Crystal Shard

Crystal Shard


(3), Tap or (Blue), Tap: Return target creature to its owner's hand unless its controller pays (1).

Browse Alters


Have (1) metalmagic
Want (1) Miehen

Printings View all

Set Rarity
Mystery Booster: Store Edition (MYSTOR) Uncommon
Mystery Booster: Convention Edition (MYSCON) Uncommon
Mirrodin (MRD) Uncommon

Combos Browse all


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Crystal Shard occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Blue: 0.14%

Crystal Shard Discussion

CaptainToll on Ramiel, the almighty ass Hole

1 week ago

Also Crystal Shard is severely underrated and works with your Wormfang Manta Combo.

FateController17 on Snowy Constellation Pseudo-Control

2 weeks ago

Also, I had Flicker of Fate used against me at a tournament once, damn good flicker. As I said before, Azorius things like Capture Sphere would be good. Crystal Shard might also be good for removal if your opponent taps all their mana sources.

Other suggestions: Rule of Law Silence Deafening Silence The Original One Forced Fruition (To make your opponents not want to cast spells.)

foxboy93 on Should I Pretend This Or That?

4 weeks ago

DrukenReaps Harpy is there mostly for the free activation. This also allows you to cast Mairsil again and get another caged item. Its usually a last resort, as you want to keep him on the board as long as possible. Argent Sphinx is also a cheap activation if you can guarantee Metalcraft. Sanctum of Eternity is a "sorcery" speed bounce to your hand if needed. Cards like Crystal Shard can also be good, since you can target opponents items, OR Mairsil, giving you flexibility. If you can generate a lot of mana per turn, Planar Bridge can be a very good card. Tap for 8+ mana, untap and then tutor up a permanent like your combo pieces. As noted, my deck was built with the concept of "how do I do things on each persons turn", so being able to untap at instant speed and do things like that was important, so mana isn't always available. As long as you can keep Mairsil costing as little as possible, you are golden. As well, I looked at cards that didn't need to be caged, so I could build out a board as well. Prognostic Sphinx is like a mini Nezahal, in the sense of "protection". Sure, players can team up to layer the stack so you have to use other abilities, but if you are playing right, you are likely burning their kill spells to flicker to keep Mairsil alive or cost low. Retrofitter Foundry is a budget Staff of Domination, with much less benefits other than making fodder. Something else to consider though :3

SeanmanX on Esper

1 month ago

Neat multiplayer deck! I can see it's based in voting and multiplayer politics, i'm a really big fan of this idea

I notice you're playing Terramorphic Expanse Evolving Wilds, and Esper Panorama without playing any basic lands... It may be worth it to take out some of the slower ETB Tapped lands in favor of some basics here.

You should consider some of these cards: Coercive Portal -> Nets you an extra card each turn or wraths the board based on each players' decision Oreskos Explorer or Boreas Charger -> Good way to get you out of a situation where you're down on lands, with a nice multiplayer theme Wayfarer's Bauble -> Mana ramp in non-green colors Crystal Shard or Erratic Portal -> Buys back your own creatures that may have ETB effects, can also save your duders in a pinch Split Decision -> Voting card that can either copy a spell or counter one

Might be worth investing in a Ghostly Prison or Propaganda effect to deter people from attacking you

Some howling mine effects like Dictate of Kruphix or Howling Mine

Duskmantle Seer is always fun in a deck where you consistently have more life than an opponent

Sillynx on Darling it's Better, Down Where it's Wetter

2 months ago

This seems like a neat budget Thasse deck.

The morph theme you decided to go for is interesting. I'd recommend adding some more reusable bounce effects. Some of your creatures already do that, but for more consistency, I'd recommend adding Crystal Shard, or Portal of Sanctuary as a more budget alternative.

I'd perhaps also look for some more creatures with some valueable ETBs. Someone already mentioned Agent of Treachery. I'm also a very big fan of Diluvian Primordial.

Lastly, I think Strionic Resonator could be a decent fit. It recently got reprinted, so it's fairly cheap now. You can either use it on Thassa's endstep trigger to flicker 2 creatures or use it on a creature ETB to double up its effect.

wozislightning on Yarok, the Trigger Happy

2 months ago

I have a very similar build myself. I will say one thing that I would add to your list would be Crystal Shard. Awesome for saving your dudes from removal and sets up recasting creatures for even more etb effects. Erratic Portal and Equilibrium have similar effects. Personally, I would add all three of those and maybe cut Blood Seeker, Lotus Cobra, and Meren of Clan Nel Toth (cuts are tricky in these lists - that's just my opinion obviously). Good luck and happy brewing!

Solelyselesnya on Yuriko Turn and Burn - cEDH

2 months ago

Pwnographic While Crystal Shard provides good utility, it is too expensive at 3CMC for what it gives us.

