I have been having some really great opportunities to get use out of Trickbind lately, and have started to look at it as a Main Deck card. It stops so much that is troublesome in the format that it seems like it is getting under-played. I suppose it could be a meta-game choice, but I gotta wonder what meta-games would not make this useful.
Seems good against me (Necrotic Ooze) and also alright against Twin because of the Split Second. I also see how it could steal games against affinity. Other than that and the anti-fetchland use, what other applications do you get out of the card?
Storm and Snapcaster have been my most common targets, but Clique and friends also don't like it. On the other hand a counter spell does the same thing.
Storm and Snapcaster have been my most common targets, but Clique and friends also don't like it. On the other hand a counter spell does the same thing.
Ahhh. Right. I feel silly for not realizing storm. Makes me actually think it's a reasonable choice. It's obviously still worse than the legacy counterpart though because there's nothing worth proactively Trickbinding yourself.
Ahhh. Right. I feel silly for not realizing storm. Makes me actually think it's a reasonable choice. It's obviously still worse than the legacy counterpart though because there's nothing worth proactively Trickbinding yourself.
Well...Eater of Days, Hunted Horror, and Hunted Phantasm, etc are all Modern legal. Not that I am expecting that to break out or something, but they are pretty powerful.
Eater of Days + Trickbind is as close as you will get to Stifle-naught in Modern, probably (too bad it costs 6).
Anyways, the card is great in tempo lists, but not that good elsewhere. Really the only thing it will do that an ordinary counterspell won't is blow up a fetchland.
Eater of Days + Trickbind is as close as you will get to Stifle-naught in Modern, probably (too bad it costs 6).
Anyways, the card is great in tempo lists, but not that good elsewhere. Really the only thing it will do that an ordinary counterspell won't is blow up a fetchland.
It stops storm combo decks too which is pretty valuable. It might be worth it for killing fetch lands and stopping storm but the casting cost is pretty high.
It stops storm combo decks too which is pretty valuable. It might be worth it for killing fetch lands and stopping storm but the casting cost is pretty high.
Stopping the Storm trigger on their singleton Grapeshot is absolutely hilarious. I have done that before. My opponent was not pleased.
Playing RUG and RUw tempo, its been very good in the sideboard as a 4 of. Chief targets have been Storm, Cascade, Clique, Spellstutter, and Snapcaster. Its far better on the play, as if you are not ahead, it never seams to get you back on par.
Doesn't it? Cascade is an ability that uses the stack and must resolve. It is a triggered ability ("When you cast this spell"). Trickbind should stop it.
No...Cascade is a static ability of the card that automatically happens before priority is passed. It is neither activated nor triggered, rather a sort of alternate casting cost. You can not trickbind it.
If you want to counter both cascade spells, the best option is to Double Negative
There are better ways to deal with Storm too, because they can just cast Past in Flames. Once Grapeshot is in a different zone (the graveyard), then the "can't use this for the remainder of the turn" clause is null. That only works on permanents in play.
Don't get me wrong. I like Trickbind in tempo lists, but I want you to all know this before losing to the wrong information.
Yea, you're right. It was the first thing I read this morning, so my head was not on right. I was confusing Trickbind with Torpor Orb because I use them both in one of my decks.
Yea, you're right. It was the first thing I read this morning, so my head was not on right. I was confusing Trickbind with Torpor Orb because I use them both in one of my decks.
And now you know (and knowing is half the battle)
GI JOEEE!!!
I still think this is a valid MD card for Tempo. I also think Teachings can run this as a silver bullet (maybe).
Randomly wrecking a Fetchland activation is so devastating.
No...Cascade is a static ability of the card that automatically happens before priority is passed. It is neither activated nor triggered, rather a sort of alternate casting cost. You can not trickbind it.
If you want to counter both cascade spells, the best option is to Double Negative
There are better ways to deal with Storm too, because they can just cast Past in Flames. Once Grapeshot is in a different zone (the graveyard), then the "can't use this for the remainder of the turn" clause is null. That only works on permanents in play.
I have yet to see Past in Flames in a deck in the tournament room, but that is something to keep in mind. They can also use Snappy Tom, but you can't expect Trickbind to do all the work. Play a spell, respond to a spell.
What easily splashable cheap spell deals with storm better?
No...Cascade is a static ability of the card that automatically happens before priority is passed. It is neither activated nor triggered, rather a sort of alternate casting cost. You can not trickbind it.
If you want to counter both cascade spells, the best option is to Double Negative
There are better ways to deal with Storm too, because they can just cast Past in Flames. Once Grapeshot is in a different zone (the graveyard), then the "can't use this for the remainder of the turn" clause is null. That only works on permanents in play.
