Counterspells don't see a lot of play at my table. Since degenerate combos are fairly uncommon for us it's hard to come out ahead in the value game by playing counters. But I really enjoy the creative challenge of building a competitive deck under extreme constraints and for a while I've wanted to put together a deck that goes really deep on counter magic. Something like a deck with 18+ counter cards (be they instants or permanents) within a budget of $50-60 (so no Mana Drains or anything). How would you build a deck like that?
Here's a couple of seed ideas:
Guile seems like a worthy curve-topper that can generate a lot of value from each counter.
None of the expensive stuff is really essential other than patron wizard. the patron + prophet of kruphix allows you to keep up with any number of players.
A friend of mine uses Lullmage Mentor in a Merfolk tribal deck with Cursecatcher. I think that might not be what you're after though.
I used to run a deck based around countering stuff to troll a certain friend, who had a preference for infinite combo decks. (not anymore LOL)
My group is mainly large FFA's, so a deck full of 16 Cancel's is never going to fly.
I based it around bouncing creatures c/o Coastal Breach, Whelming Wave & Crystal Shard, and using the obvious Counterspell, Mystic Snake & Draining Whelk with help from Stunt Double and a heap of draw.
It worked okay without being great, it really needed cards that would just flicker the perms for it to work more efficiently, but I never went there with that deck.
For me, it really does depend on how many opponents you expect to play against. The bigger the table, the more you need mass-bounce.
If you want to take it down a different route, I had a truly nasty Lurking Predators / Counterspells-on-legs deck knocking around in my meta a while back...
You play Simic Ramp and get Lurking Predators out as quickly as possible. From there, your opponent burps? Excellent, Predators triggers... oh look! Mystic Snake / Draining Whelk / Clone of an existing Snake/Whelk! Very, very hard to stop once it got rolling.
Thanks for all the suggestions. It sounds like wizards--or at least a wizard sub-theme--would be a good way to go. I'd hold off on that for now to see if they end up as one of the tribes being printed in this year's commander decks, but I'll give it some thought.
I also like the idea of a less-gimmicky, more creature-based route with Mystic Snake, Draining Whelk and Clones. It seems like you could slot those into your standard Simic bounce/blink shell with Deadeye Navigator and creatures like Coiling Oracle to give you an early game--plus Prophet of Kruphix to amp up the competitiveness.
You've given me plenty to consider.
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Here's a couple of seed ideas:
And maybe others.
You'll probably want to run mass bounce effects.
(and you might lose friends...)
My meta: 3 or 4 player free for all, anything goes but boring games or broken decks cause a vote to end that game.
4 Azami, Lady of Scrolls
4 Martyr of Frost
4 Patron Wizard
4 Prophet of Kruphix
3 Sage of Fables
4 Voidmage Prodigy
1 Laboratory Maniac
1 Glen Elendra Archmage
1 Graceful Adept
1 Teferi, Mage of Zhalfir
4 Surgespanner
3 Vedalken Aethermage
1 Captain of the Mists
1 Opposition
// 24 Land
13 Island
2 Nykthos, Shrine to Nyx
4 Hinterland Harbor
1 Reliquary Tower
4 Temple of Mystery
None of the expensive stuff is really essential other than patron wizard. the patron + prophet of kruphix allows you to keep up with any number of players.
I used to run a deck based around countering stuff to troll a certain friend, who had a preference for infinite combo decks. (not anymore LOL)
My group is mainly large FFA's, so a deck full of 16 Cancel's is never going to fly.
I based it around bouncing creatures c/o Coastal Breach, Whelming Wave & Crystal Shard, and using the obvious Counterspell, Mystic Snake & Draining Whelk with help from Stunt Double and a heap of draw.
It worked okay without being great, it really needed cards that would just flicker the perms for it to work more efficiently, but I never went there with that deck.
For me, it really does depend on how many opponents you expect to play against. The bigger the table, the more you need mass-bounce.
If you want to take it down a different route, I had a truly nasty Lurking Predators / Counterspells-on-legs deck knocking around in my meta a while back...
You play Simic Ramp and get Lurking Predators out as quickly as possible. From there, your opponent burps? Excellent, Predators triggers... oh look! Mystic Snake / Draining Whelk / Clone of an existing Snake/Whelk! Very, very hard to stop once it got rolling.
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I also like the idea of a less-gimmicky, more creature-based route with Mystic Snake, Draining Whelk and Clones. It seems like you could slot those into your standard Simic bounce/blink shell with Deadeye Navigator and creatures like Coiling Oracle to give you an early game--plus Prophet of Kruphix to amp up the competitiveness.
You've given me plenty to consider.