Pray_for_Snow on Uro Commander

2 months ago

I'm going to sort my recommendations by type for now since the deck is still below 100 cards; once we get to a full deck list, I'll come back and suggest some upgrades if you still want some help.


The Great Henge is very easy to cast once you have Uro on the board, and continues to draw you cards/gain life for you as play more creatures.

Sol Ring is a classic card in every commander deck, unless your playgroup bans it.

Simic Signet is a cheap mana rock that helps you use any colorless lands you have to make some colored mana.

Arcane Signet gives you cheap mana in either of your colors.

Thought Vessel for the increased maximum hand size; you'll probably end up with more than seven cards in hand if you can use Uro more than once in a single turn.

Altar of Dementia for milling out yourself or your opponent. You can use the stack to sacrifice Uro if you cast him from the command zone.

Panharmonicon will double your Uro triggers when it enters the battlefield, plus a few of your other creatures or artifacts like Springbloom Druid.

Crystal Shard will let you re-use your enter-the-battlefield triggers on your creatures

Blackblade Reforged will help you deal lethal damage once you get your ramping done.

Lightning Greaves protects Uro or other creatures you want to keep around while also hasting them.


Sakura-Tribe Elder will ramp you and end up in your graveyard at the same time.

Arbor Elf will untap a land you need instead of adding {G}, which is better if you're playing with nonbasic Forest cards.

Wood Elves gets you a Forest from your library, and can even get a non-basic one. You can use it to chump-block someone later on as well to add another card to your graveyard.

Llanowar Elves and Elvish Mystic are the same card but still useful to help ramp.

Birds of Paradise is a classic commander card and can help you block flying creatures when you don't need it anymore.

Hedron Crab mills as you ramp, and you can choose to mill yourself if you're trying to win that way.

Satyr Wayfinder mills you while also grabbing a land card to put into your hand.

Eternal Witness brings back a card you want from your graveyard.

Golgari Grave-Troll will help mill you while also being a rather tough blocker/beater thanks to its regenerate ability.

World Shaper will mill you and also get back lands you milled when it dies.

Laboratory Maniac will secure you a win if you're milling yourself enough.

Misthollow Griffin can be cast from exile, allowing you to use it to cast Uro with escape repeatedly, and it will even block flying creatures for you.

Genesis helps you recycle creatures as long as it stays in the graveyard.

Tatyova, Benthic Druid makes your ramp spells (and Uro) better.

Rampaging Baloths gives you tokens for land drops, helpful for trying to close a game with combat damage.

Roil Elemental steals creatures as you play lands.

Reclamation Sage hits dangerous artifacts/enchantments you don't want around.


Bear Umbra protects a key creature while also untapping all your lands.

Song of the Dryads and Imprisoned in the Moon are both excellent at removing a dangerous threat.

Zendikar Resurgent is excellent for this deck for the extra mana and the card draw.

Elemental Bond will draw you cards for your big creatures.

Crop Sigil will mill you when you want to mill, and get back something important.

Retreat to Coralhelm helps you scry cards or tap/untap creatures for playing lands. If you have a way to mill exactly one card, you can mill your top card after scrying it if you want it in your graveyard.

Wilderness Reclamation untaps your lands for later use, especially useful if you want to leave mana untapped during your opponents' turns.

Instants and Sorceries

Cyclonic Rift is your best board wipe.

Beast Within is your best single-target removal.

Counterspell, Swan Song, and Negate are good counterspells to leave open.

Voidslime is great and is a very useful and board tool for stopping combos.

Life from the Loam gets back lands from your graveyard, and mills you with Dredge.

Windfall hopefully refills your hand and can disrupt your opponents.

Cultivate and Kodama's Reach ramp you. So does Circuitous Route.

Finale of Devastation is a win condition, tutor, and reanimation spell all in one.


Alchemist's Refuge gives you flash on all your spells.

Reliquary Tower fixes any issues you might have with drawing too many cards at once.

Field of the Dead gives you tokens to block with, and is extremely easy to activate in this deck.

Arch of Orazca draws you cards with extra mana.

Blighted Woodland ramps you up.

Command Tower is a staple for a reason. The reason is that it is good. Play it.

Breeding Pool helps fix your mana and is a Forest card for your ramp spells.

Simic Growth Chamber fixes your mana and bounces back a land for any Landfall triggers you might want to reuse.

Flooded Grove fixes your mana.

Waterlogged Grove fixes mana, draws you a card, and ends up in the graveyard when you don't need it anymore.

Simic Guildgate is a gate that can be fetched out with Circuitous Route.

I left out some big money cards, since those can be upgrades for later. I didn't check if these additions would put you over 100 cards, but you can throw in anything else afterwards and just try out whatever seems fun.

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