Normally I play blue in my decks so I just pack a lot of counters and cast my commander with a counter backup, so when he does his stuff I am prepared, but now I am playing black/green in a deck that relies so much in his commander early and I have no protection at all.
I am looking for some protection such as Ranger's Guile, cheap and efficient that will act as a counter backup against killspells
I don't think I'd dedicate slots to do-nothing cards like withstand death. Especially since you'd need to always keep that mana up for it to work. I think I'd most rely on:
-your commander not being a big enough threat to justify 1:1 trades.
-recursion (with sac outlets) if you find your commander getting priced out of play.
-tutors for the best of the above.
hapatra is the sort of thing many control decks won't really care about, so the first thing should be working in your favor. Throw in a volrath's stronghold, phyrexian reclamation, high market, etc and you're good to go. And all of those cards are fine cards, not do-nothing junk that will be a painful topdeck in most scenarios. And of course, tutors will make it easy to get those things if you need them, or some synergy piece if you don't. You could even throw in a dust bowl or something in case your commander gets turned into a land by something.
Of course stuff like greaves is also a fine inclusion since it's a good standalone card, but when exactly is stonewood invocation going to be a good card to have? It's impossible to keep up and it does very little.
some good stuff was already mentioned. there are some counters that you can use: Avoid Fate Imp's Mischief
but trying to win counter war with blue player who knows what they are doing is not a winning proposition.
instead i would recommend making for opponent impossoble to use counters with stuff like: Autumn's Veil Cavern of Souls Insist Prowling Serpopard Savage Summoning Defense Grid
black have also somee cellent hand attack spells to get rid of problematic cards in opponents hand.
cards granting indestructible/hexproof/shroud/protection are usefull but they are one-shot so permanent based protection would be better. for example Asceticism but CMC of those is usually high.
I second the defense grid suggestion. If their answers are sorcery speed then sandbag until you have the mana to resolve everything in one turn when their shields are down. Cards like hall of gemstone are good at stopping interaction, and you can change a few cards in your deck to be more reactive so you can interfere with them (mind twist is fun, sadistic hypnotist may work with your tokens, withering boon and beast within/abrupt decay effects to keep them off balance).
You can also strip your opponent's hand with something like Mindslicer where are a green-black deck is advantaged in returning things from the graveyard.
In my playgroup there is a player that always ties to disable other peoples commanders if he can with things like
Imprisoned in the Moon or just an early killspell to set you back
Normally I play blue in my decks so I just pack a lot of counters and cast my commander with a counter backup, so when he does his stuff I am prepared, but now I am playing black/green in a deck that relies so much in his commander early and I have no protection at all.
I am looking for some protection such as Ranger's Guile, cheap and efficient that will act as a counter backup against killspells
Thanks in advance
EDH: RWB Edgar Markov The current updated decklist is here
EDH: WUB Oloro, Ageless ascetic The current updated decklist is here
EDH: UWG Phelddagrif, The current updated decklist is here
EDH: WUB Yennett, Cryptic Sovereign The current updated decklist is here
EDH: WUB Alela, Artful provocateur The current updated decklist is here
EDH: GB Hapatra, vizier of poisons The current updated decklist is here
Heroic Intervention
Veil of Summer
Withstand Death
Vines of Vastwood
Stonewood Invocation
Dense Foliage
Steely Resolve
Lightning Greaves
-your commander not being a big enough threat to justify 1:1 trades.
-recursion (with sac outlets) if you find your commander getting priced out of play.
-tutors for the best of the above.
hapatra is the sort of thing many control decks won't really care about, so the first thing should be working in your favor. Throw in a volrath's stronghold, phyrexian reclamation, high market, etc and you're good to go. And all of those cards are fine cards, not do-nothing junk that will be a painful topdeck in most scenarios. And of course, tutors will make it easy to get those things if you need them, or some synergy piece if you don't. You could even throw in a dust bowl or something in case your commander gets turned into a land by something.
Of course stuff like greaves is also a fine inclusion since it's a good standalone card, but when exactly is stonewood invocation going to be a good card to have? It's impossible to keep up and it does very little.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
Avoid Fate
Imp's Mischief
but trying to win counter war with blue player who knows what they are doing is not a winning proposition.
instead i would recommend making for opponent impossoble to use counters with stuff like:
Autumn's Veil
Cavern of Souls
Insist
Prowling Serpopard
Savage Summoning
Defense Grid
black have also somee cellent hand attack spells to get rid of problematic cards in opponents hand.
cards granting indestructible/hexproof/shroud/protection are usefull but they are one-shot so permanent based protection would be better. for example Asceticism but CMC of those is usually high.
Links to my most current deck lists;
Primary EDH; Rakka Mar Token Perfection, Crosis Mnemonic Betrayal, Cromat Villainous, Judith Gravestorm, Rakdos Empty Storm, Exava Artifacts, Bant Trash, & Fumiko Voltron!
EDH kept at home; Ruzzian Isset & Rakdos LoR!
EDH (nostalgic/pimp/retired) in storage;
Latulla Burns, Akroma Smash, Jeska Voltron, Rakdos Storm, Bladewing Darghans, Lyzolda Worldgorger, Xantcha Steals your Heart, Jori Storm, Wydwen Permission, Gwendlyn Paradox, Jeleva Warps, & Sigarda Brick!
Legacy Showanimator and High Tide!
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own