Return target permanent to its owner's hand.
|Want (4)||MagmaArmor0 , watchy0ubac , JazzCrimes , kingcraig|
Printings View all
|Masterpiece Series: Amonkhet Invocations (AKHMPS)||None|
|Tempest Remastered (TPR)||Uncommon|
|Promo Set (000)||Common|
Combos Browse all
- Capsize + Humility + Medomai the Ageless
- Capsize + Darksteel Mutation + Medomai the Ageless
- Capsize + Dramatic Reversal + Isochron Scepter
- Archaeomancer + Capsize
- Capsize + Dockside Extortionist
- Capsize + Tangle Wire
|Commander / EDH||Legal|
Capsize occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%
1 day ago
Okay, cool! Have you considered Capsize? Might be a fun way to let your creatures through.
5 days ago
My favorite artifact:
A very long time ago, my favorite artifact was Icy Manipulator. The original artwork hooked me. Back when artifacts got turned off when they became tapped this card was a great answer for nearly everything that would get put into play that could hurt you. And it was always relevant.
My favorite creature:
Once Arabian Nights happened, The Khabal Ghoul became my favorite creature. For 1 mana, a creature that could just keep growing? Pair them with Royal Assassins and grow them like crazy. If playing with white, add Spirit Links to the ghouls. They just added an ever growing threat to your board and were very flavorful.
My favorite instant:
Capsize has been my favorite ever since it's first printing back in 1999. This is repeatable denial at instant speed in an opponent's end step, targets any permanent and is in a color filled with protection for it. I believe it's a perfect example of what blue magic is. Versatile and another form of permission. And if unanswered, it will stop any strategy across the table from you. Since it can even bounce lands, it's never a dead draw really.
2 weeks ago
I was looking through tapped out for a budged deck yesterday and this is the one that I decided on using. I didn't have all of the cards you used but I was able to fill it in with cards lying around that were out of the super budget stuff lying around and the rest of the empty slots I was able to get for a under $10, very happy with the concept here.
One thing that new players should note, which I assume budget decks attract, is that if you flicker a creature (i.e. use a spell such as Turn to Mist on it), the spell you cast to make the creature flicker will still be on the stack when the creature's enter the battlefield trigger has to choose something. So for instance, when you cast Turn to Mist on Archaeomancer, you cannot choose to immediatly return Turn to Mist to your hand, it has to be something already in your graveyard.
Some alternative budget suggestions anyone reading this list might want to consider, if they already have them for example, are:
Pierce Strider can fill the same role that the chalice fills while still using the same flicker cards that the infinite mana generator uses.
Stern Proctor is some light artifact/enchantment hate. This deck seemed to be very light on artifact hate, so it needs something. Once you have infinite mana it might also be used to bounce your own Chalice/Strider to hand for victory.
Skyscanner is half a Mulldrifter for 3 mana, not a bad pick.
Think Twice is an alright draw card that Scrivener can get back or can be used in response to grave hate.
Pondering Mage is a decent effect with a 3/4 body.
Jester's Scepter could be put in as a second chalice: just flicker it a bunch and exile your opponent's libraries.
Azorius Chancery is a tap land and I generally don't encourage these, but if you are going for infinite mana combo via untapping lands, it can't hurt to had lands which can make extra mana. Also consider Temple of the False God if you take this route.
Sunscorched Desert can in fact win if the Chalice route is used since Ghostly Flicker is able to target lands.
Engulf the Shore is a decent boardwipe that could also be used to return your own creatures to your hand for value.
Time Wipe is a good boardwipe, especially if you are able to say, bounce something to recur your Breath of Life.
Sapphire Charm is also a second avenue to win the game via decking our your opponents. You choose the first mode and they get 100 or so draw 1 triggers during the next player's turn. Since the charm is an instant, it makes it possible to do the flicker combo on the end step before your turn so that, hopefully, your opponents have used up enough mana so that they can't do anything with the cards they draw on your upkeep; the draw triggers are one at a time so the opponents could respond to each one.
Also here are some upgrade suggestions of cards that are currently $2 or less, these are some of the cards I had lying around, for people willing to spend a bit more:
Library of Leng since you have the potential to draw a lot of cards in this deck, it's always nice to not worry about discarding them.
Star Compass this common is annoyingly expensive for it's effect: probably due to the diamond cycle being about double the price.
Flood of Tears isn't too bad since you get an etb right away. The next three should be considered as a unit:
High Tide can make the Drake produce 10 mana when it untaps only 5 lands.
