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)
Printings View all
|Commander 2020 (C20)||Uncommon|
|Mystery Booster (MYS1)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Cast Out Discussion
1 month ago
These might be a little too expensive but if you don't mind more played versions, these can be pretty cheap: Spirit Mantle, Flickering Ward, Prison Term, Danitha Capashen, Paragon, Umbra Mystic, and Retether.
Oblivion Ring-type cards also might be really good since you can tutor/dig for them in a pinch with the tools you already have. Some others in this vein are Thopter Arrest, Journey to Nowhere, Banishing Light, and Cast Out.
I hope some of these are helpful at least! They are just ones that I have found pretty useful iny own decks :)
1 month ago
Thanks DeinoStinkus I removed Speaker of the Heavens, decreased Honor of the Pure, increased Path to Exile and added Conclave Tribunal. What do you think? Is it better now? I was thinking also about adding Banishing Light, Cast Out or Generous Gift instead of Conclave Tribunal.
2 months ago
I would personally run Nethroi, Apex of Death. Nethroi has lifelink which can be fun to pump up with auras, but Nethroi's reanimate ability can be seriously powerful at enchantment reanimation if you build your deck right.
Auramancer, Griffin Dreamfinder, Monk Idealist, Restoration Specialist, Trusty Retriever, Acolyte of Affliction, Golgari Findbroker, Lurrus of the Dream-Den, Eternal Witness, Felidar Guardian. These make excellent targets to recur enchantments and auras with as you could recur 4 to 5 enchantments every time Nethroi mutates.
Do keep in mind a few card draw enchantment creatures also have 0 power making them free to reanimate too. Creatures like: Argothian Enchantress, Mesa Enchantress, Verduran Enchantress, Kor Spiritdancer.
Also if you run out of enchantments to recur I'd recommend running these enchantments as they're easy to both put into the graveyard and obtain value off of them which is what will make this strategy even stronger: Sinister Concoction, Seal of Primordium, Seal of Cleansing, Soul Snare, Weight of Conscience, Aura of Silence, Font of Fertility, Sterling Grove and Unbridled Growth. Sigil of the Nayan Gods and Cast Out also work if you only intend to cycle them.
3 months ago
Hey, big Karametra fan myself, here's a bunch of great cards for her: Any creature that bounces itself on entry, like Whitemane Lion and Stonecloaker work great. Gives you free lands and triggers when Karametra is out. To go with that, God-Eternal Oketra a great on-creature-cast card out there and is worth getting.
Besides that, just generally having enchantments over other cards that don't give devotion is always good for turning on your theros gods. Having white gives you O-ring effects in Stasis Snare, Cast Out, etc you can use as removal. Green gives you enrampments like Omen of the Hunt and mana doublers. Once you have enough you can even splash some enchantresses like Eidolon of Blossoms to improve consistency. Hope this helps!
3 months ago
Zenith Flare seems like a good backup wincon.
Cast Out would give you removal you could cycle away on bad matchups.
4 months ago
Check out Ixalan's Binding, and Cast Out. Sometimes ixilan's binding just wins games if they don't have enchantment removal. I love azorius decks and I've got a nasty one on my page called Baking of the Second Buns. Check it out if you want to really bring the law down. Cheap too.
4 months ago
The reason I like Oblivion Ring, Banishing Light and Cast Out is I stay on theme, usually trigger a draw, and if I target a commander then usually my opponents will send to command Zone so it served its purpose like an instant removal. Also, if these enchantment removals get destroyed I still can reuse them with cards like Sun Titan, Dance of the Manse, and Open the Vaults. Whereas I don’t have anyway to bring back instants from graveyard.
I noticed your little nicky deck only had 36 lands. I recently dropped from 39 to 38. Do you think this is about right for me?
Do you think I should keep Mystic Remora? I think I already have a decent amount of card draw and am thinking of swapping it for more ramp.
4 months ago
You have a pretty good base already. A couple of things I notice-
One is your lack of removal. I would suggest 3-5 board wipes (Depending on your meta and how many creatures are played. My meta is high power, combo heavy so I only run 2-3 wipes in most of my decks, but if you play in a creature heavy meta I would suggest running 5)Austere Command, Day of Judgment, and Settle the Wreckage are all good ones, but there are plenty of others out there in white. If you ever get a Cyclonic Rift it is one of the best ones out there. Next I would suggest adding some more single target removal. Around 5-6 single target removal pieces is a good place to be. Beast Within, Krosan Grip, Disenchant, an Return to Dust are all great options. While the enchantment route is not a bad way to go for removal and provides good synergy with your commander, most of them are easily removed, and when they leave the battlefield whatever was exiled comes back. With that said I have found effects like Imprisoned in the Moon and Frogify work well to shut down troublesome creatures/ permanents and usually stick around for awhile for some reason. EDH is a very interactive game and being able to remove threats, or stop someone from going off is pretty big and when you face stronger decks the instant speed removal will be much more valuable than using enchantments to remove threats.
Next I would suggest pumping your ramp up a bit. Looks like you are running around 4 or so ramp pieces, so maybe add about 3-4 more pieces. Kodama's Reach, Cultivate, Dawn's Reflection and Fertile Ground are all good calls. Adding more ramp will improve the consistency of the deck and help speed it up as well as make sure you have your colors. Consistency and speed are big factors in making a deck stronger as well as just making sure you enjoy the deck because it does not shit out on you as often (Being mana screwed/flooded or not getting your colors. This will happen sometimes no matter what you do, just the nature of the game but you want to try to do as much as possible to smooth things out to have it happen as little as possible)
Finally just a few cards I would suggest removing since they add little to the synergy of the deck and or the cmc is just a bit to high for what the card does and what the deck wants.
Thorn Mammoth- It has a high CMC, double green cost and the state based effect is not enough to justify taking up a slot.
Ephara, God of the Polis- High CMC, requirements to get it online, and the card draw aspect is just redundancy the deck does not really need.
Banishing Light- Not a bad card but I would switch out for instant speed removal
Cast Out- same as Banishing
Oblivion Ring- Same as above
Sandwurm Convergence- High CMC, and just does not add enough value to justify a slot. Sure it is an enchantment but for it's cost and what it provides it is really a win more card.
Last few thoughts. Do your best to keep your curve low to help speed the deck up, when you can replace the lands that come on tapped. This helps speed and consistency and honestly the longer you play (And the stronger power levels you get to if you choose to do so) you will learn to say fuck tap lands. I have 9 decks running from super weak to CEDH (I like to be able to play at any power level when I sit down at a table if I am not playing with my main playgroup) and the only tapped lands I run in any of them are lands that provide a huge upside to coming in tapped Mosswort Bridge and Path of Ancestry for example, otherwise tapped lands just slow your deck down and there are better options. Pain lands and check lands are great cheapish alternatives, then of course there are the fetches and shocks and duals and the like but they are not cheap sadly.
Overall your deck is fairly solid and looks good. A few tweaks and changes and it will be even stronger. Here is my Tuvasa list - Little Nicky it is a very strong deck and has been highly optimized to play in high power meta. I run multiple combos, but usually I just load up Tuvasa with a few auras and swing her out. It gets rather dumb quick and I only run a small handful of combat auras, everything else is synergy, protection, and degenerate shit. Feel free to take a look and pull some ideas. Also feel free to let me know if you have any questions on anything I have suggested, or my deck, or just deck building in general. Always happy to help newer players since commander can get complicated and confusing stupid quick. LOL