Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it's put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)
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|Commander / EDH||Legal|
- Can instant-speed sacrifice effects be used on creatures that enter the battlefield with 0 toughness?
- Does Adaptive Automaton save 0 toughness persist creatures?
- Can I cast an instant spell before a creature's ability with "At the beginning of your upkeep" resolves?
- Cauldron Haze
- Cauldron Haze (persist until end of turn)
Cauldron Haze Discussion
1 month ago
Bring to Light may be pretty good, Fight to the Death , when revealed, serves to say "wanna make a big attack? ban plan." Flower / Flourish or Safewright Quest is good two-color mana fixing. Putrefy and Mortify are both pretty strong. Thrash / Threat is pretty all right creature removal if Niv is out. I am partial to Archon of Valor's Reach - I just like the card. Armadillo Cloak is def all right if Nivvy's your main wincon. Artifact Mutation and Aura Mutation are awesome, as is Hull Breach . I know one of my friends has a Kresh the Bloodbraided deck that would be utterly demolished by a Backlash . Bedevil is absurdly versatile removal. Blightning has a special place in my heart for taking any deck that doesn't know how to draw cards directly out of the game. Mostly a 60 cards, 20 life thing tho. Boros Charm can fizzle a removal spell, or it can make Niv into a really big meat stick. Burning-Tree Shaman and Cindervines are absolute murder for spellslinger decks. Casualties of War might help with those planeswalkers you seem to want to make disappear. Cauldron Haze is an... unconventional way to eat a removal spell. Clan Defiance is pretty all right, though it is an X spell that doesn't just kill a player directly. Countersquall is a good not- Negate , as is Dovin's Veto . Curse of Chains is a cool removal spell. Deathsprout is removal and ramp. A bit costly but Murder and Rampant Growth combined (minus one mana) is worth considering for casuals like me. Debtors' Knell can be a nice finisher.
Defiler of Souls is one of my favorite cards of all time. I just love playing colors and I like turning downsides into upsides.
Despark and Deputy of Detention (not to mention the D-Sphere itself) is pretty good removal. Destructive Revelry is pretty good removal as well. Dimir Doppelganger would fuck a reanimator deck six ways from Sunday. Divinity of Pride is a big, lifelinking threat. Djinn Illuminatus is sneakily very strong. Imagine duplicating all your removal spells as many times as you bother to pay for them. Domri's Ambush is even more good removal (this time creature removal). Dragonlair Spider is just quite good at making tokens. Dreadbore kills two relevant types. Dromoka's Command is sweet removal but not many of its other options are relevant. Dueling Grounds is Mirri, Weatherlight Duelist (or Mirri is Dueling grounds- whatever). Both are awesome pillow fort. Escape to the Wilds draws cards. The color-matters auras from Eventide and Shadowmoor are strong with Niv and also on-theme.
Fossil Find alluded to graveyard order... in a 2008 set... huh.
Identity Crisis just discards your opponent's... everything. Ionize is a pretty all right counterspell. Justice Strike , another pet card of mine, is just very a flavorful removal spell. Mindleech Mass is crazy cool. Mirari's Wake is a really conventionally strong card. Mistmeadow Witch is more expensive and more timely Soulherder (fizzles removal!). Mnemonic Betrayal is just a gem. Mystic Snake and Frilled Mystic are both counterspells. Necrogenesis makes tokens and screws up reanimation. Palliation Accord is pretty freaking pillow forty. Pillory of the Sleepless , Anguished Unmaking , and Vindicate are more solid Orzhov removal. Plasm Capture isn't great, I don't think, but it feels like a card that has some wild stories attached to it, don'tcha think? Rakdos's Return seems like another really fun spell. I want to make a RB casual Rack deck. Silumgar's Command is a good card. Thought Erasure is a perfectly suitable discard spell. Trygon Predator is good. Wheel of Sun and Moon ensures that every card in your deck is just a few Niv triggers away.
And BAM, I've looked through every two-color card in Magic. There we go. That's what stood out to me, but I find that many players are more competitive than I am and therefore have different definitions of what a good card is. Feel free to take some or none of my advice. All would likely prove disastrous for your deck- a lot of the cards I suggested were removal.
1 month ago
5 months ago
5 months ago
When you use Cauldron Haze to give your creatures persist, after Wakening Sun's Avatar 's ETB trigger resolves, your creatures will be destroyed, then immediately returned to the battlefield with a -1/-1 counter on each.
Both ETB effects on your creatures will be put on the stack simultaneously, and you can put them in whichever order you want. Regardless, assuming you use Restoration Angel 's flicker on your Wood Elves , it will come back without the -1/-1 counter, and another instance of Wood Elves' ETB trigger will be put onto the stack.
If for some reason Wood Elves then gets destroyed again before the turn ends, persist from Cauldron Haze still applies and means that it will return to the battlefield with a -1/-1 counter, triggering its ETB once more.
In total, you will thus have one instance of Resto Angel's ETB trigger, and a maximum of three instances of Wood Elves' ETB trigger, over the course of the turn.
5 months ago
My opponent plays a Wakening Sun's Avatar with me having Restoration Angel and Wood Elves in play. I respond with a Cauldron Haze . Can I save the Elves from Dying to persist by flickering them with my Angel? How many ETB effects do I get in this scenario and why?. Thanks so much for the help in advance :).
6 months ago
I feel like Cauldron Haze is a bit pointless seeing as most if your creatures have persist anyway, feels like a better card could be used in this slot.
Also, you should include Carrion Feeder
6 months ago
Cauldron Haze only affects the permanents that it targets, once the cards change zones and return to the battlefield the new permanents don't have persist even though they are represented by the same card.
To answer your question lets assume we are using Mikaeus, the Unhallowed and Woodfall Primus so that the permanent has both abilities each time it is recurred.the steps of what happens are as follows.
Woodfall Primus dies, both undying and persist trigger.
You control both abilities and so get to put them on the stack in whatever order you wish. For this example we will be putting persist on the stack first and then undying.
After a round of priority the topmost object of the stack resolves. Assuming no responses this is undying.
Woodfall Primus is put on the battlefield with a +1/+1 counter.
After another round of priority persist resolves but has nothing to move.
The next time Primus dies he has a +1/+1 counter and only persist triggers.
The abilities keep alternating because Primus will have one of the two types of counters but not both. (Excluding some corner cases).
6 months ago
Persist and Undying are both triggered abilities. As you control the creature in question, you would choose what order they go on the stack, and the first to resolve will put the creature back on the battlefield with a counter of the correct type. The other ability will fizzle due to the creature no longer being in the graveyard. That's it.
However there is still value to combining Persist and Undying, just not in the way you're working it here.
The way it works out is this: let's say your Young Wolf already died once and came back with a +1/+1 counter from Undying. If it died again, Undying wouldn't be able to bring it back due to it having a +1/+1 counter on it. But if you gave it Persist, then it could come back with Persist, receiving a -1/-1 counter. At that point, Undying would be able to bring it back again, even though Persist couldn't. This is why people like to combine Persist creatures with Mikaeus, the Unhallowed .
It's important to note that the Young Wolf that returns will be a new object with no memory of its previous existence, including having Persist from Cauldron Haze . You'll have to find a way to give it Persist again to continue playing with this interaction.