DaveLists
11.9k views3 months ago
Commander
Size: 100Salt sum: 69.79
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
Counterspells
Counterspells
(CTRL to add secondary)
Draw
Jace, the Mind Sculptor
+2: Look at the top card of target player's library. You may put that card on the bottom of that player's library.
0: Draw three cards, then put two cards from your hand on top of your library in any order.
−1: Return target creature to its owner's hand.
−12: Exile all cards from target player's library, then that player shuffles their hand into their library.
0: Draw three cards, then put two cards from your hand on top of your library in any order.
−1: Return target creature to its owner's hand.
−12: Exile all cards from target player's library, then that player shuffles their hand into their library.
Legendary Planeswalker - Jace

Memory Deluge
Look at the top X cards of your library, where X is the amount of mana spent to cast this spell. Put two of them into your hand and the rest on the bottom of your library in a random order.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant

Draw
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Mana Accel
Case of the Ransacked Lab
Instant and sorcery spells you cast cost less to cast.
To solve — You've cast four or more instant and sorcery spells this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Whenever you cast an instant or sorcery spell, draw a card.
To solve — You've cast four or more instant and sorcery spells this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Whenever you cast an instant or sorcery spell, draw a card.
Enchantment - Case

Mana Accel
(CTRL to add secondary)
Polymorph Target
Polymorph Target
(CTRL to add secondary)
Removal
Amphibian Downpour
Flash
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Enchantment - Aura

Jace, Architect of Thought
+1: Until your next turn, whenever a creature an opponent controls attacks, it gets -1/-0 until end of turn.
−2: Reveal the top three cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other on the bottom of your library in any order.
−8: For each player, search that player's library for a nonland card and exile it, then that player shuffles. You may cast those cards without paying their mana costs.
−2: Reveal the top three cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other on the bottom of your library in any order.
−8: For each player, search that player's library for a nonland card and exile it, then that player shuffles. You may cast those cards without paying their mana costs.
Legendary Planeswalker - Jace

Spectral Deluge
Return each creature your opponents control with toughness X or less to its owner's hand, where X is the number of Islands you control.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorcery

Removal
(CTRL to add secondary)
Win Cons
Metallurgic Summonings
Whenever you cast an instant or sorcery spell, create an X/X colorless Construct artifact creature token, where X is that spell's mana value.
, Exile this enchantment: Return all instant and sorcery cards from your graveyard to your hand. Activate only if you control six or more artifacts.
, Exile this enchantment: Return all instant and sorcery cards from your graveyard to your hand. Activate only if you control six or more artifacts.
Enchantment

