June 7th, 2021

Improv Magic in White and Blue

I play Magic by the number one rule of Improv comedy… When building a scene you always say, “YES… AND.” There is a whole wiki about it here.

That is why I rarely play counter magic to stop someone else’s plan. It is just used to keep my plan on track! Plus there is something a bit boring about a Counterspell. It lacks style! So I have developed a way of playing what I call improv magic. The basic idea is to use protection spells that cause my opponent’s spells to fizzle if they target my things! It’s as though I’m saying yes you play that but this also happens! Yes… and! The first rule of improv stays intact. Let’s take a look at some of my favorite cards for this strategy that are in white and blue!

Phasing is a very strange mechanic but it’s very effective when trying to protect your board against three other players. Basically what happens is the creature and all equipment attached to it disappear from the game and come back at the beginning of your next turn. They do not get enter the battlefield triggers but they also don’t have summoning sickness.

Vanishing is a very useful card because for two blue you can hide your threat until your turn, at which point it comes back into play without summoning sickness!

Teferi’s Protection does the same thing except it works for you and your entire board! This is a great card for dodging infinite combo wins and board wipes!

Cosmic Intervention exiles all your permanents so when they come back into play you do get enter the battlefield effects but all the creatures will have summoning sickness. This can be a very large upside for a flicker deck! Also the fact that you can foretell it and only need to hold up two mana to deploy it is very handy!

Ghostway costs three mana and only blinks your creatures but it is an instant so if you do this on another player’s turn your creatures will be good to attack when it gets back to your turn.

All of these are really great options if your local meta has a lot of removal. Of course the Lightning Greaves and Swiftfoot Boots are a great way to keep your creatures in play too but non targeting removal (boards wipes) can still hose your board.

Another way to play by the rules of Improv Magic is to use counter magic that allows your opponent to have some kind of bonus or sends the spell back to their hand. I think these can feel a little too close to regular counter magic so I personally use them sparingly.

Narset’s Reversal can have a huge effect in commander if you time it right! But the better you time it the more salty you will make your opponent! If you hold this up when the game is down to a one verses one state and your opponent is spends enough mana that they won’t just be able to recast the spell, it can be a game ender!

Venser, Shaper Savant is a very versatile card that can bounce a permanent that is in play or even a spell that is on the stack back to hand. Notice this doesn’t have to be used on your opponent so you can bounce one of your own creatures that is being targeted by removal back to hand! Or bounce a spell that is being countered back to hand as well. This card has some really bizarre interactions so looking at the rulings here might help!

Both of these cards add an extra layer of protection that your opponents will have to get through to get to your goodies! Spellskite allows you to pay blue or two life to divert a spell which means you don’t have to hold mana up to activate it! The same applies to Mother of Runes, just tap her to give a creature protection from any color! This helps for blocks and attacks too!

Well that’s all for this week! Thanks for reading! I wish you many great jokes at the table this week!

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The Softer Side of Emrakul