Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masterpiece Series: Amonkhet Invocations (AKHMPS) None
Tempest Remastered (TPR) Uncommon
Tempest (TMP) Common
Promo Set (000) Common

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Return target permanent to its owner's hand.

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Capsize Discussion

Reverie42 on Wizards, Dragons, and Locusts

4 days ago

DrukenReaps covered the mana issue pretty well. The other suggestion that I'd make for a deck with this high of a CMC is that you probably want more ramp sources or mana rocks. Commander's Sphere and Dimir Signet are both great here. You might also consider replacing Temple of the False God with a basic. You're really color-intensive and don't have a lot of land ramp, so it's at high risk of not actually doing much good in this deck.

To expand a little on narrowing the tribes... I don't think you necessarily have to cut down what tribes are in your deck. However, if you aren't running at least 25 creatures of a tribe, tribal support cards like Crucible of Fire and Door of Destinies are simply bad. You frequently have to take a turn off to play them, so if they're not going to do some reasonable work right away, they're probably worse than a basic land. Kindred Dominance is going to hit so much of your own stuff that you're likely better off playing something like Languish, Crux of Fate or Blasphemous Act instead.

Along those lines, given your high average CMC, loading up on more reasonably-cheap board wipes is probably a good idea. If it's going to take you a while to get going, being able to control the board in the early game is really important. If your opponent has a field full of elves, slamming Butcher of Malakir or Stormsurge Kraken without clearing the board first isn't going to save you.

As for a few cards that you might consider cutting:

Profet93 on When the Ocean Invades *Competitive*

5 days ago


Hey! I always love to see another Talrand user. +1 from me! A couple thoughts...

Mana Drain - Auto include

Flusterstorm - Useful, but might be limited depending on meta

Twincast - Useful, but might be limited depending on meta

Telling Time - Top deck filter

Pact of Negation - Auto include

Time Warp - Extra turn cards go well with Talrand because you cast the spell, get a drake, and at worst end the turn. You get another turn to them use the drake from the previous turn that "now has haste(ish)"

Temporal Manipulation - Same reason as above

Blatant Thievery - It seems your wincondition is to polymorph into a fatty and beat facce. I don't know if your build is 1v1 or multiplayer, but this card has won me several games easily

Bribery - Why cheat out your beatstick when you can beat them with their own beat stick

Land Equilibrium - Damn U green 2? Nah, I'm blue daba dee daba die. Lol, anyways, this hates on ramp. Always useful

Overburden - Same reasoning as above. If not im mistaken, I don't think this will cause you to return a land when you polymorph the creature (could be wrong). I will not however, cause you to return a land for each token you put.

Capsize - End game mana sink

Isochron Scepter - How can you not be running such an oppressive tool (think memory lapse)

If you want any other ideas, feel free to check Tisk Tisk Talrand

Flagellum on Looking for pirate themed cards

1 week ago

All of the following suggestions are purely pirate-themed, not actual usefulness.

Gamble Favorite pastime I hear

Reassembling Skeleton Pirates always have a few skeletons around

Expedition Map need to know where we're going

Jar of Eyeballs in case we lose one

Rapid Fire:

War Barge

Powder Keg

Fodder Cannon

Mystic Compass

Star Compass

Explorer's Scope

Saprazzan Cove

Rishadan Port

Booby Trap

Stolen Goods




Steal Artifact



Bargaining Table

Trading Post




MagicalHacker on Medomai Should Be BANNED (Medomai Primer)

1 week ago

Horde of Notions, thank you for the comment! I did add Identity Thief, but just wanted to let you know that it still needs another piece to go infinite, since Medomai enters the battlefield before Identity Thief stops being Medomai. This means that the legend rule will force you to get rid of one. Luckily, we have Capsize and Obelisk of Undoing to make the combo infinite.

Dismantling Blow is good, but I still like Disenchant more since I'm not really worried about card advantage when I play it. However, saving mana each time is worth playing Disenchant over it.

The only three drop counterspells I play are ones that also cantrip so that spending a lot of counterspells in one round does not completely empty my hand of all my answers.

thegigibeast on [List - Multiplayer] EDH Generals by Tier

3 weeks ago

I know I am coming out of nowhere with this, but I was looking at tier 3 decks and would like to try and make something up for Medomai the Ageless (at least some were discussing UW commanders above so not totally out of place).

I figured out stax would probably be the best archetype for him. We break parity by taking extra turns, obviously. It would have all the same problems as other UW commanders though, needing to attck, but at least we have an actual win condition right there. With the turns we could take, it should not be that difficult to figure out a win, and to break parity...

The only thing is I would like to get something of a combo going around, and I found out by doing some research that Humility+ Capsizewould let me attack with Medomai the Agelessduring extra turns. Swing with original, take the extra turn. Drop the Humility, then swing with the ability-less Medomai, then Capsize on Humility. Rince and repeat for infinite turns. I mean, both cards are useful at some extent, so they are not dead, and we can quite easily search for both half in those colors...

I simply wanted to know if anyone else ever tried to build something at least remotely competitive, to see if we have a base to work on, or if I would build everything from scratch.

Jared90 on Kess says nope

3 weeks ago

Capsize and Forbid should be in the deck. Kess says if the spell would fo to the graveyard exile it instead, with byback they don't go to the graveyard so you don't exile them. Especially good with forbid.

KillDatBUG on Selling some invocations and trading ...

3 weeks ago

decided i dont really need these things anymore. heres what i got:

1x The Scarab God - $80

1x Damnation - $85

1x Pact of Negation - $50

1x Capsize - $30

1x Slaughter Pact - $22

1x Forbid - $20

1x No Mercy - $26

binder with wants and other cards for sale.

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