Boomerang

Boomerang

Instant

Return target permanent to its owner's hand.

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Trade

Have (1) cassa
Want (1) Raumance

Printings View all

Set Rarity
Duels of the Planeswalkers (DPA) Common
Masters Edition III (ME3) Common
Tenth Edition (10E) Common
Ninth Edition (9ED) Common
Ninth Edition Foreign Black Border (9EDFBB) Common
Eighth Edition (8ED) Common
Seventh Edition (7ED) Common
Classic Sixth Edition (6ED) Common
Fifth Edition (5ED) Common
Mirage (MIR) Common
Chronicles (CHR) Common
Legends (LEG) Common
Promo Set (000) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Oldschool 93/94 Legal
Modern Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Boomerang occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Boomerang Discussion

Nodrog666 on Numot Stax

3 days ago

Hey man! Good first draft! I like some of the ideas in here. I have some constructive criticism for you, so, as brutally honest as I will be with my suggestions, keep in mind I’m just offering my best advice on how to improve this list. I tested this deck a bit and here’s some thoughts I have:

More Tutor / Draw: You’re running very little card advantage, which I noticed when I was testing this deck. There isn’t enough dig or deck manipulation going on here. Basically every time I found myself durdling. Here are some suggestions:

More spot removal: Your deck doesn’t have a lot of ways of dealing out targeted removal. Mass Land D and other sweeper spells are great and all, but you also need ways of handling individual problems as they arrive. Here are some suggestions I have:

More Persistent harassment: You’re running MLD, Tax, but you aren’t running a whole lot of effects to consistently torment the opponent. Smokestack, Pendrell Mists, Kataki, War's Wage, Manabarbs keep pressure on your opponents. Even just running more stuff to slow things down (Winter Orb, Tangle Wire, Kismet, Rule of Law, Stranglehold etc.) would be useful here.

Consider less creatures, more enchantments: Hatebears are cool, but consider the fact that they are easier to kill than their enchantment counterparts. Magus of the Moon dies much easier than Blood Moon and you want these effects to have a good return on investment. This one is more food for thought than actual criticism.

Suggestions for cuts: Hall of Heliod's Generosity (?): It’s a great card, but right now you aren’t running enough Enchantments to justify it. Most of the time it’s going to just tap for colorless. If you run more Enchantments, it’s a keeper! (I think I’m going to try and find a slot for my own deck)

Jhoira, Weatherlight Captain: This is pretty vestigial. It’s not really pulling much weight. Cut it.

Karn, Silver Golem: See above.

Remorseful Cleric: This is too squishy. Run Tormod's Crypt instead. Just as easy to recur (moreso, in fact, cause Academy Ruins sees it) and it lowers your curve.

Tomik, Distinguished Advokist: I get what you’re going with here, but you’re blowing up your lands anyway, making them untargetable is kind of moot. There’s a bunch of hatebears I’d rather run in this slot.

Burning of Xinye / Wildfire: These are weak, you can do way better for MLD in your colors. Add Sunder (Cheaper at Instant speed!).

Saltblast: This card is kind of bad. Costs waaay too much for targeted removal. Also, is completely dead against decks that run white. I’d honestly remove this and replace it with Wrath of God instead.

Karn, the Great Creator: Not doing enough. I see the combo with Mycosynth Lattice, but Hellkite Tyrant is a much better combo.

Elspeth, Sun's Nemesis: This card isn't great. If you want Elspeth, put in Elspeth, Knight-Errant or Elspeth, Sun's Champion instead. Both make tokens as a +1 ability.

Empowered Autogenerator: Too slow, too expensive. It’s not as good as it looks. Ideally, rocks should slot into the 0-3 CC range. If you desperately wanted something in the 4 slot, why not just run Thran Dynamo instead? It’s more consistent.

Firemind Vessel – See above.

Kogarashi on When is damage dealt to ...

6 days ago

Even if Player A were the one to counter the Boomerang, they could then pump all the way to 10. Because there was an interruption of someone adding to the stack, priority has to be passed again in order for further things to resolve. For each item on the stack, each player must pass priority without adding to the stack in order for the topmost item to resolve.

So even in a 2-player game, when Player B added the Boomerang, that reset things, and both players would have to pass priority in order for just that Boomerang to resolve. If Player A instead responded with Counterspell (because we're assuming 2-player for this hypothetical), that again resets things so both players must pass for the Counterspell to resolve. It does, removing the Boomerang, but now both players must again pass in order for the next thing to happen (either moving to Combat Damage, if the +4/+4 instant resolved, or resolving the +4/+4 instant). So Player A could instead opt to pump their creature again, rather than just passing to move on. No involvement from a third player here, but still the same result.

Even without countering, Player A could still respond to the Boomerang by pumping their creature further, if they really wanted to. The Boomerang would still bounce the creature if not countered, but it does open up an opportunity for Player A to add to the stack.

Gidgetimer on When is damage dealt to ...

1 week ago

Well there is no "combat damage assignment step". The step is the combat damage step and all damage is assigned and dealt as turn based actions at the beginning of that step before any player receives priority.

The "is that all" and "yes" interaction can be nothing but a priority pass. Player A can not just end the declare blockers step without anyone else getting priority.

