to getting palinchron online, and this also sees great synergy with Vantress Visions similar to the fetch lands. Though bauable is definitely worse than mox diamond and grim monolith, it would be my last cut. Mox Amber indeed doesn't power Unesh out, but we don't need it to. I will say that my playtests have really favored this card. Being able to play more mana artifacts after a FOF for free will keep the FOFs rolling. Mox Amber feels very good. Mox diamond is superior, but I won't take out Mox Amber for it.

REVISION: After synthesizing both our viewpoints, here is a revision that I will go ahead and push. I think you will like this mostly, but let me know your doubts.

EXPLANAITION: This rev cuts the Rite wincon and adds the less expensive Isoscepter wincon. There is still backup wincon in Aetherflux. Isoscepter is backed up by Palinchron, and Aetherflux is supported by Palinchron. Obviously, the goal with infinite mana is to play Thassa's eventually. Dramatic Reversal is good enough on its own now because of the artifacts added recently. I honestly think this is the cheapest that the wincon package can be while still being robust enough to not fizzle out. With these wincons, Unesh doesn't have to be on the field, which makes the deck less reliant on him, mitigating one of the deck's biggest flaws. Cutting Lightning Greaves will likely be inconsequential due to low board state interaction. Muddle and Spell pierce add some more stack interaction while Muddle can find combo pieces. I went with Spell pierce over Dispel because it can hit stax pieces as well as stopping an early combo win. Cutting a sphinx now relies on Ghostly Flicker to be part of the 20%. Mystic Sanctuary and Scholar of the Lost Trove are used to retrieve wincons from the grave if necessary.

I heavily considered subbing Dream Eater for Argent Sphinx. I will need to playtest that change before committing to it.

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