Don't get me wrong. I like Trickbind in tempo lists, but I want you to all know this before losing to the wrong information.
This is incorrect. Cascade functions exactly the same as the Storm ability, in that it creates a triggered ability as you cast the spell that is put onto the stack the next time a player would receive priority. You can absolutely use Trickbind to counter a Cascade trigger.
From Oracle Rulings:
Cascade triggers when you cast the spell, meaning that it resolves before that spell. If you end up casting the exiled card, it will go on the stack above the spell with Cascade.
No...Cascade is a static ability of the card that automatically happens before priority is passed. It is neither activated nor triggered, rather a sort of alternate casting cost. You can not trickbind it.
If you want to counter both cascade spells, the best option is to Double Negative
Comp rules:
702.83a Cascade is a triggered ability that functions only while the spell with cascade is on the stack. "Cascade" means "When you cast this spell, exile cards from the top of your library until you exile a nonland card whose converted mana cost is less than this spell‘s converted mana cost. You may cast that card without paying its mana cost. Then put all cards exiled this way that weren‘t cast on the bottom of your library in a random order."
What we really need is Stifle. I love Stifle effects but the extra mana on Trickbind makes it a P.O.S.
Like others said its only decent on the play, and even then, only decent. Actually it's meh.
If you are running it in a tempo list, on the play, vindicating their T2 fetch is underwhelming especially against zoo. Also it's the worst topdeck possible lategame.
So I think Trickbind needs to stay in the board if you are running it at all.
when you run a card like this you essentially have to ask yourself does it do something better than other cards I run. I found this to be a no. Shadow of doubt does most of the stuff that trickbind does and it also cantrips yet I don't think it is good enough.. Trickbind is good against storm, but mindbreak trap is better.
for me
main deck no
side board maybe
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I've also found that I'd generally prefer Mindbreak Trap to Trickbind in my Teachings deck, and if you're looking for something against Twin, I'd rather use Sudden Death.
Mindbreak Trap is somewhat useful in other matchups besides Storm, and therefore gets my nod. Even against Splinter Twin, I've run this baby out there for free - I feel like my matches against Twin most generally degrade into some line like:
I've also found that I'd generally prefer Mindbreak Trap to Trickbind in my Teachings deck, and if you're looking for something against Twin, I'd rather use Sudden Death.
Mindbreak Trap is somewhat useful in other matchups besides Storm, and therefore gets my nod. Even against Splinter Twin, I've run this baby out there for free - I feel like my matches against Twin most generally degrade into some line like:
Yeah I've seen you around on MODO quite a bit - sometimes I drop in to the games going on in the tournament room just to see what other people are up to.
I score well with Teachings, but it's taken me a bit. I didn't start from any particular list, and I've slowly drifted towards the correct mana base, counter-suite, removal suite, and discard suite over time. And there's still more work to do, but I really, really like the deck.
I think White is pretty much necessary at this point. Path is obviously awesome, and the best way to deal with one drops on the draw. Esper Charm, due to the banning of Visions, is the best source of raw card advantage we have, but also has other uses against combo or decks that really need enchantments. Without Visions, you have to look to grind out card advantage with Esper Charm, Snapcaster Mage, Cryptic Command, Teachings, and binning more than one dude with Consume the Meek or Damnation, but that's fine.
Also, Teachings allows you to run a lot of 1-ofs in your board, and Snapcaster Mage magnifies their strength as well - so alot of times I feel like my matchups are a lot easier in the second and third games. White has a lot of say here as well - Timely Reinforcements, Pulse of the Fields/Rest for the Weary, Fracturing Gust, White's Sun Zenith for the mirror.
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Reprint Opt for Modern!!
FREE DIG THOROUGH TIME!
PLAY MORE ROUGE DECKS!
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Reprint Opt for Modern!!
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Ahhh. Right. I feel silly for not realizing storm. Makes me actually think it's a reasonable choice. It's obviously still worse than the legacy counterpart though because there's nothing worth proactively Trickbinding yourself.
L1 Judge
Well...Eater of Days, Hunted Horror, and Hunted Phantasm, etc are all Modern legal. Not that I am expecting that to break out or something, but they are pretty powerful.
Sales Thread!
Anyways, the card is great in tempo lists, but not that good elsewhere. Really the only thing it will do that an ordinary counterspell won't is blow up a fetchland.
Legacy: UB(R/G) Storm UB(R/G)
Vintage: UBG Gush Storm UBG
It stops storm combo decks too which is pretty valuable. It might be worth it for killing fetch lands and stopping storm but the casting cost is pretty high.