If Player B was trying to save themselves from taking 5 infect it was happening in the declare blockers step and Player A can absolutely use another pump before the combat damage step.

If Player B took the 5 infect and then tried to Boomerang the creature (an unlikely enough scenario that it should be clearly stated) then Player A can not use another buff in order to eliminate Player B.

Raging_Squiggle on When is damage dealt to ...

1 week ago

If I were in that game, I would have interpreted the “is that all?” and the “yes” answer as “that’s all I’m casting, I pass priority,” allowing other players to then cast their Boomerang and subsequently Counterspell.

It would be interpreted as this is all happening in the declare blocker step still, so player B would be taking 10 infect.

Note that there is a declare blocker step between the 1/1 attacking and player B saying they take the damage. Can’t skip that step. However, if player A somehow acknowledges the damage being taken, by perhaps saying “ok,” then it would be too late to buff the damage as it will have already been dealt as everyone mutually sped through the declare blocker step.

lil_cheez on Isperia WIP

1 week ago

Hey pal, I've been working in an Isperia deck too. It's also a WIP but here it is what I got.

Choose somewhat like 15-20 flying creatures to be your "toolbox". See what commanders your playgroup is playing and adjust to that.
For exemple:
Aven Mindcensor is nice if someone ramps or tutors a lot
Angel of Finality is a monster against grave decks
Guardian of the Gateless against tokens
etc

Some anthem cards like
Thunderclap Wyvern
Empyrean Eagle
Will quicken your clock

To ensure Isperia will trigger we have three approaches:
Mind reading: Telepathy
Bouncing: Boomerang
Double Strike: Battle Mastery
choose what suits better your taste. Double strike also may help the clock. True Conviction is amazing.

Om3gaOm3n on Kefnet Turns [[cEDH Primer]]

2 weeks ago

I have been playing this deck for about a week now. The only issue I see is how to deal with Glacial Chasm would you recommend Boomerang because it's another 2cmc target, or just Strip Mine?

Or is the best play to win through JtMS ult?

Croosader on Talrand, Drake Summoner

1 month ago

Profet93 I'm going to try all of your suggestions. I am on the fence with Capsize over Boomerang . Especially but I shall try it

Profet93 on Talrand, Drake Summoner

1 month ago

Let me start off by saying I hate being mana screwed, that being said, you should cut 2 islands to go down to 38 lands.

Cut Curious Homunculus, Docent of Perfection, Murmuring Mystic, Sphinx of Uthuun and Stormtide Leviathan. Talrand decks don't need creatures. The few good creatures to add are out of your budget. I know you have the polymorph package but the creatures you are getting arent even that good. If you want to make this optimized (even on a budget), replace them with the 5 following cards....

  1. Rapid Hybridization - Removal
  2. Essence Scatter - Counter
  3. Wizard's Retort - Or another counterspell
  4. Pongify - Removal
  5. Deep Analysis - Draw. Bonus points if you yell DEEP ANAL!

REMEMBER, the biggest issue with Talrand is being forced to tap out! Keep this in mind for below...

Cut Coat of Arms for Coastal Piracy - Winmore. Helps you if you have lots of drakes, otherwise its a dead card that can help opponents. Piracy helps you maintain gas.

Cut Heraldic Banner for Mind Stone - Doesnt help you bring talrand out any faster and the boost is minor. Stone brings talrand out T3 and replaces itself later.

Cut Arcane Melee for Gilded Lotus - Helps opponents, forces you to tap out and you don't need that kind of ramp. Lotus helps you ramp without tapping you out.

Cut Gravitational Shift for Misdirection - Shift is winmore. Misdirection allows you to interact while tappedout making opponents think twice before trying to remove your talrand. Note that misdirection can redirect removal, counter counterspells (should you not be the only blue player) and redirect some extra turn spells

For the 2 lands you cut, add Isochron Scepter and Future Sight - Scepter is just pure value (remember to make sure to have mana open to cast the imprinted spell AND another counterspell in hand to ensure they don't bait your counterspell!). Future sight, while redundant to Precognition Field , is very powerful. I understand it costs 1 more and reveals the card, but it allows you to play lands and everyone knows you are counterspell + draw tribal so it really doesn't matter. I would tell you to cut the field for future sight, but I think both might serve your deck well.

Cut Unsummon for Mystic Confluence - Confluence draws you cards and is more versatile.

Cut Boomerang for Capsize - Very powerful card, do not underestiamte it, and ALWAYS try to buy it back.

Cut Island (3rd island to cut) for Strip Mine / Ghost Quarter / Tectonic Edge , etc.... Cavern of Souls , Boseiju, Who Shelters All , urborg, coffers, field of the dead are all powerful cards that need to be dealt with.

Cut Island for Blast Zone - While it comes in tapped, it allows you to deal with problematic cards that resolve because you can't counter everything.

Cut the polymorph package aside from polymorph itself

Cut Mass Polymorph for Narset's Reversal - Oh no, you cast Thought Distortion ? What ever will I do.... get's around can't be countered. What's better than countering their Torment of Hailfire ? Copying it and returning it back!

Cut Reweave for Precognitive Perception - Not entirely sold on it, but it has strong potential, especially for a budget player.

Be sure to let me know what you think of the sugge

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