Capsize will let you make infinite mana off of the Drake if you have at least 2 islands out and have cast high tide.
Cloud of Faeries is something that might work to combo off with if you are able to cast high tide multiple times in one turn. That's just a consideration here since I have yet to play test this deck against real players.
3 weeks ago
Hey, on a budget something that the precon lacks are ways to tap Kalamax. Attacking is the best way to tap Kalamax, but if you can't attack then you want to be able to tap Kalamax other ways.
- Springleaf Drum
- Holdout Settlement
- Survivors' Encampment
- Cultivator's Caravan: crew can tap Kalamax.
These cards can make mana that gives them other uses then just tapping Kalamax. Settlement/Encampment are nice because they're lands, they don't use valuable spots in the deck and Crop Rotation can search for one of them.
You've already added Reverberate for a Fork effect which is great, but the other piece of the combo is Ral, Storm Conduit which is the win condition when you make the copy Reverberate loop with Kalamax. Even without the Fork combo, Ral is a good card because he too can be a repeatable source to copy an instant or even a sorcery you cast. Expansion / Explosion, Increasing Vengeance and Insidious Will are other budget instant Forks.
Your own sorceries are very good with Fork effects and tapped Kalamax. This combination lets you resolve three copies of a sorcery (original and two copies of it). If you have three opponents then Gravitic Punch can be a win condition with a Fork and an infinite power Kalamax. The jumpstart lets you cast it again if that is needed. Reclaim and Regrowth are helpful to recur cards especially a Fork or draw spell, but they can also recur a creature.
Return of the Wildspeaker modes are good with Kalamax. The first one can draw a lot of cards with a high power Kalamax and the second can give all nonHuman creatures +6/+6. This second mode can be a potential win condition with cards that can create tokens such as Talrand, Murmuring, Xyris, Young Pyromancer and Saheeli, Sublime Artificer.
Capsize can be powerful with Kalamax. For five mana cast it with buyback, bounce any two permanents and then return it to your hand.
Good luck with your deck.
4 weeks ago
-Gilded Lotus, Simic Signet, Lightning Greaves, Selesnya Signet, Mirari's Wake, Thought Vessel, Azorius Signet, Gaddock Teeg, Palinchron, Growing Rites of Itlimoc Flip, Conjurer's Closet, Ephemerate, Bear Umbra, Capsize
+Greenwarden of Murasa, Mnemonic Wall, Thassa, Deep-Dwelling, Chord of Calling, Spell Queller, Vendilion Clique, Path to Exile, Linvala, Keeper of Silence, Dovin's Veto, Fierce Guardianship, Carpet of Flowers, Wild Growth, Utopia Sprawl, Mana Crypt.
1 month ago
Good choice of commander for a sea monsters deck. I have an Urza sea monsters deck, trying to use Urza's ability to tap artifacts for blue mana to ramp hard into those big blue beauties. It still ends up playing like an Urza artifact shenanigans deck though, because it's Urza..
So my next move is to make it an Arithmexes deck instead! The inclusion of green for its ramp should make it playable. I think that you should consider Circuitous Route, Nyxbloom Ancient, Explosive Vegetation, and Frontier Siege. This last one only produces green mana but holy god does it produce mana. Two green on EACH main phase, and those blue beauties need a lot of any color mana regardless.
Temur Sabertooth can save as many critters from board wipes as you have the mana for, as well as itself. Breaching Leviathan is nasty. Tidespout Tyrant is not a fish but is definitely a blue sea monster and does work. I love the inclusion of Tale's End. So unexpected and great for dealing with those obnoxious sac engine decks. Similar to Soul's Majesty, Return of the Wildspeaker will draw a ton of cards in a deck like this and has the added upside of being used as a finisher.
I also love the various umbras, generally, for commander decks. Eel Umbra has flash and will unexpectedly save one of your fish from removal, and Bear Umbra will do work in any green deck. Lastly, Capsize in a deck like this is great fun, and flavorful, but can produce saltiness when bought back repeatedly.
If you are interested, this is my Urza deck: http://tappedout.net/mtg-decks/urza-old-man-of-the-sea/?cb=1593614404
It has a strong draw package.
1 month ago
There are a few cards that I like to put in decks that never seem like a dead draw and never seem to lose value as the game goes on. And as players get eliminated, they gain in value and tempo. But i have a clear favorite;
Capsize: This is one of the most useful cards after Jace the many or counterspell I have ever seen printed in blue. If an opponent can't counter it, you will slowly remove their field and keep threats off the table. It affects lands, is repeatable and is backed by the rest of your blue deck.