Win Cons
(CTRL to add secondary)
Maybeboard
Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"This deck exists to prove that counterspells are not only really difficult to play correctly in EDH, but they're really bad, too.\nEnjoy playing a game of 3v1 as everyone brands you the top threat -- despite you having literally no board state -- because all you do is play lands and say go."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Enjoy pleading for your life through a combination of bluffing, veiled threats, and leveraging your precious counterspells to exclusively prevent scary things from hitting the board."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"See if you too can pull a win out of your ass despite a quarter of your deck being tempo-negative 1-for-3 card disadvantage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Baral, Chief of Compliance"}},{"insert":", performs three major functions. First, he effectively lowers the average mana cost of cards a full point, to an average of 2.44, starting on turn 2. Second, he lets you loot every time you use one of the list's massive 24 counterspells. Third, he's the deck's only "},{"insert":{"card-link":"Polymorph"}},{"insert":"/"},{"insert":{"card-link":"Reweave"}},{"insert":" target, which turns him into "},{"insert":{"card-link":"Jin-Gitaxias, Core Augur"}},{"insert":" and makes everyone unhappy on turn 3.\n\nThe challenge of the deck isn't the complexity of its cards -- its the complexity of managing three enemies that are all afraid of your ability to stop them, but collectively have the resources to destroy you. To avoid that, your first line of defense is a full quarter of the deck loaded with counterspells. Threat assessment is insanely important -- important things to counter are combo pieces, card advantage generators, and game-ending spells (obviously), but you may not be able to manage it all yourself. Don't be afraid to bargain with players, letting them resolve threats if they aren't used against you or if they remove something else that hurts you. Try your best not to let card advantage slip through, as that can make the game impossible to keep in line. Some counterspells can function as draw, as well "},{"insert":{"card-link":"Archmage's Charm"}},{"insert":" is awesome and can even steal sol rings, "},{"insert":{"card-link":"Thassa's Intervention"}},{"insert":" can dig crazy deep, and "},{"insert":{"card-link":"Cryptic Command"}},{"insert":" does a bit of everything. We're also running three free counters: "},{"insert":{"card-link":"Force of Will"}},{"insert":", "},{"insert":{"card-link":"Force of Negation"}},{"insert":", and "},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":". Finally, there's "},{"insert":{"card-link":"Spell Burst"}},{"insert":" and "},{"insert":{"card-link":"Forbid"}},{"insert":" for the late game, where buyback lets you counter smaller threats at a smaller cost.\n\nFor the stuff that does get through, we've got a fairly powerful removal suite (for monoblue). "},{"insert":{"card-link":"Reality Shift"}},{"insert":" exiles creatures, while "},{"insert":{"card-link":"Transmogrifying Wand"}},{"insert":" turns three creatures into 2/4s and can be recurred with "},{"insert":{"card-link":"Capsize"}},{"insert":" later on. Speaking of bounce, there's also "},{"insert":{"card-link":"Aetherize"}},{"insert":", "},{"insert":{"card-link":"Engulf the Shore"}},{"insert":", "},{"insert":{"card-link":"Aetherspouts"}},{"insert":" , and "},{"insert":{"card-link":"Evacuation"}},{"insert":". "},{"insert":{"card-link":"Imprisoned in the Moon"}},{"insert":" doubles as planeswalker removal, and "},{"insert":{"card-link":"Propaganda"}},{"insert":" and "},{"insert":{"card-link":"Jace, Architect of Thought"}},{"insert":" make attacking into you a bit harder -- with the latter also serving as a win condition. Rounding out the removal are the everpresent "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" and a blue favorite, "},{"insert":{"card-link":"Vedalken Shackles"}},{"insert":" to steal something scary that came through.\n\nTo fuel all this, we've got a beef 13-card draw suite (plus the cards doing double duty above!). Two instant-speed X draws, "},{"insert":{"card-link":"Blue Sun's Zenith"}},{"insert":" and "},{"insert":{"card-link":"Pull from Tomorrow"}},{"insert":" are backed up by a pile of the strongest sorcery-speed draw, which isn't even that bad when you're casting "},{"insert":{"card-link":"Compulsive Research"}},{"insert":" for two mana! There's also "},{"insert":{"card-link":"Jace, the Mind Sculptor"}},{"insert":" and a pile of the strongest enchantment draw in the game -- "},{"insert":{"card-link":"Rhystic Study"}},{"insert":", "},{"insert":{"card-link":"Trail of Evidence"}},{"insert":", and "},{"insert":{"card-link":"Precognition Field"}},{"insert":", as well as all-around game destroyer "},{"insert":{"card-link":"The Magic Mirror"}},{"insert":".\n\nMana ramp isn't too fancy -- standard rocks, plus "},{"insert":{"card-link":"Extraplanar Lens"}},{"insert":", and three cost reducers: "},{"insert":{"card-link":"Sapphire Medallion"}},{"insert":", "},{"insert":{"card-link":"Jace's Sanctum"}},{"insert":", and "},{"insert":{"card-link":"Primal Amulet // Primal Wellspring"}},{"insert":". Combined with Baral, that's a hefty 4 generic discount on most of the list!\n\nFinally, there's the pile of win conditions. Both Jaces can win, as can polymorphing Baral. There's a few more options: "},{"insert":{"card-link":"Runechanter's Pike"}},{"insert":" can turn Baral into a one-hit wonder, and "},{"insert":{"card-link":"Mindslaver"}},{"insert":" can let you win with an opponent's deck. "},{"insert":{"card-link":"Metallurgic Summonings"}},{"insert":" was sharknado before they printed sharknado (at one less mana!), and its ability to return all your spells from your graveyard is clutch late game. Finally, "},{"insert":{"card-link":"Psychic Spiral"}},{"insert":" serves up double duty as a mill spell and a way to recur all your things, and combos with summonings for effective mill prevention.\n\nLast but not least, I need to mention the deck's secret commander in its own thing. "},{"insert":{"card-link":"Telepathy"}},{"insert":" is a wrecking ball. The card is an insane powerhouse and easily the strongest card in the list. Drop it turn one, and the game suddenly devolves into \"FUCK, John has X in his hand and that wins him the game\"; \"Well Frank has a tutor and I know he's running a combo!\" Politics becomes easy. Chaos reigns supreme. And you sit back, with the only hidden hand of counterspells, offering the players safety as long as they keep you alive. Find it, play it, win the game.\n\n"}]}












































