Stopping the Storm trigger on their singleton Grapeshot is absolutely hilarious. I have done that before. My opponent was not pleased.
Legacy: UB(R/G) Storm UB(R/G)
Vintage: UBG Gush Storm UBG
Reprint Opt for Modern!!
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Doesn't it? Cascade is an ability that uses the stack and must resolve. It is a triggered ability ("When you cast this spell"). Trickbind should stop it.
Legacy: UB(R/G) Storm UB(R/G)
Vintage: UBG Gush Storm UBG
If you want to counter both cascade spells, the best option is to Double Negative
There are better ways to deal with Storm too, because they can just cast Past in Flames. Once Grapeshot is in a different zone (the graveyard), then the "can't use this for the remainder of the turn" clause is null. That only works on permanents in play.
Don't get me wrong. I like Trickbind in tempo lists, but I want you to all know this before losing to the wrong information.
Reprint Opt for Modern!!
FREE DIG THOROUGH TIME!
PLAY MORE ROUGE DECKS!
And now you know (and knowing is half the battle)
GI JOEEE!!!
I still think this is a valid MD card for Tempo. I also think Teachings can run this as a silver bullet (maybe).
Randomly wrecking a Fetchland activation is so devastating.
Sorry, man (from the CR):
702.83. Cascade
702.83a. Cascade is a triggered ability that functions only while the spell with cascade is on the stack. "Cascade" means "When you cast this spell, exile cards from the top of your library until you exile a nonland card whose converted mana cost is less than this spell's converted mana cost. You may cast that card without paying its mana cost. Then put all cards exiled this way that weren't cast on the bottom of your library in a random order."
Also, here is a link for the faq:http://wiki.mtgsalvation.com/article/Cascade
I have yet to see Past in Flames in a deck in the tournament room, but that is something to keep in mind. They can also use Snappy Tom, but you can't expect Trickbind to do all the work. Play a spell, respond to a spell.
What easily splashable cheap spell deals with storm better?
Reprint Opt for Modern!!
FREE DIG THOROUGH TIME!
PLAY MORE ROUGE DECKS!
This is incorrect. Cascade functions exactly the same as the Storm ability, in that it creates a triggered ability as you cast the spell that is put onto the stack the next time a player would receive priority. You can absolutely use Trickbind to counter a Cascade trigger.
From Oracle Rulings:
Comp rules:
Emphasis mine.
Edit: Nath'd.
Sry.
I am wrong (do you see me admitting that??)
We all make mistakes.
Reprint Opt for Modern!!
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I may not be infallible, but at least I can admit it...a rare quality in these parts.
Reprint Opt for Modern!!
FREE DIG THOROUGH TIME!
PLAY MORE ROUGE DECKS!
Like others said its only decent on the play, and even then, only decent. Actually it's meh.
If you are running it in a tempo list, on the play, vindicating their T2 fetch is underwhelming especially against zoo. Also it's the worst topdeck possible lategame.
So I think Trickbind needs to stay in the board if you are running it at all.
for me
main deck no
side board maybe
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Mindbreak Trap is somewhat useful in other matchups besides Storm, and therefore gets my nod. Even against Splinter Twin, I've run this baby out there for free - I feel like my matches against Twin most generally degrade into some line like:
Twin --> Path --> Deprive --> Leak --> Pact --> Trap --> Embarrassed.
Similar things can happen in control mirrors.
It can also "counter" uncounterable things, though I'm not sure many of those exist in Modern atm. No one cares about control.
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How is teachings working for you? I have seen you birding a few of my match ups.
I have been trying to make straight UB work, but I find that white might add some decent disruption.
I score well with Teachings, but it's taken me a bit. I didn't start from any particular list, and I've slowly drifted towards the correct mana base, counter-suite, removal suite, and discard suite over time. And there's still more work to do, but I really, really like the deck.
I think White is pretty much necessary at this point. Path is obviously awesome, and the best way to deal with one drops on the draw. Esper Charm, due to the banning of Visions, is the best source of raw card advantage we have, but also has other uses against combo or decks that really need enchantments. Without Visions, you have to look to grind out card advantage with Esper Charm, Snapcaster Mage, Cryptic Command, Teachings, and binning more than one dude with Consume the Meek or Damnation, but that's fine.
Also, Teachings allows you to run a lot of 1-ofs in your board, and Snapcaster Mage magnifies their strength as well - so alot of times I feel like my matchups are a lot easier in the second and third games. White has a lot of say here as well - Timely Reinforcements, Pulse of the Fields/Rest for the Weary, Fracturing Gust, White's Sun Zenith for the mirror.
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