Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Classic Sixth Edition (6ED) Uncommon
Weatherlight (WTH) Uncommon

Combos Browse all


Enchantment — Aura

Enchant creature

When Abduction enters the battlefield, untap enchanted creature.

You control enchanted creature.

When enchanted creature is put into a graveyard, return that card to the battlefield under its owner's control.

Abduction Discussion

Byuante on Carl

1 year ago

I mean....Command Tower would seem like a good addition.

Soul Seizer  Flip?



Cadoiz on This Deck Is Oozing Potential...

2 years ago

Some more Suggestions to the ones of dudualdo42:

Abduction, Confiscate, Control Magic, Dominate, Mind Control, Treachery, etc.)

Beguiler of Wills and Willbreaker are worth a look at too, if you ask me.

Maybe you can include Shrewd Negotiation for some shenanigans? Maybe to give the opponent a tapped Mana Vault, Steel Golem or something disruptive?

Found even more:

Chromeshell Crab, Dream Leash, Persuasion

RexStrangelove on Atraxa Maybeboard - Ideas Seeking ...

2 years ago

So I, like many of you, am sitting in a place of giddy excitement as I wait for my new Breed Lethality deck to arrive. I knew it was the one I wanted the very moment they were spoiled, and I was Vindicated to see it outselling even the much-touted Bromance (which is also a completely solid choice, along with everything but Yidris).

Anyway, as I sat waiting, I got to looking through my old cards, plucking out anything that looked particularly juicy for the new deck. My landbase is upper-mediocre for sure, and I still need to grab a few pricier staples (i.e. Archangel of Thune and Doubling Season), but I actually found a surprising number of cards which may totally merit a spot in the lauded 99.

Basically, what I'm hoping to get out of this thread is to pick a few other players' brains about how good my card choices are. If you see something that's like a "OMFG holy shit definitely put that in there," let me know and explain why. If you see anything that's like a "Wow, I maybe see what you were thinking, but that will honestly serve you no good at all," then do the same. With no further ado:




So yeah...if anyone can offer any reasons that any of the above cards would or wouldn't be good choices, I'm all ears. Budget is a concern (I already have all the cards on this list)), but I'm WAAAAY open to hearing better suggestions than the ones I made.

Atraxa is the tits, guys and girls. I haven't been this pumped for a new commander since Kaalia and Animar. Let's put our heads together and perfect this like I know we can.

Miniferg on Cytoplasm

2 years ago

Interesting build...

I would recommend swapping those Selkie Hedge-Mages in for a few things; you'll find them more useful once you get your Murkfiend Lieges out. They, along with the Simic Guildmage and Plaxcaster Frogling, all greatly benefit from Murkfiend Liege's abilities. Mainboarding them could even help lower your overall mana curve - given the appropriate switches. NOTE: I probabably shouldn't mention this, because I'm trying in essence to suggest lowering your mana curve, but just for the record: a playset of Murkfiend Lieges is awesome; I would know because I have a playset for my "Simic Spymasters" deck (http://tappedout.net/mtg-decks/simic-spymasters-elusive-invasion-edition/#c2635251).

You might want to also consider adding some Radiant Fountains to go with your Simic Growth Chambers. For a deck that hits really hard in the midgame - but takes a few turns building up to get there - you might find the additional life gain useful.

Things that increase your lifespan so that you can start using Cytoplast Manipulator's tap ability by turn 5, are definitely worth at least considering; and this includes both the Radiant Fountains and the Selkie Hedge-Mages. Between the two lands and one mage you can gain up to 7 life - that's with one Radiant Fountain comboed with a Simic Growth Chamber for 4 lifegain and Selkie Hedge-Mage @ 3 lifegain per mage.

I understand why you have the Simic Guildmage in here (for the : counter exchange activated ability); but between the two playsets of graft creatures (Plaxcaster Frogling & Cytoplast Manipulator) and the playset of Forgotten Ancient, - all of whom are great and staples for this deck by the way - is Simic Guildmage really necessary? The former three are better in my humble opinion because it's abilities cost much needed mana whereas the other three creatures' abilities are triggered.

I just think there are better options for low mana Simic creatures out there. I honestly feel like you would be better off with Shambleshark and/or perhaps even Icefeather Aven over Simic Guildmage. Shambleshark would of course be the #1 choice because of its counter generation from Evolve, but Icefeather Aven is a close runner up because it can become a 4/4 flyer when Murkfiend Liege is in play. Furthermore, if you want anonymity between morph options and if you want to simultaneously lower your everall converted mana cost, you could even opt to add a couple of Gudul Lurkers to go with the Icefeather Avens. These are probably attackers that this deck honestly may not need, given that you can steal opponent's creatures with Cytoplast Manipulator's tap ability; but nevertheless, they're worth considering to lower your average converted mana cost and simultaneously provide some early/mid game threats.

Finally, I would replace Predatory Urge with some other form of removal that doesn't potentially get the your creatures killed. If you want to go with a green option then maybe try Epic Confrontation, if you'd prefer blue then I would recommend something that would pair well with your Glen Elendra Archmage, specifically: Exclude. Both of these options would lower your average converted mana cost; however, if you want to continue the part of your strategy that enables you to control other creatures, then Abduction and Control Magic are worth considering in its stead as well.

Anyway, that's my 2 cents. I know it's a lot to chew on, but I hope this advice helps. I'd be interested to see you think. If you're free and would like to tell me your opinion, then I'd be pleased to hear it.

Again, well done on the deck strategy.Cheers!-Dan

Miniferg on

2 years ago

The next logical step is to replace the Force Spike(s) with Spell Snare(s). That makes for a really solid mono-blue control deck; all it needs after that are a couple of Cryptic Command(s).

Still, I don't like how scarce your land spread is in here, and the Ponder(s) & Preordain(s) don't always make up for it. That's another thing, I'm running 4 Ponder & 2 Preordain in my version; since Ponder Filters more cards, and therefore meshes better with Delver of Secrets  Flip. While the scry aspect of Preordain is nice, it's not as good as the 3 card rearrange/shuffle and draw, as you're getting a potential choice of 4 cards.

Also, I changed my version to include a couple copies of a great tempo card called Ray of Command that synergizes with the Delver of Secrets (as it is an instant). Of course, it's no Abduction - or better yet - Control Magic; but the problem with those enchantments is exactly that: they don't synergize well with the Delver of Secrets  Flip because they're neither instant nor sorcery spells. So that's why I've gone with a few Ray of Command(s).

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