When Cast Out enters the battlefield, exile target nonland permanent an opponent controls until Cast Out leaves the battlefield.
Cycling (, Discard this card: Draw a card)
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|Commander / EDH||Legal|
Cast Out occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Cast Out Discussion
1 week ago
sergarrick, The main thing that Calix, Destiny's Hand gives us is card selection, rather than card draw. Wwe don't win the game because we drew more cards, we win because we draw more meaningful ones that answer the threats our opponent presents us with. The -3 is a nice catch-all, out of the removal that we have in the deck, only Cast Out hits everything. Baffling End only hits cmc 3 or less creatures, which hits a lot, but not everything. Prison Realm only hits creatures and planeswalkers, which is the majority of what we want to remove, hence it takes the slot over Banishing Light or Ixalan's Binding , but alas, it has limitations too. This is why I like Calix here. He may just be too slow, but I need to test him more to find out.
Destiny Spinner is one I'll definitely be testing in the sideboard when I get some time to. I could see Alseid of Life's Bounty being fine in the sideboard for enchantment hate, but it's unlikely I'll end up running it mainboard, because in the early game, I'm just looking for cost reducers and card draw to find my removal spells. People don't tend to play enchantment removal mainboard outside of UW Control running Cast Out (which we can just remove with out own copies), and GBx running Assassin's Trophy . The fact that Alseid is a permanent hurts it a lot. If it were a Gods Willing effect for creatures and enchantments, I'd be more interested
Rabid_Wombat, Are you implying that I copied your deck, or just looking for free traffic there by posting it here? Your build is very different to mine. You've gone down the route of running the land enchantments for ramp, with arguably too many copies of a lot of the core pieces of any enchantress deck.
If you want to give constructive feedback, please do. Just saying "mine is better" doesn't help anyone. If you think that the land enchantments fix problems that this deck has, explain why they do, and which cards I'm running that are worse. But for the love of God, don't just come and say I've copied your deck and that yours is better.
1 week ago
Also, have you considered Cast Out as another catch all removal spell that can cycle to help break out of a mana screw? It's been one of the best performing cards in my deck because of the ability to cycle when we don't need the exile effect.
1 week ago
Mana Bloom can only make 1 mana each turn.
Baffling End only hitting 3 or less comes up occasionally, but not very often. Most of the things we're wanting to hit with it are things in the aggro decks like Knight , Pack Rat , Scrapheap Scrounger , Bloodsoaked Champion out of mono B, anything apart from Glorybringer from mono R, also hits most things from that mono G stompy deck that's been going around. The restriction has been awkward at times, but I also run Cast Out and Prison Realm for bigger stuff, so I often have other options, especially with Idyllic Tutor and Calix, Destiny's Hand to find them when I need them.
I'd personally cut the Satyr Enchanter s altogether, I think that 6-8 card draw dudes is enough tbh, often later in the game, I stop playing more in fear of decking haha.
I've found having the full 4 Sphere of Safety in the 75 has been great. 2/3 in the main depending on if you go down the Idyllic Tutor route to find them more consistently is where I've landed after some testing. It's not the kind of card you want to draw 3 of in any game, and it's not particularly stellar in the control matchup either. Saying that, I'd definitely finish the set in the sideboard for creature decks, because a lot of the time, it's just lights out when it hits, or at least buys a lot of time to get set up more and stabilise.
Here's the link to the discord server (set to never expire so if anyone else comes along and wants to join, they can):
2 weeks ago
How have you found Mana Bloom ? Seems cute, but maybe too cute.
Has Starfield been worth the mainboard slots for you? I had it in the main of my deck before, but it didn't seem necessary.
Here's the link to my build if interested
SCORE: 2 | 74 VIEWS
1 month ago
Nillstan Tireless Tracker is the worst choice possible for UW. It dies to every single spell including Supreme Verdict or gets exiled by Cast Out . It even is dealt with by Azorius Charm . Mistcutter Hydra is the best creature for UW matchup as it is resilient to everything except Cast Out and Supreme Verdict but all of these are useless if we hold Heroic Intervention post SB. As for the Tireless Tracker in other matchups it is too slow in this deck. We plan to win as quick as possible, preferably by turn 4-5 which Tireless Tracker doesn't help us to do so it has absolutely no space in our list. It has much more use in the dork version or ramp version but not this Aggro list. I tried it, been there, it's simply not better than 3-drops we already have.
1 month ago
1 month ago
So after looking at it real quick, here are lists of lists:
Things I would definitely take out: Show
Things I might take out: Show
Cards to consider adding. Show
The List Show
The Why Show
What? Why? Show
1 month ago
remove Cast Out , it can't be put in a mono black commander deck.